AIPolicy Test Stuff

Page 1 of 2 12 LastLast
Results 1 to 25 of 35
  1. #1
    Grand Master ronny1982 is offline
    Grand MasterRank
    Jan 2010 Join Date
    744Posts

    AIPolicy Test Stuff

    aipolicy.data @ PWI 1.4.2 v402

    sAIview aipolicy.data viewer Project Page

    Last edited by ronny1982; 31-08-10 at 02:02 AM.


  2. #2
    Don't Ask About Tideborn vixio_dv is offline
    Grand MasterRank
    Feb 2010 Join Date
    UKLocation
    774Posts

    Re: AIPolicy Test Stuff

    i have wait long time for this realease. thanks ronny.

    ---------- Post added at 09:15 PM ---------- Previous post was at 09:06 PM ----------

    btw, this only viewer? i cannot change anything

  3. #3
    Grand Master ronny1982 is offline
    Grand MasterRank
    Jan 2010 Join Date
    744Posts

    Re: AIPolicy Test Stuff

    i've linked wrong files, links are now corrected and point to the correct files...


    yes it's a viewer, no need for an editor...

  4. #4
    Member PWReadyGO is offline
    MemberRank
    Jul 2010 Join Date
    BrazilLocation
    53Posts

    Re: AIPolicy Test Stuff

    Quote Originally Posted by ronny1982 View Post
    i've linked wrong files, links are now corrected and point to the correct files...


    yes it's a viewer, no need for an editor...
    It would good if be a editor, ronny. Normally aipolicy is in a foreign language and where the official language is not English, it would be useful.

  5. #5
    [B]aSH nofxpunkerbrian is offline
    Grand MasterRank
    Apr 2009 Join Date
    1,151Posts

    Re: AIPolicy Test Stuff

    Its hard to do an editor because of the way the file is, the file isnt like most where it just reads arrays its actually statements etc that control this file.

    Very nice work though ronny.

  6. #6
    Sorcerer Supreme loko9988 is offline
    Member +Rank
    Mar 2010 Join Date
    RussiaLocation
    335Posts

    Re: AIPolicy Test Stuff

    tnx ronny

  7. #7
    Grand Master ronny1982 is offline
    Grand MasterRank
    Jan 2010 Join Date
    744Posts

    Re: AIPolicy Test Stuff

    Project Page is now live...

    ---------- Post added at 01:25 AM ---------- Previous post was at 01:12 AM ----------

    I've discovered the links in tasks.data, but they are somehow translated maybe in a lookup table.

    i.e. for 1.4.2 we have tasks.data AI Link 871 pointing to aipolicy.data control block 728

    the problem is in 1.3.6 AI Link 871 is pointing to aipolicy.data control block 740

    so if anyone knows where to find the mapping table would be nice to share it...

  8. #8
    Elite Member Souris is offline
    Member +Rank
    Feb 2009 Join Date
    167Posts

    Re: AIPolicy Test Stuff

    Ronny, I cant think of any quest that links to an aipolicy block. Do you have an example ?

  9. #9
    [B]aSH nofxpunkerbrian is offline
    Grand MasterRank
    Apr 2009 Join Date
    1,151Posts

    Re: AIPolicy Test Stuff

    The cube quest where you kill Myserious Pets every 1 you kill it +1 the item u gain at end.

  10. #10
    Grand Master ronny1982 is offline
    Grand MasterRank
    Jan 2010 Join Date
    744Posts

    Re: AIPolicy Test Stuff

    Quote Originally Posted by Souris View Post
    Ronny, I cant think of any quest that links to an aipolicy block. Do you have an example ?

    Twilight Temple quests where you choose the chapter, mode and settings are all linked to aipolicy, the aipolicy creates or removes npc's depending on your choice...

    But Twilight Temple AI links are correct, i wanna find the correct links for Valley of Reciprocity and the new Frost City quests which are different in 1.4.2 compared to 1.3.6

    like stated in my previous post, the quest to activate the health aura in Valley of Reciprocity (AI Link 871) points to AI control block 740 in v1.3.6 but it points to AI control block 728 in v1.4.2
    Last edited by ronny1982; 31-08-10 at 05:02 PM.

  11. #11
    Elite Member Souris is offline
    Member +Rank
    Feb 2009 Join Date
    167Posts

    Re: AIPolicy Test Stuff

    As far as I tested, the twilight quests don't use aipolicy, they use "events" as I call them, these thing in npcgen.data.

  12. #12
    Elite Member [D@nte] is offline
    Member +Rank
    Apr 2010 Join Date
    249Posts

    Re: AIPolicy Test Stuff

    And how to they call them?
    Rigth via aipolicy...

  13. #13
    Grand Master ronny1982 is offline
    Grand MasterRank
    Jan 2010 Join Date
    744Posts

    Re: AIPolicy Test Stuff

    Quote Originally Posted by Souris View Post
    As far as I tested, the twilight quests don't use aipolicy, they use "events" as I call them, these thing in npcgen.data.

    TT quests are connected to control blocks in aipolicy.data, each control blocks holds action sets, each action sets check for a condition and do some functions if the condition is fulfilled.
    For TT a procedure called "NPC Generator" is fired. the procedure is called with two statements: first is the id for npcgen.data second is the state telling if the npc should be activated or deactivated



    In tasks.data:
    AI Control Link 202 -> AI Controller 147




    in aipolicy.data:
    procedures in this block trigger NPC_Generator i.e. 190

    *this is also the id used by GM Command creature builder



    in npcgen.data/triggers:
    the aipolicy triggered NPC_Generator id 190 is mapped to a local NPC_Trigger 197




    in npcgen.data/creature|dynamics:
    the local NPC_Trigger 197 is connected to the creatures
    Last edited by ronny1982; 31-08-10 at 06:42 PM.

