SVN Revision 2436 - Ambient Behavior System

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SVN Revision 2436 - Ambient Behavior System

Postby DOLBot » Sun Jul 04, 2010 3:22 pm

Commit from graveen

Log Messages
- Removed: tons of logger, and moved them in Gameliving class
- Changed: the ambient behaviour system, to benefits more triggers and more flexibility. this system allows you to give ambient and contextual sentences to your mobs.

Files Changed:
MODIFY - DOLSharp/trunk/DOLDatabase/DOLDatabase.csproj
ADD - DOLSharp/trunk/DOLDatabase/Tables/MobXAmbientBehaviour.cs
REMOVE - DOLSharp/trunk/DOLDatabase/Tables/MobXTrigger.cs
MODIFY - DOLSharp/trunk/GameServer/ai/brain/StandardMobBrain.cs
MODIFY - DOLSharp/trunk/GameServer/commands/gmcommands/mob.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/Atlantis/Scholar.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/Atlantis/Teleporter/AncientBoundDjinn.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/Bonedancer/BDPet.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/Bonedancer/BDSubPet.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/Bonedancer/CommanderPet.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/CustomNPC/CraftNPC.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/CustomNPC/GameBoatStableMaster.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/CustomNPC/GameStableMaster.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/CustomNPC/TaskMaster.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/CustomNPC/Teleporters/AlbionSITeleporter.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/CustomNPC/Teleporters/AlbionTeleporter.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/CustomNPC/Teleporters/HiberniaSITeleporter.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/CustomNPC/Teleporters/HiberniaTeleporter.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/CustomNPC/Teleporters/MidgardSITeleporter.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/CustomNPC/Teleporters/MidgardTeleporter.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/CustomNPC/Teleporters/SimpleTeleporter.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/Dragons/Cuuldurach.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/Dragons/GameDragon.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/Dragons/Gjalpinulva.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/Dragons/Golestandt.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/GameBoat.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/GameHorseBoat.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/GameLiving.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/GameMerchant.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/GameNPC.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/GameObject.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/GamePlayer.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/GameStaticItem.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/GameTeleporter.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/GameTrainingDummy.cs
MODIFY - DOLSharp/trunk/GameServer/gameobjects/Necromancer/NecromancerPet.cs
MODIFY - DOLSharp/trunk/GameServer/keeps/GameKeepComponent.cs
MODIFY - DOLSharp/trunk/GameServer/keeps/Gameobjects/GameKeepDoor.cs
MODIFY - DOLSharp/trunk/GameServer/keeps/Gameobjects/GameRelicDoor.cs
MODIFY - DOLSharp/trunk/GameServer/keeps/Gameobjects/Guards/GameKeepGuard.cs
MODIFY - DOLSharp/trunk/GameServer/keeps/Gameobjects/Guards/Lord.cs
MODIFY - DOLSharp/trunk/GameServerScripts/quests/Examples and Tutorials/Artifact encounter/BasicEncounterMob.cs
MODIFY - DOLSharp/trunk/GameServerScripts/quests/Examples and Tutorials/MasterLevel encounter/ML1FireIsland.cs

View Changes:
http://dolserver.svn.sourceforge.net/do ... v&rev=2436
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Re: SVN Revision 2436

Postby Graveen » Sun Jul 04, 2010 3:28 pm

how to use it !

The Mob's ambient behaviour (MAB) is allowing you to have the GameNPC (mobs, pets...) saying contextual sentences and/or emote. You can use /mob trigger command to add MAB entries.

- MAB is relying on the database table MobXAmbientBehaviour. The fields used are the following:

1) MAB_Id: primary key, handled by the code. Please use an unique ID
2) Source: this is the source of the comment. You can both provide a mob's name or an npctemplate name - i'll certainly change to npctemplate_id.
3) Trigger: the trigger for the row, which says when the server 'll send the sentence. It is for now: spawning, aggroing, fighting, roaming (random walk only), dieing, killing (this one only works when GameNPC kills a player).
4) emote: this is the emote id that 'll also be fired. 0 for no emote, else the eEmote value.
5) text: the text which 'll be say by the GameNPC
6) chance: the chance in percent the text will be say

- MAB is also accepting switches in the text. They dynamically customize the spoken text, and are always into [ ].

