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Script for "bot" to improve the server population and pve queues


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Posted

Anyone know about it? Can we produce a Ally Bot to help our players in our own server?

I...i mean about ...i dont know... make a mob with a Human-player characteristics?

12 answers to this question

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Posted

Anyone know about it? Can we produce a Ally Bot to help our players in our own server?

I...i mean about ...i dont know... make a mob with a Human-player characteristics?

 

There is several scripts i guess.

 

One of it is

 

Supporter Player - Let u hired  SinX or Priest. But this script was to old, cant use anymore with current git. This scripts available at old eA forum. Made by Annieruru

 

Option 2 - Use Mercenary System

  • Upvote 1
Posted

Another option Elsa didn't point out would be create a summoning scroll or script that summons a monster to fight for the player (can even make player lookalike mobs)

  • Upvote 1
Posted

I glad for your help, but i'm talking about "Ally Bot's" walking away in maps like prontera, pay_filds pay_duns, etc... But not only walking...play with real peoples.

Posted (edited)

Yes!!! Like a normal player...its possible?

 

 

So you want a assistant that don't follow a player, but walks randomly in a certain map?




 
 
 
 
@I FOUND A WAY

 

How can i make a Monster to attack another monster without attack players?

Edited by Tales
Posted

Read about @summon, see how it works, make it independent of a player and lasting forever.

Summon will not invoke a "Bot Player..."  Summon will only invoke a monsters... =/

Posted

Yes, but you can make a monster look like a player, read mob_avail.txt in db folder.

 

// Mob Availability and Alias Database
//
// Structure of Database:
// MobID,SpriteID{,Equipment}
//
// 01. MobID        Mob ID to change.
// 02. SpriteID     Mob ID which will be sent to the client instead of MobID.
//                  If 0, the mob becomes unavailable for use.
// 03. Equipment    Item ID of pet equipment (must be available for pet counterpart, or this will cause problems).
//
// To disguise a mob as a player:
// MobID,SpriteID,Sex,Hair_Style,Hair_Color,Weapon,Shield,Head_Top,Head_Middle,Head_Bottom,Option,Dye_Color
//
// SpriteID is a job class value.
// Weapon and Shield uses Item ID, while Head uses View ID.
 

 

 

  • Upvote 1
Posted (edited)

REALLY NICE, MAN!!!

I saw that i can make a monster attack other monster, but nothing about do not attack Real players, do you know something about it? Let me show you how to do Monster VS Monster...
 

But this code makes the monster attack a normal player too...

-    script    test    -1,{
OnWhisperGlobal:
    getmapxy(.@map$,.@x,.@y,0);
    monster .@map$,.@x,.@y,"AI 0",1647,1,"",0,0;
    monster .@map$,.@x,.@y,"AI 1",1785,1,"",0,1;
    end;
}

 

Yes, but you can make a monster look like a player, read mob_avail.txt in db folder.

 

// Mob Availability and Alias Database
//
// Structure of Database:
// MobID,SpriteID{,Equipment}
//
// 01. MobID        Mob ID to change.
// 02. SpriteID     Mob ID which will be sent to the client instead of MobID.
//                  If 0, the mob becomes unavailable for use.
// 03. Equipment    Item ID of pet equipment (must be available for pet counterpart, or this will cause problems).
//
// To disguise a mob as a player:
// MobID,SpriteID,Sex,Hair_Style,Hair_Color,Weapon,Shield,Head_Top,Head_Middle,Head_Bottom,Option,Dye_Color
//
// SpriteID is a job class value.
// Weapon and Shield uses Item ID, while Head uses View ID.
 

 

 

 

Edited by Tales

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