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Difference between revisions of "Dynamic Mob System (Staff)"
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− | [[category:Staff]] | + | ''The Dynamic Mob System is a custom designed solution for Sanctuary that works with the XMLSpawners. The DMS allows staff to create virtual mob definations that can be called on the XMLSpawners without having to set individual properties on each XMLSpawner mob line. <noinclude>[[category:Staff]] |
+ | =Functionality= | ||
+ | There are five defined mob levels. Any dynamic mob definition can be applied to any mob level as set on the XMLSpawner such as Mob1/isDMS/defname, Mob2/isDMS/defname, Mob3/isDMS/defname, etc. | ||
+ | * Copy Mob Setting | ||
+ | =Basic Properties= | ||
+ | * Definition Name -> What is called on the spawner when set as DMob1/isDMS/defname | ||
+ | * Display Name -> Must also define corpse name | ||
+ | * Body Value -> Must also pick up sounds | ||
+ | * Hue | ||
+ | * AI -> Each AI choice tweeks up the base mob property by some pre-defined percentage | ||
+ | :* Weapon Type (mace, sword, fencing, bow, crossbow) | ||
+ | :* Pack Instinct | ||
+ | :* Fight Mode | ||
+ | * Environment Category (artic, graveyard, forest) | ||
+ | * Type Category (humanoid/orc, humanoid/troll, animal/snow lepard) | ||
+ | |||
+ | ==Human Properties== | ||
+ | * Hair Color Range | ||
+ | * Skin Color Range | ||
+ | * Equipment | ||
+ | * Props for Items | ||
+ | * Mount | ||
=Base AI= | =Base AI= |
Revision as of 15:59, 6 June 2020
The Dynamic Mob System is a custom designed solution for Sanctuary that works with the XMLSpawners. The DMS allows staff to create virtual mob definations that can be called on the XMLSpawners without having to set individual properties on each XMLSpawner mob line.
Contents
Functionality
There are five defined mob levels. Any dynamic mob definition can be applied to any mob level as set on the XMLSpawner such as Mob1/isDMS/defname, Mob2/isDMS/defname, Mob3/isDMS/defname, etc.
- Copy Mob Setting
Basic Properties
- Definition Name -> What is called on the spawner when set as DMob1/isDMS/defname
- Display Name -> Must also define corpse name
- Body Value -> Must also pick up sounds
- Hue
- AI -> Each AI choice tweeks up the base mob property by some pre-defined percentage
- Weapon Type (mace, sword, fencing, bow, crossbow)
- Pack Instinct
- Fight Mode
- Environment Category (artic, graveyard, forest)
- Type Category (humanoid/orc, humanoid/troll, animal/snow lepard)
Human Properties
- Hair Color Range
- Skin Color Range
- Equipment
- Props for Items
- Mount
Base AI
This section currently applies only to non-human mobs. A pack instinct can also be set for bear, canine, ostard, feline, arachnid, demon, equine, and bull.
Melee
This is the AI used by most creatures. Non-human mobs use the wresting skill and do no special weapon abilities if no weapon is equipped. If the custom mob is equipped with a sword type, mace type or fencing type weapon it will use that skill and do the weapon type attack.
- Bump
- wrestling, sword/fencing/mace, str, dex, hits, min/max dam, tactics, ar+
Archer
This AI will shoot a bow or crossbow depending on what is equipped. If the custom mob can be equipped with either a bow or crossbow.
- Bump
- archery, tactics, str, dex, hits, ar
Berzerk
This is the same as the melee AI but will never flee. Non-human mobs use the wresting skill and do no special weapon abilities if no weapon is equipped. If the custom mob is equipped with a sword type, mace type or fencing type weapon it will use that skill and do the weapon type attack.
- Bump
- wrestling, sword/fencing/mace, str, dex, hits, min/max dam+, tactics, ar++
Mage_Magery
Spellcaster AI that won't actually close, but if closed on will switch to wrestling. Uses Magery, will heal, bless and cure himself. May meditate as needed. Spell attacks are: poison, paralyse, curse, magic arrow, harm, fire ball, lightning, mind blast, energy bolt, explosion, flame strike, weaken, clumsy, feebleminded, mana drain and dispel. Has a rare combo of paralyse + explosion.
- Bump
- magery+, eval int, meditation, int, mana, wrestling
Mage_Necro
Might be partially broken. Spellcaster AI that won't actually close, but if closed on will switch to wrestling. Uses Necromancy spells for more offense. Will use magery to heal, bless and cure himself. May meditate as needed. Spell attacks are: pain spike, poison strike, strangle, wither, vengeful spirit, blood oath, corpse skin, evil omen, mind rot, and (magery) dispel. Will do combos.
- Bump
- magery, necromancy, eval int, meditation, int, mana, wrestling
Mystic
Probably broken for now.
Necro Mage
Spellcaster that uses necromancy and magery spells offensively. Will animate corpses. See Mage_magery and mage_necro for spells used.
- Bump
- magery+, necromancy+, eval int+, meditation, int, mana+, wrestling
Ninja
Might be partially broken because we have throwing weapons disabled. Melee AI that hides. Uses some deception abilities that need to be fixed.
Orc Scout
This is a melee character that will teleport to his target. He will hide if no longer in combat.
- Bump
- wrestling, sword/fencing/mace, str, dex, hits, min/max dam, tactics+, ar+, hiding
Samurai
This is the same as the Ninja AI but uses precision instead of deception and is likely broken.
Spellbinder
Spellcaster uses both necromancy and magery. He will close distance when attacked. He will stun but needs wrestling and anatomy over 80 to perform the stun. He will attempt to flee when close to death if he is not paragon. Otherwise similiar to the Necro Mage AI above.
- Bump
- magery+, necromancy+, eval int+, meditation, int, mana+, wrestling+, anatomy+
Spellweaving
This is broken.
Theif
May not work because it tries to steal from the player. We may not want this anyway.
Base Mob Setting
Level 1
- Name
- Stats
- Skills
- AR
- Min/Max Damage