edit 05/2013: TBC but i changed switches to be { } instead of [ ] (ex.: {sourcename})

Class 1 switches, environment customizations:
1) [sourcename] : will be replaced by the source name (mob name, pet name)
2) [targetname] : will be replaced by the target name (aggroer, killer,...)
3) [class] : will be replaced by the target class or 'pet' for GamePet, 'mob' for GameNPC
4) [race] : will be replaced by the target race or 'pet' for GamePet, 'mob' for GameNPC

Class 2 switches, format customizations:
5) [y]: the text 'll be yelled instead of being said
6) [b]: the text 'll be broadcasted instead of being said

- MAB is randomly choosing one sentence if many availables
The choosing process is the following:
* MAB gathers all the available sentences (in example, you can have 3 aggroing sentences for the same mob - 3 lines in the table)
* MAB randomly takes one
* MAB is evaluating the % chances this sentence is fired

- Advices:
- fighting is fired each think() interval, use it carefully
- killing is only working when GameNPC kills a GamePlayer
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Re: SVN Revision 2436

Postby Graveen » Sun Jul 04, 2010 8:44 pm

if anyone is interested in creating a bunch, for epic encounter, pets etc... let me know !
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Re: SVN Revision 2436

Postby deathwish » Fri Mar 30, 2012 5:40 pm

Has anyone created the epic encounters yet? if not, i dont mind, slowly working through them
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Re: SVN Revision 2436

Postby Belthax » Wed Apr 04, 2012 8:33 am

Seems to work pretty good. Dunno if the info here works but im using { } instead of [ ] for the different things. Maybe both works that i havent tested.
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Re: SVN Revision 2436

Postby deathwish » Wed Apr 04, 2012 9:31 am

I keep getting a error with Emote
Code: Select all
2012-04-04 09:07:48,947 - [49] - ERROR - DOL.Database.ObjectDatabase - MobXAmbientBehaviour: Emote = System.Int16 doesnt fit to MobXAmbientBehaviour
System.ArgumentException: Object of type 'System.Int16' cannot be converted to type 'System.UInt16'.
Apart from that, all good :D
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Re: SVN Revision 2436

Postby Argo » Wed Apr 04, 2012 9:52 am

Has anyone created the epic encounters yet? if not, i dont mind, slowly working through them
death do you have the text for all the epic encounters ? Most of them are missing at Allakh. i did some with Tola's DQ System and it workes quite well. (Take a look at the church epic quest with a level 5 char) Would be awesome to get the rest of them epic quests too.

kind regards

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Re: SVN Revision 2436

Postby deathwish » Wed Apr 04, 2012 10:03 am

I did have a website saved with all the text, just need to find the site again, then i start looking at what ecounters need to be added
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Re: SVN Revision 2436

Postby Argo » Wed Apr 04, 2012 3:24 pm

If you need a hand with them, provided that i can do them wit Tola's DQ, then gimme a shout :)
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Re: SVN Revision 2436

Postby deathwish » Thu Apr 05, 2012 1:03 pm

Just to check i have the right quests, can you check to see if these are right epic ecounters please Argo, befor i start working on them ^^ http://camelot.allakhazam.com/Epic_List.html
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Re: SVN Revision 2436

Postby Argo » Thu Apr 05, 2012 2:50 pm

I did the "fragile Alliance" for the aprpriate classes (Pala, Cleric, Reaver, Nec, heretic) Done nothing else yet.

kind regards
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Re: SVN Revision 2436 - Ambient Behavior System

Postby deathwish » Thu Apr 05, 2012 5:27 pm

One last question, would you like them in a script? or sql? :)
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Re: SVN Revision 2436 - Ambient Behavior System

Postby Argo » Thu Apr 05, 2012 9:51 pm

Some quests are fine for DQ, others we have to script unless tola extends his DQ System :) I'd prefer Sql's anyway but i also take them as a script and if possible i will convert them to DQs

I must have done a 75 - 90 DQs by now :) just take a look at constantine's sound, 75 DQs there, another few in the classic lands etc... Awesome system, if tola would extend it we could write ANY quest with it, no matter how complex. In connection with the MobXAmbientBehaviour we could build many ilusion :D

kind regards
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