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DelayCommand and Encounters


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#26
FunkySwerve

FunkySwerve
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We use a minimally modified bioware x2 ai. It directs bosses to ignore BBoDs, and has them target taunters (we use an event script for taunt using nwnx, to allow variants based on persuade and bluff - bluff turns aggro away). We do some other basic crowd control, but some of the core (and very crude) ai targeting remains, based on hated classes.

One of my longer-term ambitions for nwn is a Dragon-Age style aggro system, though hopefully a bit more generalizable - unsure how I'll handle aggro points for each ability in the game, with so many more. Been considering one using SpellIds in a certain range (maybe 500 total, in an unused chunk - weve plenty of unallocated space over 33000 or so), where the critter just attacks the highest SpellId number adjusted by some divisor for distance. Any aggro activity would then scan for effects in that range and reassign a higher effect id, stripping the old one. Might even just go based on damage and assign a higher flat value for instakills - perhaps based on hp of the foe insta'd. I'd love to discuss it further if you want to work on such a system together (my time is limited these days). Not sure how I'd want to treat support classes.

Funky