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Thread: How to script in AI_Agents
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22-12-08, 07:36 PM #1
How to script in AI_Agents
Register to remove this adWelcome to BrantX's Guide on Scripting in AI_Agents!AI_Agents is kinda like LUA except you can do alittle "less features" on it but it is more advanced for the NPC's not encounter(you can do encounters in C++) AI_Agents was Burlex's main way to script, He dislike LUA from the beginning but what do you think he runs Summitt off of? SQL Scripting. AI_Agents can be found in the database all you have to do is look for a table named "ai_agents", After that it should show all the data input stuff. This is where we begin.
First of all you'd probably be eyeing up this table
This is where you add the NPC ID.(You can add as many ai_agent fields as possible, ai_agents allows you to add and keep on adding in the entry fields incase you want to do multi-spells)Code:Entry
Now you should see this on the next table.
Code:Type
Type is for what the creature will do on what the event is doing.(Event is one step down)
There are 5 codes that i know so far.
and these "codes" are
Code:1 = Melee 2 = Ranged 3 = Flee 4 = Spell 5 = Call for Help
Next on the table you should see
Event is what the creature will do during something that happensCode:Event
For instance, If you made the above step(type) 4(spell) in your table You would want to make the event be 0. So what i just said is that he'll cast a spell when he enters combat. Or you can make him cast a spell when he gets hit. by making Event's table 2.
Here is a full list of Events.
Code:0 = Enter Combat 1 = Leave Combat 2 = Damage Taken 3 = if Target Cast's Spell 4 = if Target Parried 5 = if Target Dodged 6 = if Target Blocked 7 = if Target Spell Critted 8 = if Target Died 9 = ???? 10 = Unit Parried(if caster parries) 11 = UnitDodged(if caster dodges) 12 = Unit Blocked(if caster blocks) 13 = Unit Critted(if caster critted) 14 = Unit Died(if casterdied) 15 = Assists' Target Dies(multi-people) 16 = Follow-Owner(pets)
Next table should say
Chance is the probability on the creature's spells(etc).Code:Chance
Example = Change is 100. Caster will cast it either way.
Example2 = Chance is 10. Caster will cast it on a 10% probability.
Pretty self explanitory.
Now on to
Pretty self explanitory also,Code:Maxcount
If you put 100 in the table the caster will cast it 100 times.
If you put 0 in the table the caster will cast it infinite times.
After that you'll see
Code:Spell
This is also self explanitory,
Just put the spell ID.
Next you'll see
Code:SpellType
How the spell is casted.
Code:1 = Root 2 = Heal 3 = Stun 4 = Fear 5 = Silence 6 = Curse 7 = AoE-Damage 8 = Damage 9 = Summon 10 = Buff 11 = DeBuff
Next onto,
TargetType is what the caster will cast on.Code:TargetType
Moving on toCode:0 = Null 1 = Random Target 2 = Target Location 3 = Creature Location 4 = Self 5 = Owner (Hunter's and Warlock's Minions cast spells on their owner)
This is how long the spell will have a cooldown, or how long the caster will have til he can re-cast the spell.Code:Cooldown
This is in Miliseconds so...
Code:1 Second = 1000 2 seconds = 2000 5 Seconds = 5000 10 Seconds = 10000 20 Seconds = 20000 60 Seconds(min) = 60000
Next on to
Don't know this one yet, Will update as soon as i figure it out.Code:FloatMisc1
and finally
Don't know this one either.Code:Misc2
There you are! How to script in AI_Agents in ArcEmu.
I am pretty sure you guys can get the basics on how to do this and will probably get pro at it. I am not sure if Ascent is the same AI_Agent Structure as Arc but...If not i will update this and will try to merge Ascent into it. This is for ai_agents in ArcEmu.
Please give me feedback, Is it good? Was it helpful? Easy to read? Etc etc.
- BrantX
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22-12-08, 08:48 PM #2
Yeah! Clap Clap
BrantX
Good Tutorial
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22-12-08, 11:17 PM #3
Great Tut never really knew too much about this table thank you for your help
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23-12-08, 10:56 AM #4
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24-12-08, 03:45 PM #5
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30-12-08, 10:07 PM #6Beginner

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wow i learnt something new LOL
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03-01-09, 03:55 AM #7
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