  14. #14
    Don't Ask About Tideborn vixio_dv is offline
    Grand MasterRank
    Feb 2010 Join Date
    UKLocation
    774Posts

    Re: AIPolicy Test Stuff

    i found 1490++ from quest, this bugs?
    quest id : 17515, AI Control Link : 1806

  15. #15
    Grand Master ronny1982 is offline
    Grand MasterRank
    Jan 2010 Join Date
    744Posts

    Re: AIPolicy Test Stuff

    Quote Originally Posted by vixio_dv View Post
    i found 1490++ from quest, this bugs?
    quest id : 17515, AI Control Link : 1806

    tasks ai links are mapped to ai control blocks indirectly...

    this was my initial question if someone knows the mapping function
    Last edited by ronny1982; 31-08-10 at 07:45 PM.

  16. #16
    Grand Master ronny1982 is offline
    Grand MasterRank
    Jan 2010 Join Date
    744Posts

    Re: AIPolicy Test Stuff

    Quote Originally Posted by Souris View Post
    As far as I tested, the twilight quests don't use aipolicy, they use "events" as I call them, these thing in npcgen.data.

    That's it, you're right i was wrong, i figured out how tasks are linked to ai control blocks: they use a "dummy" monster


    The following example will show the complete pipeline for the Twilight Temple Requiem of Wraith task:


    1. first we look into the task for opening TT Requiem of Wraith, it's the task with id 9032 here we find the creature builder id 202


    2. now we look into npcgen for the creature builder id 202, here we find a connection to the npc trigger link 209


    3. the npc trigger link is associated with a "dummy" monster, this monster has only one usage: it executes the attached ai control block when activated by the task, i'll call it "task control monster". I'm sure some of you have noticed double coordinates on npc's when using command d_showpos, these coordinates belong to the invisible task control monsters. In our case the trigger activates the monster with id 14455


    4. now it's time to lookup in element list 37 for the task control monster 14455 to find the ascociated aipolicy control block, here it is 147


    5. at least we can look in aipolicy for the control block 147 to see what it does...


    Finally we have figured out how task 9032 is linked (indirectly) to the aipolicy control block 147
    Last edited by ronny1982; 14-09-10 at 06:09 PM.

  17. #17
    [B]aSH nofxpunkerbrian is offline
    Grand MasterRank
    Apr 2009 Join Date
    1,151Posts

    Re: AIPolicy Test Stuff

    nice one mate.

    One thing you should allow is editing of the text announcements though.

  18. #18
    Elite Member [D@nte] is offline
    Member +Rank
    Apr 2010 Join Date
    249Posts

    Re: AIPolicy Test Stuff

    Quote Originally Posted by ronny1982 View Post
    they use a "dummy" monster
    *from the category useless knowledges*

    Last year you could find those trigger mobs on pwdatabase.com by searching for "chinese name" but it seems as they fixed the search engine...

    p.ex. Perfect World Monster Database - Without Name

    And remember, never write a renaming tool for your elements that graps the names from PW database, otherwise all traps and trigger mobs will have a name ;)

  19. #19
    Elite Member Souris is offline
    Member +Rank
    Feb 2009 Join Date
    167Posts

    Re: AIPolicy Test Stuff

    Glad you figured it out, hope i helped a bit to lead to the right solution =)
    Last edited by Souris; 14-09-10 at 10:24 PM.

  20. #20
    Black Magic Development das7002 is offline
    Grand MasterRank
    Apr 2010 Join Date
    EarthLocation
    2,188Posts

    Re: AIPolicy Test Stuff

    Very nice ronny, now if only there was a way to edit aipolicy other then maybe hex...

  21. #21
    Nerd-IO Romulan is offline
    Grand MasterRank
    Feb 2009 Join Date
    BelgiumLocation
    3,333Posts

    Re: AIPolicy Test Stuff

    Quote Originally Posted by das7002 View Post
    Very nice ronny, now if only there was a way to edit aipolicy other then maybe hex...
    Yes that would be cool to have an AI editor

  22. #22
    cats addicted Zorno is offline
    Grand MasterRank
    Apr 2010 Join Date
    GermanyLocation
    1,465Posts

    Re: AIPolicy Test Stuff

    Are the dummy Monsters the NPCs at 1,1 ? There are hundrets of them just standing around and just watching in one dirction like a zombie army *scarred*

  23. #23
    Grand Master ronny1982 is offline
    Grand MasterRank
    Jan 2010 Join Date
    744Posts

    Re: AIPolicy Test Stuff

    no, dummy monsters are invisible and do nothing, they are just there to activate some AI functions i.e. stop or start npcs

    take look in a28 Godless Valley the first monster is a dummy without name, if this dummy starts the ai control linked to this monster will be executed (that starts all npcs and monsters for the alpha stage)...
    Last edited by ronny1982; 01-11-10 at 10:23 PM.

  24. #24
    Newbie akeelo is offline
    MemberRank
    Apr 2010 Join Date
    11Posts

    Re: AIPolicy Test Stuff

    With this aipolicy.data Coredash with holy hall hits the 500 000, please help fix this problem
    Last edited by akeelo; 22-11-10 at 01:53 AM.

  25. #25
    Grand Master ronny1982 is offline
    Grand MasterRank
    Jan 2010 Join Date
    744Posts

    Re: AIPolicy Test Stuff

    replace skill ID with hexeditor or use skillreplace in sAIview and export your own aipolicy...



Page 1 of 2 12 LastLast

Advertisement