Roh
Lives in the Forums
Posts: 1,440
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Post by Roh on Aug 28, 2008 12:01:59 GMT -5
I know the EV and BS are already set at 1 slot instead of 2, but I figure that since the other mage summons are pretty much useless at their slot values given the current power structure, I think they should be reduced. Air and earth elementals should be 1 slot each, fire and water should be 2, while the daemon should be 3.
I'd also like to suggest reworking the AIs on elementals. The failing on OSI was that water elementals were set for casters, but they're quite good in melee. Correct me if I'm wrong, but all of the elementals on MU seem to be on melee AIs. The air elemental should be made caster, wherein it avoids melee (as an archer). The rest can stay melee.
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Post by Kevneiros on Sept 28, 2008 14:22:45 GMT -5
Nope, the elementals are all set to mages in AI, however, mage AI does not make a creature run from direct combat, it just allows them to cast as well as do hand to hand. The only AI mode that avoid combat is the Archer one, and it will not do magic. The reason anything else avoids direct combat and tends to run back from the combatant (like the Verdant Buck) is because its fight mode is set to None. So it avoids fighting.
As for changing them, they've all been changed to be 2 control slots per summon. That way you can have 1 higher summon and a pet out at the same time if you want, or 2 higher summons.
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Post by kristeena on Sept 29, 2008 6:40:54 GMT -5
I must have missed something along the way. I do not understand what you are referring to here. I did notice that the Verdant Buck seems to try to avoid a fight but what is AI mode? I am not much of a warrior so maybe that is the reason I am not in tune with all this.
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Post by Henry Ross on Sept 29, 2008 14:18:05 GMT -5
I must have missed something along the way. I do not understand what you are referring to here. I did notice that the Verdant Buck seems to try to avoid a fight but what is AI mode? I am not much of a warrior so maybe that is the reason I am not in tune with all this. hi.... *AI* refers to artificial intelligence - for example a ant lion might have in its script the following: ( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) there are certain elements that make up the AI class of Melee and that determines *how* the monster will fight (as opposed to being a mage or archer etc) FightMode (in this case) determines it will attack the closest player or pet (the other numbers determine speed of creature, etc) if fight mode is set to None, then it will run, even when attacked hope this helps henry
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Post by Kevneiros on Sept 30, 2008 14:55:42 GMT -5
It's all scripting stuff Kristeena, basic coding of monsters, and I think that's a good explanation Henry
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