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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
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Re: npc speach text
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Re: npc speach text
| using the latest rev of eoserv.
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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
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Re: npc speach text
| Didn't realise I'd posted one, I was literally going to post an updated version of that one aha.
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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.
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Re: npc speach text
| 166.rate = 50 i made it like this but it doesnt work. sorry man what did i do wrong?
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Re: npc speach text
| Diablo posted: (5th Feb 2017, 06:55 pm) 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
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Re: npc speach text
| oh lmao shit, alright alright thanks.
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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 }; |