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Thread: How to script in AI_Agents
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22-12-08, 07:36 PM #1
How to script in AI_Agents
Register to remove this adWelcome to BrantX's Guide on Scripting in AI_Agents!AI_Agents is kinda like LUA except you can do alittle "less features" on it but it is more advanced for the NPC's not encounter(you can do encounters in C++) AI_Agents was Burlex's main way to script, He dislike LUA from the beginning but what do you think he runs Summitt off of? SQL Scripting. AI_Agents can be found in the database all you have to do is look for a table named "ai_agents", After that it should show all the data input stuff. This is where we begin.
First of all you'd probably be eyeing up this table
Code:Entry
Now you should see this on the next table.
Code:Type
Type is for what the creature will do on what the event is doing.(Event is one step down)
There are 5 codes that i know so far.
and these "codes" are
Code:1 = Melee 2 = Ranged 3 = Flee 4 = Spell 5 = Call for Help
Next on the table you should see
Code:Event
For instance, If you made the above step(type) 4(spell) in your table You would want to make the event be 0. So what i just said is that he'll cast a spell when he enters combat. Or you can make him cast a spell when he gets hit. by making Event's table 2.
Here is a full list of Events.
Code:0 = Enter Combat 1 = Leave Combat 2 = Damage Taken 3 = if Target Cast's Spell 4 = if Target Parried 5 = if Target Dodged 6 = if Target Blocked 7 = if Target Spell Critted 8 = if Target Died 9 = ???? 10 = Unit Parried(if caster parries) 11 = UnitDodged(if caster dodges) 12 = Unit Blocked(if caster blocks) 13 = Unit Critted(if caster critted) 14 = Unit Died(if casterdied) 15 = Assists' Target Dies(multi-people) 16 = Follow-Owner(pets)
Next table should say
Code:Chance
Example = Change is 100. Caster will cast it either way.
Example2 = Chance is 10. Caster will cast it on a 10% probability.
Pretty self explanitory.
Now on to
Code:Maxcount
If you put 100 in the table the caster will cast it 100 times.
If you put 0 in the table the caster will cast it infinite times.
After that you'll see
Code:Spell
This is also self explanitory,
Just put the spell ID.
Next you'll see
Code:SpellType
How the spell is casted.
Code:1 = Root 2 = Heal 3 = Stun 4 = Fear 5 = Silence 6 = Curse 7 = AoE-Damage 8 = Damage 9 = Summon 10 = Buff 11 = DeBuff
Next onto,
Code:TargetType
Code:0 = Null 1 = Random Target 2 = Target Location 3 = Creature Location 4 = Self 5 = Owner (Hunter's and Warlock's Minions cast spells on their owner)
Code:Cooldown
This is in Miliseconds so...
Code:1 Second = 1000 2 seconds = 2000 5 Seconds = 5000 10 Seconds = 10000 20 Seconds = 20000 60 Seconds(min) = 60000
Next on to
Code:FloatMisc1
and finally
Code:Misc2
There you are! How to script in AI_Agents in ArcEmu.
I am pretty sure you guys can get the basics on how to do this and will probably get pro at it. I am not sure if Ascent is the same AI_Agent Structure as Arc but...If not i will update this and will try to merge Ascent into it. This is for ai_agents in ArcEmu.
Please give me feedback, Is it good? Was it helpful? Easy to read? Etc etc.
- BrantX
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22-12-08, 08:48 PM #2
Yeah! Clap Clap BrantX Good Tutorial
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22-12-08, 11:17 PM #3
Great Tut never really knew too much about this table thank you for your help
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23-12-08, 10:56 AM #4
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24-12-08, 03:45 PM #5
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30-12-08, 10:07 PM #6
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wow i learnt something new LOL
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03-01-09, 03:55 AM #7
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