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 Post subject: monster brain boundaries
PostPosted: Sat Oct 29, 2005 10:39 am 
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Master
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Joined: Mon Jan 20, 2003 7:55 pm
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Is there a way to set "boundaries" for monsters/npcs?

For example: If you have a monster in a desert who can only travel on/in sand, could you script it so that he won't leave the sand? If you, then, run into the grass to escape him he can't follow you.

Also, could you script an npc/monster to peace and return to his spawnpoint area after chasing you a certain distance?

Finally, can you script it so that some monsters can't follow you into a structure with a floor? a ramp? stairs? Meaning they have to stay on the ground.

-CMS
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 Post subject:
PostPosted: Sat Oct 29, 2005 11:10 am 
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Grand Master
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Depends on the emulator but generally speaking, yes, it would be possible. You could check for the tile ID and just not allow the creature to move onto certain ones. Most emulators also have spawners that will allow you to determine the range that the creature may wander within.

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 Post subject:
PostPosted: Sat Oct 29, 2005 1:41 pm 
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Master
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*nods* I knew you could set a "range" of where they would wander around. I just didn't know if you could enforce that if they were chasing you....so that they would peace and return to the spawn area.

As for specific tiles....(and this is for the UO emulators...most likely Sphere)....I'd just need to flag the sand tile ID's as the only ones it could use. Correct?

-CMS
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 Post subject:
PostPosted: Sat Oct 29, 2005 4:58 pm 
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Yeah, but whether or not its even possible is largely dependent on the Emulator.

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