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[2.2]Programmable AI via scripting
#21
(06-12-2012, 07:31 AM)Alblaka Wrote:  -enchant_stuff

loading objects is already planned for other stuff such as johns team healing (or fully overriding basic AI and choosing the target yourself) - so instead of such a very specific 'enchanting' i would suggest something more general that you could use for this as well:
loadobject(condition)
this function would write all existing variables of the first object that meets the condition into object_variables (same as self_ and target_ stuff)
(as silva already told me - the function would iterate over all 400 object slots available - so the condition would already contain stuff like object_z==self_z to check for your kind 8 itr for example)
after loading this stuff onto the object_variables you can work with them
and yes object_type would be really good
this could also be used to determine the held weapon (where the type is much more important than the object_id too for the AI)

(06-12-2012, 07:31 AM)Alblaka Wrote:  Random guess, B4? "Shaking" pretty much describes the effect of armored people getting hit without taking damage. Unless it's an entirely different thing.
As well I remember to have read about "bdefend" being used for determining an armors remaining strength as well, not sure whether that's correct though.

I think you probably still didn't understand what exactly I want. I'm aware armor is coded via ID. But if you hit Julian twice, wait half a second and hit him two more times, the fourth hit punches through the armor, indicating there must be any sort of counter to determine when the "armor" of an object is temporally depleted.
read again what i posted - armor is only a higher bdefend capacity and being in a defensive state all the time (for louis only basic states and not against fire and ice)
also normally hit characters shake too while they are in hit lag

edit: so yes the bdefend doubles as the armor counter - and if you check the id of your target and notice its an armored one you can simply rise all conditions working with the bdefend level that usually breaks defense as it will be higher)

edit: also armored characters getting hit do take damage ._. even if its small
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Thanks given by: Alblaka


Messages In This Thread
[2.2]Programmable AI via scripting - by Boop - 06-08-2012, 06:31 PM
RE: [0.4 Update]Programmable AI via scripting - by YinYin - 06-12-2012, 08:23 AM
RE: [2.0]Programmable AI via scripting - by Boop - 06-30-2012, 01:54 PM
RE: [2.1]Programmable AI via scripting - by mfc - 07-05-2012, 10:33 AM
RE: [2.1]Programmable AI via scripting - by Boop - 07-05-2012, 11:53 AM
RE: [2.1]Programmable AI via scripting - by A-Man - 07-05-2012, 12:18 PM
RE: [2.2]Programmable AI via scripting - by A-Man - 07-19-2012, 03:08 PM
RE: [2.2]Programmable AI via scripting - by Boop - 07-19-2012, 03:15 PM
RE: [2.2]Programmable AI via scripting - by Kevin - 07-22-2012, 08:20 AM
RE: [2.2]Programmable AI via scripting - by Boop - 07-27-2012, 04:41 PM
RE: [2.2]Programmable AI via scripting - by A-Man - 09-15-2012, 05:23 PM
RE: [2.2]Programmable AI via scripting - by Boop - 05-05-2013, 04:44 PM
RE: [2.2]Programmable AI via scripting - by zort - 06-12-2013, 05:45 PM
RE: [2.2]Programmable AI via scripting - by zort - 06-15-2013, 01:44 AM
RE: [2.2]Programmable AI via scripting - by zort - 06-14-2013, 07:21 PM
RE: [2.2]Programmable AI via scripting - by A-Man - 03-29-2016, 01:59 PM
RE: [2.2]Programmable AI via scripting - by Boop - 03-30-2016, 10:26 PM
RE: [2.2]Programmable AI via scripting - by Gad - 02-10-2017, 06:58 PM



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