EOSERV Forum > EO Server Building > npc speach text
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npc speach text
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Post #202390 npc speach text

just trying to test making the Wiseman say hi, however i cant figure it out!!

this setup wont work for some reason

# NPC Speach Sentances
#
# npcid.interval = id
# npcid.frequency = id
# npcid.chat{id} = text
#


#166: Wiseman
166.interval = 10
166.frequency = 10
166.chat1 = hi
166.chat2 = hi
166.chat3 = hi


7 years, 8 weeks ago
Post #202391 Re: npc speach text


Are you using eosource by any chance? I don't think the standard eoservs support this yet. I'll post a little code I have for this when I get on my laptop later.

7 years, 8 weeks ago
Post #202392 Re: npc speach text

using the latest rev of eoserv.
and ah, i see. also that would be super sweet lol. Thank you.

7 years, 8 weeks ago
Post #202393 Re: npc speach text

Take a look here, too.

Found Callum's old post, and something by Hollow as well. Both may surely help.

https://eoserv.net/forum/topic/23406

7 years, 8 weeks ago
Post #202394 Re: npc speach text

Didn't realise I'd posted one, I was literally going to post an updated version of that one aha.

7 years, 8 weeks ago
Post #202395 Re: npc speach text

These don't represent the actual EO server's chat method.

The chat files are of this structure

1.rate = % odds of the NPC chatting

1.messages = number of chat messages

1.(#ID) = the actual message (ex. 1.1 = hello)

Conditions of chatting on the official software:

1. Minimum 5 second interval between chats

2. NPC's only chat when moving/attacking

3. Only one NPC per spawn point can chat at a time. 5 second count begins again for all NPC's on the spawn point.

4. NPC's flagged as boss type and passive may only chat once attacked.

I assume the official solution will be similar to this, although Sausage has tended to adding more flexibility so just wait and see.

7 years, 8 weeks ago
Post #202396 Re: npc speach text

166.rate = 50
166.messages = 2
166.1 = hi
166.2 = hello


i made it like this but it doesnt work.

sorry man what did i do wrong?

7 years, 8 weeks ago
Post #202397 Re: npc speach text
Diablo posted: (5th Feb 2017, 06:55 pm)

166.rate = 50
166.messages = 2
166.1 = hi
166.2 = hello


i made it like this but it doesnt work.

sorry man what did i do wrong?


Think he meant the official gameserver.exe does it that way xD you'll have to either add the code yourself or wait for sausage to make an official fix
7 years, 8 weeks ago
Post #202398 Re: npc speach text

oh lmao shit, alright alright thanks.

7 years, 8 weeks ago
Post #202399 Re: npc speach text

I'll try and figure out a working solution and post it - as I mentioned in the linked topic I have it implemented, I just haven't posted it anywhere due to losing my change history from when I first added it.

Edit 2/7/17:

I copied my implementation into my own VC++ version of EOSERV and got it working. You can see the details in the following commits: first, second, and third. The first commit is all that is really necessary and provides a "first pass".

It isn't a very good implementation but it gives me enough for testing with my client. If you want to improve on it, this should be enough to get started with something that is at least working.

Important note: there is a bug in the way that Map::Msg is implemented for NPCs. See the change history for map.cpp for details. A short is added for the NPC Index where a Char should be used instead.

---
class EOSERV {
Programmer | Oldbie
Open source EO Client: https://github.com/ethanmoffat/EndlessClient
};
7 years, 8 weeks ago
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EOSERV Forum > EO Server Building > npc speach text