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combat system and aggro

PostPosted: Thu Jan 22, 2004 3:20 pm
by duff
i have think to aggro system in fact in the dolplayer.cs you have a hiplayers hashtable who store player who hit the mob and the life they remove from the mob but it can be translate in an playeraggro hashtable with player and aggro of player so debuff and other spell can change the aggro value and when it change aggro value we can put in the set of the arraylist playerAggro a calculaggro function witch select the player with the most aggro and attack hiw so basic AI is done ;)

PostPosted: Thu Jan 22, 2004 3:51 pm
by Blue
My aggrofunction is ready but not tested. Its not in the cvs yet, but exists. The right place will be ComputeAI. Wait next week.
Whats in is what you described, the mob will attack the player that done the most damage to it. The damage/aggro could be lowered with spells, so the mob "forgets" what you have done.

PostPosted: Sun Jan 25, 2004 10:43 pm
by Nxs
Aye ideas on what is being added to the mob database to cope with combat ?

like...
Type - Agro, Hostile, Neutral
Agro% - chance that mob will agro you if set to agro
AgroRange - radius of agro range (some mobs dont agro until you get closer)

PostPosted: Mon Jan 26, 2004 9:17 am
by duff
not agry for type i think the better is to put faction and the plaer will have to store the faction friendly percent and if
friendly in a faction is <33% aggro if >33 but <66 hostil >66 neutral and the friendly of aggro change with dead of mob

PostPosted: Mon Jan 26, 2004 1:12 pm
by Nxs
Yes but not all mob have factions and some mobs are always agro

Maybe combine faction/agro in one field ?

PostPosted: Mon Jan 26, 2004 2:09 pm
by duff
just to put some special faction and when you kill the mob nothing done with the faction
i mean :
enum faction
{
faction1,
faction2,
faction3,
faction4,
specialfaction,
}
and when a mob is killed we have just to check

if enumfaction<5
you get friendly with faction "faction1" and enemy on...
and else nothing...

PostPosted: Mon Jan 26, 2004 4:48 pm
by Nxs
some mobs are ALWAYS agro
some mobs are ALWAYS neutral

can your example work with that ?

eg. Dragon is always agressive
eg. starting mobs L1-L4 are always neutral