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The Black Wyrm's Lair Terms of Use |
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#1
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
After all this years, it's good to start a new thread
![]() Side work: - Monsters : preparation task (sort, group, and find stats) : 100% - AI script (complete rework in progress) : 50% Main component: - BG1 Monsters : 10% - BG2 Monsters : 0% - BG1 Adventurers: 0% - BG2 Adventurers: 0% At this moment, it seems that I undo some of my previous work (compared to old progress report). This is true, but it isn't the same quality, it is a lot higher now. With my new own tools and material, I'll be able to work 5 times faster on main components later on and still get an overall better result. This post has been edited by aigleborgne: Jun 22 2011, 06:41 AM |
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#2
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
I have migrated all monster scripts and while it is far better, I still think I can make an improvement.
I am implementing a template system for monsters. Basically, there is a default behavior for a monster script, then it can be altered with keyword or partial block codes. For example, this is the most simple monster script: CODE // Elemental [monster=race(ELEMENTAL),walk] [generate] A monster with one ability: CODE // Lesser Basilisk [monster=race(BASILISK),walk] [section=beforeCombat] [reallyForceSpell=Petrification] [generate] A monster with abilities and spells: CODE // Death Knight [monster=class(DEATHKNIGHT),smart] [section=beforeTracking] [reallyForceSpell=Death Knight Spell Turning] [action=timer(ja#detect,24),forceSpell(Detect Invisibility);requireSelf=nodisablecheck,nomem] [section=beforeCombat] [reallyForceSpell=Demon Knight Fear] [action=forceSpell(WIZARD_TRUE_DISPEL_MAGIC,remove)] [action=forceSpell(DEATHKNIGHT_FIREBALL,remove)] [action=forceSpell(WIZARD_POWER_WORD_KILL),remove(WIZARD_POWER_WORD_KILL,WIZARD_POWER_WORD_STUN,WIZARD_POWER_WORD_BLIND);require=random(50)] [action=forceSpell(WIZARD_POWER_WORD_STUN),remove(WIZARD_POWER_WORD_KILL,WIZARD_POWER_WORD_STUN,WIZARD_POWER_WORD_BLIND);require=random(60)] [action=forceSpell(WIZARD_POWER_WORD_BLIND),remove(WIZARD_POWER_WORD_KILL,WIZARD_POWER_WORD_STUN,WIZARD_POWER_WORD_BLIND);require=random(20)] [action=forceSpell(Symbol of Pain),remove(Symbol of Pain,WIZARD_SYMBOL_FEAR);require=random(75)] [action=forceSpell(WIZARD_SYMBOL_FEAR),remove(PAIN,WIZARD_SYMBOL_FEAR);require=random(75)] [action=forceSpell(Wall of Ice)] [generate] As you can see, it is very easy to read. Scripts are very short, so less potential bugs. I've started to work on this, should be finished next week or maybe this week. In the meantime, I'm adding new monsters relating to shapeshift. Once everything is done, I will have to test again, one by one, all monsters. I expect to release a new version in 2 months. This version will be compatible with BGT (finally) ! |
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