madocter Posted July 13, 2015 Share Posted July 13, 2015 (edited) First of all let you know im a little new to understand AI so have pacience if im missunderstanding something Im trying to create a npc for rol event who ask you one ripple and let player 15 seconds to repply before disappear. someone have clues about how create a timer ? i've tried to understand timer functions based on current npcs maded by ncsoft Here i will list timer functions i've found and comment how i think they works First function: myself::Say( "timer 4 . counting 60 seconds . addtimerex"); myself::AddTimerEx( 4, 60000 ); // i believe : (1 * 60 * 1000 = 1 min) . // is 4 the index ?Second: myself::Say( "i will count 15 . settimerperiodbytrick "); // I believe once specified time happends it return to run the next instruction ? SetTimerPeriodByTick(15); Third: myself::Say( "settimeperiod"); // setup a timer that when end enables " EventHandler TIMER_FIRED() " ? SetTimerPeriod(18); So can someone tell me accurated info about this ? . exist any documentation in english ? . Thanks in advance here is the entire code: class 1 wiseman : citizen{parameter: string wiseman_challenge_1 = "wiseman_challenge_1.htm"; string wiseman_challenge_2 = "wiseman_challenge_2.htm"; string wiseman_challenge_3 = "wiseman_challenge_3.htm"; string wiseman_challenge_4 = "wiseman_challenge_4.htm"; string wiseman_challenge_5 = "wiseman_challenge_5.htm";handler:EventHandler CREATED() { myself::Shout( "All we have to decide is what to do with the time that is given us." ); } EventHandler TALKED( talker ) { myself::Say( "timer 4 . counting 60 seconds . addtimerex"); myself::AddTimerEx( 4, 60000 ); // (1 * 60 * 1000 = 1 min) myself::Say( "i will count 15 . settimerperiodbytrick "); SetTimerPeriodByTick(15); myself::Say( "settimeperiod"); SetTimerPeriod(18); if( gg::Rand( 5 ) == 0 && myself.i_ai0 == 1 ) { myself::ShowPage( talker, wiseman_challenge_1 ); myself.i_ai0 = 0; } else if( gg::Rand( 5 ) == 1 && myself.i_ai0 == 1 ) { myself::ShowPage( talker, wiseman_challenge_2 ); myself.i_ai0 = 0; } else if( gg::Rand( 5 ) == 2 && myself.i_ai0 == 1 ) { myself::ShowPage( talker, wiseman_challenge_3 ); myself.i_ai0 = 0; } else if( gg::Rand( 5 ) == 3 && myself.i_ai0 == 1 ) { myself::ShowPage( talker, wiseman_challenge_4 ); myself.i_ai0 = 0; } else if( gg::Rand( 5 ) == 4 && myself.i_ai0 == 1 ) { myself::ShowPage( talker, wiseman_challenge_5 ); myself.i_ai0 = 0; } else if (myself.i_ai0 == 1 ) { myself::ShowPage( talker, wiseman_challenge_5 ); myself.i_ai0 = 0; } } EventHandler MENU_SELECTED( talker, ask, reply, fhtml0 ) { target = talker; if ( ask == -1 ) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 2 ) { myself::GiveItem1( target, 7863, 1 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::Despawn(); } } if (ask == -2) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 2 ) { myself::GiveItem1( target, 7863, 1 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::Despawn(); } } if (ask == -3) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 2 ) { myself::GiveItem1( target, 7863, 1 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::Despawn(); } } if (ask == -4) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 2 ) { myself::GiveItem1( target, 7863, 1 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::Despawn(); } } if (ask == -5) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 2 ) { myself::GiveItem1( target, 7863, 1 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::Despawn(); } } } EventHandler SEE_CREATURE( creature ) {myself::Say( "Who are there ?"); if( myself.p_state != 3 && myself::GetLifeTime() > 7 ) { if( myself::DistFromMe( creature ) > 200 ) { myself::InstantTeleport( myself.sm, myself::FloatToInt( creature.x ), myself::FloatToInt( creature.y ), myself::FloatToInt( creature.z ) ); if( myself::Skill_GetConsumeMP( TeleportEffect ) < myself.sm.mp && myself::Skill_GetConsumeHP( TeleportEffect ) < myself.sm.hp && myself::Skill_InReuseDelay( TeleportEffect ) == 0 ) { myself::AddUseSkillDesire( myself.sm, TeleportEffect, 1, 1, 1000000 ); } } } } EventHandler NO_DESIRE() { myself::AddMoveAroundDesire( 5, 5 ); } EventHandler TIMER_FIRED() //tiempo agotado { if( timer_id == 4 ) { myself::Say( "bye"); myself::Despawn(); } myself::Say( "bye"); myself::Despawn(); } EventHandler MY_DYING( target , last_attacker ) { }} Edited July 13, 2015 by madocter Quote Link to comment Share on other sites More sharing options...
xeL Posted July 13, 2015 Share Posted July 13, 2015 Want to make a event? Quote Link to comment Share on other sites More sharing options...
