Hello guys,
These past few days i got some free time to spare, so i decided to focus on project a bit more.
Some time ago, a multi-functional AI was proposed (Thanks Karakan), which l2j has been using for years.
Well, not lately due to their "neverending" reworks, but it's still a really good progress.
After all, even some IL projects are still using the old out-of-date AI system.
In Datapack, NPC AIs were set as described below:
- NPCs who possess long-ranged skills have balanced-type AI.
- NPCs with long attack range (archers) have archer-type AI.
- NPCs who possess long-ranged damage skills have mage-type AI.
- NPCs who possess none of the above have fighter-type AI.
Other changes:
- Admins can change NPC AI type using //edit_npc command.
- The following skills have been implemented to serve the needs for the AI of Court Sorcerers and Healers.
Gludio Flame, Gludio Heal, Aden Flame, Aden Heal.
- Fixed an issue with NPC skills being loaded. If NPC had registered 2 skills with the same ID, only the latest would
be stored to the skill list. Now, skills are loaded properly and NPC will be able to use both skills if needed.
- Renamed method getEffect to getFirstEffect. That makes it easier for admins to adapt given patches that contain this method.
- Improved Seed skill core function a little bit.
- After much consideration, i decided to allow the cast of Overlord buffs to pets.
This is a C5 feature, but it's an improvement that has no negative effect to the gameplay, plus it makes sense...!
- Added buff icon limitation to ExOlympiadSpelledInfo packet, just like in MagicEffectIcons.
I'm also planning to commit revision 568 really soon, so stay as tuned as possible.
(P.S. My apologies for not explaining AI features with details, but after much coding i get tired and lazy. )
Regards,
DnR
These past few days i got some free time to spare, so i decided to focus on project a bit more.
Some time ago, a multi-functional AI was proposed (Thanks Karakan), which l2j has been using for years.
Well, not lately due to their "neverending" reworks, but it's still a really good progress.
After all, even some IL projects are still using the old out-of-date AI system.
In Datapack, NPC AIs were set as described below:
- NPCs who possess long-ranged skills have balanced-type AI.
- NPCs with long attack range (archers) have archer-type AI.
- NPCs who possess long-ranged damage skills have mage-type AI.
- NPCs who possess none of the above have fighter-type AI.
Other changes:
- Admins can change NPC AI type using //edit_npc command.
- The following skills have been implemented to serve the needs for the AI of Court Sorcerers and Healers.
Gludio Flame, Gludio Heal, Aden Flame, Aden Heal.
- Fixed an issue with NPC skills being loaded. If NPC had registered 2 skills with the same ID, only the latest would
be stored to the skill list. Now, skills are loaded properly and NPC will be able to use both skills if needed.
- Renamed method getEffect to getFirstEffect. That makes it easier for admins to adapt given patches that contain this method.
- Improved Seed skill core function a little bit.
- After much consideration, i decided to allow the cast of Overlord buffs to pets.
This is a C5 feature, but it's an improvement that has no negative effect to the gameplay, plus it makes sense...!
- Added buff icon limitation to ExOlympiadSpelledInfo packet, just like in MagicEffectIcons.
I'm also planning to commit revision 568 really soon, so stay as tuned as possible.
(P.S. My apologies for not explaining AI features with details, but after much coding i get tired and lazy. )
Regards,
DnR
Last edited by DnR on 19th March 2016, 20:35; edited 1 time in total