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Creating NPC problem
Posted: Sun May 07, 2006 2:09 pm
by Invictus
There is some kind of problem with NPC creating..
I want to create a new monster an example an abyssmal horror, but it has 411 str and 6000 hits... and how it could be done in POL 95?
Because the number of hits can`t be over str by default.
STR 411
INT 411
DEX 86
HITS 6000
MANA 411
STAM 86
Please help)
Re: Creating NPC problem
Posted: Mon May 08, 2006 11:19 am
by Firedancer
Invictus wrote:There is some kind of problem with NPC creating..
I want to create a new monster an example an abyssmal horror, but it has 411 str and 6000 hits... and how it could be done in POL 95?
Because the number of hits can`t be over str by default.
STR 411
INT 411
DEX 86
HITS 6000
MANA 411
STAM 86
Please help)
What exactly is the problem? NPC's are indeed treated differently than players, so their stats donot have to be related to their vitals. In my eyes, what you describe here should be legal values that should work... depending what exactly you want to achieve that is...
Or are you trying to make sure npc's are treated equally to players?
Posted: Tue May 09, 2006 6:48 pm
by OldnGrey
Actually, something doesn't make sense here to me.
I am unable to set an NPC HITS greater than STR either.
If I try:
Code: Select all
STR 80
INT 25
DEX 60
HITS 200
MANA 25
STAM 60
Then the monster gets 80 hp, not 200.
If I manually set the HP to 200, it drops to 80 again.
095 and 096 test shard - same result.
At the risk of appearing more foolish than normal, I was also under the impression that hp was tied to str - npcs and players. I am not doubting you Firedancer, but I sure would like to know what's going on here so I can create monsters that are harder to kill without tuning AR. I don't care if I am wrong here, just want to know why!
I went through my scripts for creating an npc and I don't see an override for hp.
Posted: Tue May 09, 2006 7:01 pm
by MontuZ
vitals.cfg wrote:Vital Life
{
RegenWhileDead 0
Alias Hits
Alias HP
RegenRateFunction regen:GetLifeRegenRateExported
MaximumFunction regen:GetLifeMaximumValueExported
}
Vital Mana
{
RegenWhileDead 0
Alias MP
RegenRateFunction regen:GetManaRegenRateExported
MaximumFunction regen:GetManaMaximumValueExported
}
Vital Stamina
{
RegenWhileDead 0
Alias Stam
Alias SP
RegenRateFunction regen:GetStaminaRegenRateExported
MaximumFunction regen:GetStaminaMaximumValueExported
}
Code: Select all
exported Function GetLifeMaximumValueExported( mob )
Var maxlife := ( GetAttribute( mob, ATTRIBUTEID_STRENGTH ) * 100 );
Var NPC_Cfg := ReadConfigFile( ":*:npcdesc" );
If( mob.IsA( POLCLASS_NPC ) )
Var lifestat := NPC_Cfg[mob.npctemplate].HITS; // Look for HITS in npcdesc.cfg and use that as life, this is just a rough example.
Return CInt( lifestat );
Endif
Return CInt( maxlife );
Endfunction
Posted: Tue May 09, 2006 7:14 pm
by OldnGrey
That must be in the distro - I don't use the regen code.
I went straight to the regen code initially myself
Now that I know it's possible to have a higher HP than Strength I will leave no stone unturned to get this done
Interesting - it means the core does not handle them separately.
Update: ok, it works just fine. My World of Dreams base scripts just didn't have that code in there and until today I had no idea you could separate them. (Works fine for dex/stam and int/mana too)
Posted: Wed May 10, 2006 2:16 am
by qrak
OldnGrey could you tell me where can i download worldofdreams scripts? Official site doesn't work.
Posted: Wed May 10, 2006 2:43 am
by OldnGrey
Sorry, I don't know. It's probably on his new shard's site (using RunUO). I am out of touch with what Drocket has been doing since he dropped Pol.
Posted: Wed May 10, 2006 5:16 am
by MontuZ
OldnGrey wrote:Works fine for dex/stam and int/mana too
Yeah, I just posted that part as an example.

Posted: Wed May 10, 2006 2:11 pm
by Yukiko
grak,
I have uploaded World of Dreams shard to my website for you.
http://www.hopelives.us/Files/WoD95.zip