[Guide] How to script in AI_Agents menu

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  1. #1
    BrantX's Avatar Contributor
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    [Guide] How to script in AI_Agents

    Welcome to BrantX's Guide on Scripting in AI_Agents!

    Okay, Seeing that there are over 50,000 Lua Guides on MMOwned and im getting sick of all the "i made a thread on how to LUA Script and it only shows how to register it and/or make functions!".

    Anyway! Let us begin.
    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


    Code:
    Entry
    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)

    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


    Code:
    Event
    Event is what the creature will do during something that happens
    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


    Code:
    Chance
    Chance is the probability on the creature's spells(etc).
    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


    Code:
    Maxcount
    Pretty self explanitory also,
    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,


    Code:
    TargetType
    TargetType is what the caster will cast on.("Updated this as of more clearer")

    Code:
    0 = Null ("Not Defined Yet")
    1 = Random Target("Will cast on a Random Enemey")
    2 = Target Location ("Not Defined Yet")
     3 = Creature Location ("Not Defined Yet")
     4 = Self ("Will cast on itself")
    5 = Owner ("Pets/Minions will cast on the owner")
    Moving on to

    Code:
    Cooldown
    This is how long the spell will have a cooldown, or how long the caster will have til he can re-cast the spell.
    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


    Code:
    FloatMisc1
    Don't know this one yet, Will update as soon as i figure it out.

    and finally


    Code:
    Misc2
    Don't know this one either.

    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
    Last edited by BrantX; 01-04-2009 at 02:00 AM.



    [Guide] How to script in AI_Agents
  2. #2
    Bird Is The Word's Avatar Contributor
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    You prepared this well, and will be helpful to others. +rep

























  3. #3
    Arthas117's Avatar Knight-Champion
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    This was gawdliek.

    World best PvP Paladin=Me? GG ;D


  4. #4
    stoneharry's Avatar Moderator Harry


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    It's neatly laid out and very informative without being to boring +Rep

    Edit: 24cd, contact me if i forget tommoro.

  5. #5
    BrantX's Avatar Contributor
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    Originally Posted by Bird Is The Word View Post
    You prepared this well, and will be helpful to others. +rep
    Thanks! BAM!

    Originally Posted by stoneharry View Post
    It's neatly laid out and very informative without being to boring +Rep

    Edit: 24cd, contact me if i forget tommoro.
    Thanks for the nice feedback, Glad it wasn't boring but it was a bitch to write.

    BUMP!



  6. #6
    zimbabwe07's Avatar Member
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    nive.very nice

  7. #7
    chiz1337's Avatar Member
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    great guide

    excellent guide +Rep

  8. #8
    BrantX's Avatar Contributor
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    Thanks guys. Glad you liked it.



  9. #9
    grothar1993's Avatar Member
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    +rep

    I've got a question regarding Targettype, could u explain more about the diffrent targets?
    0 = Null -- does it mean, no target?
    1 = Random Target -- Can you make this into like a Random friendly target?
    2 = Target Location -- Explain this one plz
    3 = Creature Location -- Explain this one plz
    4 = Self -- Self explainable
    5 = Owner (Hunter's and Warlock's Minions cast spells on their owner) -- How do you bind a mob so that they get like a Minion to another mob? else this 1 is pretty useless.

  10. #10
    Screener's Avatar Member
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    Great Guide!

  11. #11
    BrantX's Avatar Contributor
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    Originally Posted by grothar1993 View Post
    +rep

    I've got a question regarding Targettype, could u explain more about the diffrent targets?
    0 = Null -- does it mean, no target?
    1 = Random Target -- Can you make this into like a Random friendly target?
    2 = Target Location -- Explain this one plz
    3 = Creature Location -- Explain this one plz
    4 = Self -- Self explainable
    5 = Owner (Hunter's and Warlock's Minions cast spells on their owner) -- How do you bind a mob so that they get like a Minion to another mob? else this 1 is pretty useless.
    Well, I'll try to update it in the list, check it out now because i added some stuff beside it explaining it. Remember, im not done updating it.


    Originally Posted by Screener View Post
    Great Guide!
    Thanks :P



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