Closed GoogleCodeExporter closed 9 years ago
Monster tactics is already implemented, but has not been documented until now.
An
example that would help you is as follows:
rail_state["ActorOptions"]["ByType"][1880] = {}
rail_state["ActorOptions"]["ByType"][1880]["DefendOnly"] = true
rail_state["ActorOptions"]["ByType"][1880]["Name"] = "Wood Goblin"
Check the State-file Index page of the Wiki for more information on
ActorOptions.
Regarding the TempFriendRange option, what specifically should be changed? You
mention "better assist mode", but I'm not sure what this means. Better in what
way?
Original comment by faithful...@gmail.com
on 8 May 2010 at 4:42
I know this doesn't sound good to most players but unlike here in pRO,
homunculus'
are usually allowed to Killsteal each other. What I meant by "better assist
mode" was
that my homunculus would only attack monsters that have already been attacked.
If you
are familiar with most AI's which use "react" as their attack tactics-- that is
what
I mean. I asked for an increase number of cells for TemFriendRange is because
for the
homunculus to assist its friends(homunculus of other players in the same screen
or
any other character but particularly homunculus because of AFK leveling in high
spawn
areas in mosco), there should be an increase of cells because with only 5 cells
as
its maximum, the homunculus will only be able to assist the one's near by, and
when i
say near by-- crazy near. I hope I am making sense here haha!
Oh and btw, is it possible to activate dance attack for my amistr in ro-rail? I
haven't seen any option. Thanks!
Original comment by IGdwi...@gmail.com
on 8 May 2010 at 10:13
Okay, I'll remove the limitation on TempFriendRange. I'll also include
AI-controlled
actors (homunculi and mercenaries) in TempFriendRange.
I hope that you're activating TempFriendRange in order to assist/defend nearby
players.
If you simply want your homunculus to kill-steal, I recommend setting the
following
instead:
rail_state["ActorOptions"]["Default"]["FreeForAll"] = true
Original comment by faithful...@gmail.com
on 11 May 2010 at 9:40
in order to assist/defend nearby players. Thanks! oh btw, how's the GUI going?
oh and
how come there isn't any option for amistr's skill "castling"? or did i miss it
by
any chance? thanks!
Original comment by IGdwi...@gmail.com
on 11 May 2010 at 12:00
I've removed the limitation for TempFriendRange in revision 168. I've also
updated the
code to allow AI-controlled actors (homunculi and mercenaries) as temporary
friends;
however, they still cannot be set as permanent friends.
The AI code for Castling has not been written yet. I'll create a new issue for
it. The
GUI is still in planning stages, but please keep issue comments within the
scope of the
issue itself. :)
Original comment by faithful...@gmail.com
on 12 May 2010 at 2:24
Original issue reported on code.google.com by
IGdwi...@gmail.com
on 7 May 2010 at 5:47