Jabantiz wrote:For the dusk/dawn I wasn't thinking about spawns (completely forgot about them to be honest) what came to mind when I first thought of this was loping planes, at night you get a message and a debuff is applied to all the players in the zone, at dawn you got another message and the debuff is removed.
Ahh, that makes sense then. I had no idea EQ2 had that effect. That is definitely what LE had in mind with ZoneScripts so yeah. Go for it. I am not sure it should be labeled "dusk/dawn" tho, because as you said, they could be set to any time of day. Maybe a name that is more generic? Enable(), Disable(), or something along those lines?
I think Scat and I once talked about how we could implement disabling Casting in a zone, or an area of a zone, or not allowing mounts to be summoned, etc. Lots of interesting stuff could come from that option. Good idea, Jabz.
Jabantiz wrote:My idea for ai is because of the wide range of behavior ai has in eq. In some cases you want to ignore the aggro list or jump around in it, other times you want the npc to just focus on one npc/player the entire fight, there are other times where the mob needs to disenage and walk to a location without actually breaking combat, and some times you don't want the mob to melee at all. I just think it would be easier to have custom scripts for these instances instead of trying to get every thing hard coded cause that can quickly become a mess. It would also allow for users to come up with a wide variety of stuff we may not even think about now without the need to recompile the server to test.
I think I get what you're suggesting here. Allow nearly total configuration of our Combat AI via script. It makes sense, but I would definitely prefer there be some "default behavior" coded into C++, which could be overridden by custom LUAs. Reason being, you don't want to force admins to write scripts for every type of generic encounter... unless I am still missing something?
Jabantiz wrote:We could even seperate it and make it is own script and add ai scripts to mobs in the db so each spawn could be assigned a spawn script and ai script, this is just ideas off the top of my head though and I should clerify that when I say AI I mean the combat logic, nothing else.
I actually like this idea a lot. Currently, I think our spawn_scripts table is 1:1, but it could be made to stack multiple scripts in a single spawn, group or location. The alternate is to just INCLUDE a custom/AI script into an individual spawn's spawnscript.
I was not yet sure that *every* spawn in EQ2 had a spawnscript, but it's probably likely, eh? Or at least some native, default behavior (like FaceTarget()).