Animists

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Animists

Postby Galden172007 » Sat May 26, 2007 1:48 pm

Hey Galden here, I was just wondering if you were going to impliment animists...it's probably one of my favorite classes in terms of leveling/keep defense so I was just wondering :) Let me know whatever you are planning to do and if this is already posted please direct me to it and remove this one :-) thanks guys for all the hard work
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Postby Etaew » Sat May 26, 2007 1:57 pm

They are under development.
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Postby Galden172007 » Sat May 26, 2007 1:58 pm

Kewl Thanks. I was just wondering because I tried to make one and it gives me the spells and says when I cast one but the shroom doesn't show up :) thanks again
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Postby Timx » Sun May 27, 2007 12:05 pm

you can create a mushroom spellhandler by your own , just look @ the summon-spellhandler and change a little bit ;-)
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Postby Dinberg » Sun May 27, 2007 12:27 pm

Aye, but if a mob runs to melee range the mushroom renounces all spell-casting abilities and proceeds to beat at it with it's bulbous head :D

but you are right, if you can get used to that the rest of the functionality is there.
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Postby Galden172007 » Sun May 27, 2007 5:30 pm

So it will attack we just can't see/select the shroom? Do you know how long it will take to get that fixed?
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Postby Galden172007 » Sun May 27, 2007 5:47 pm

you can create a mushroom spellhandler by your own , just look @ the summon-spellhandler and change a little bit ;-)
What does that mean? heh I just play the games I don't know anything about making the shards or repairing problems with them
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Postby Dinberg » Sun May 27, 2007 9:27 pm

The animist spell pets as far as you are worried about for now then as a player are non-functional, I was referring to if an independant shard modifies the summon spell handler to make their own mushrooms spell :).
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Postby ZioRed » Mon May 28, 2007 9:17 am

So it will attack we just can't see/select the shroom? Do you know how long it will take to get that fixed?
Unluckily, I am currently little busy in RL between daughter/wife and office :/
I'm working on it during my free time, which is not very much. Moreover, I began playing an Animist on live servers at the last week, so I can check & test everything on live before coding it.
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Postby Timx » Mon May 28, 2007 11:27 am

Aye, but if a mob runs to melee range the mushroom renounces all spell-casting abilities and proceeds to beat at it with it's bulbous head :D

not if you write it in the script ..... or create a non-interuptable dd ( for the mushroom )



so you just create a new npctemplate ( mushroom skin , speed : 0 ! )
change summonspellhandler ------> (aim) =groundtarget
( if pet isn`t Mezzed / Stuned ) ----> ( aggro = 100 ) --> cast uninterruptable dd on enemy`s



if i have a little bit time and finished my masterlevel , i ´ll try to implent an animist mushroom-spellhandler
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Postby Dinberg » Mon May 28, 2007 1:29 pm

Aye it's true, you can do that, but I've seen the mushrooms interrupted on live before, it's just very unlikely for it to happen.

Also, I think it still chooses melee over spells if they do come into range if for whatever reason it's chain of casting gets broken (like a mezz or stun). So if it's stunned, then they run to melee range, when it wakes it will go melee on their azz.

But it's been a while since I tried mushrooms....alot has changed since then, so I may well be wrong :).
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Postby Overdriven » Mon May 28, 2007 1:34 pm

Shroom PLing is the most fun and easy thing to do.
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Postby Batlas » Mon May 28, 2007 3:25 pm

AFAIK Ive never played an animist on live, but I did play Craigens on Purga and they did get interuppted when attacked. I would like to keep Shrooms as an npctemplate the way we've been doing pets, so we'll see what happens.
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Postby mgX » Mon May 28, 2007 3:39 pm

thats just purga being weird....
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Postby ZioRed » Mon May 28, 2007 3:43 pm

AFAIK Ive never played an animist on live, but I did play Craigens on Purga and they did get interuppted when attacked. I would like to keep Shrooms as an npctemplate the way we've been doing pets, so we'll see what happens.
In fact I'm planning to do just some fixes in the ControlledNpc class and its brain to develope the shrooms. And I don't think that DD from shrooms is uninterruptable, however I'll try it soon on live server (I'm xping one).

Perhaps we may need to add a field AttackType to let us configure a pet which cannot enter in melee combat. Another solution (which one I'm using now for testing purpose in my local test) may be adding a new item in the enum eDamageType._NoDamage=254 to assign to the pets which don't combat in melee.

To prevent the pet movements I think is enough to set MaxSpeed=0 on the npctemplate. Summoning a controllable turret should not be too complicated with the new CanReceiveOrder property (same for Fire&Forget turrets).
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