madocter Posted July 13, 2015 Author Share Posted July 13, 2015 Want to make a event? to create a npc that make questions to players that they must reply on specified time as i've told on topic :D Quote Link to comment Share on other sites More sharing options...
madocter Posted July 13, 2015 Author Share Posted July 13, 2015 This should works.... myself::AddTimerEx( 1, 30 * 1000 ); //30 seconds ? EventHandler TIMER_FIRED_EX( timer_id ) { if( timer_id == 1 ) { myself::Despawn(); } super; } Quote Link to comment Share on other sites More sharing options...
madocter Posted July 13, 2015 Author Share Posted July 13, 2015 (edited) Here is the working code NASC: class 1 wiseman : citizen { parameter: string wiseman_challenge_1 = "wiseman_challenge_1.htm"; string wiseman_challenge_2 = "wiseman_challenge_2.htm"; string wiseman_challenge_3 = "wiseman_challenge_3.htm"; string wiseman_challenge_4 = "wiseman_challenge_4.htm"; string wiseman_challenge_5 = "wiseman_challenge_5.htm"; handler: EventHandler CREATED() { myself::Shout( "All we have to decide is what to do with the time that is given us." ); } EventHandler TALKED( talker ) { if( myself.i_ai0 == 1 ) { myself::Say( "bye"); myself::Despawn(); } myself::AddTimerEx( 1, 30 * 1000 ); if( gg::Rand( 5 ) == 0 && myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_1 ); myself.i_ai0 = 1; } else if( gg::Rand( 5 ) == 1 && myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_2 ); myself.i_ai0 = 1; } else if( gg::Rand( 5 ) == 2 && myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_3 ); myself.i_ai0 = 1; } else if( gg::Rand( 5 ) == 3 && myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_4 ); myself.i_ai0 = 1; } else if( gg::Rand( 5 ) == 4 && myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_5 ); myself.i_ai0 = 1; } else if (myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_5 ); myself.i_ai0 = 1; } } EventHandler MENU_SELECTED( talker, ask, reply, fhtml0 ) { target = talker; if ( ask == -1 ) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 2 ) { myself::GiveItem1( target, 7863, 1 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::Despawn(); } } if (ask == -2) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 2 ) { myself::GiveItem1( target, 7863, 1 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::Despawn(); } } if (ask == -3) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 2 ) { myself::GiveItem1( target, 7863, 1 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::Despawn(); } } if (ask == -4) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 2 ) { myself::GiveItem1( target, 7863, 1 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::Despawn(); } } if (ask == -5) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 2 ) { myself::GiveItem1( target, 7863, 1 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::Despawn(); } } } EventHandler SEE_CREATURE( creature ) { myself::Say( "Who are there ?"); if( myself.p_state != 3 && myself::GetLifeTime() > 7 ) { if( myself::DistFromMe( creature ) > 200 ) { myself::InstantTeleport( myself.sm, myself::FloatToInt( creature.x ), myself::FloatToInt( creature.y ), myself::FloatToInt( creature.z ) ); if( myself::Skill_GetConsumeMP( TeleportEffect ) < myself.sm.mp && myself::Skill_GetConsumeHP( TeleportEffect ) < myself.sm.hp && myself::Skill_InReuseDelay( TeleportEffect ) == 0 ) { myself::AddUseSkillDesire( myself.sm, TeleportEffect, 1, 1, 1000000 ); } } } } EventHandler NO_DESIRE() { myself::AddMoveAroundDesire( 5, 5 ); } EventHandler TIMER_FIRED_EX( timer_id ) { if( timer_id == 1 ) { myself::Say( "bye"); myself::Despawn(); } } EventHandler MY_DYING( target , last_attacker ) { } } Compiled: class 1 wiseman : citizen parameter_define_begin string wiseman_challenge_1 "wiseman_challenge_1.htm" string wiseman_challenge_2 "wiseman_challenge_2.htm" string wiseman_challenge_3 "wiseman_challenge_3.htm" string wiseman_challenge_4 "wiseman_challenge_4.htm" string wiseman_challenge_5 "wiseman_challenge_5.htm" parameter_define_end handler 13 9 // CREATED variable_begin "myself" "_choiceN" "_code" "_from_choice" variable_end push_event // myself push_const 704 add fetch_i S0. "All we have to decide is what to do with the time that is given us." push_string S0 func_call 184614978 // func[shout] shift_sp -1 shift_sp -1 handler_end handler 3 328 // TALKED variable_begin "talker" "myself" "_choiceN" "_code" "_from_choice" variable_end push_event // myself push_const 704 add fetch_i // i_ai0 push_const 308 add fetch_i4 push_const 1 equal branch_false L2 L1 push_event // myself push_const 704 add fetch_i S1. "bye" push_string S1 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L2 push_event // myself push_const 704 add fetch_i push_const 1 push_const 30 push_const 1000 mul func_call 184680487 // func[AddTimerEx] shift_sp -2 shift_sp -1 push_event // gg push_const 632 add fetch_i push_const 5 func_call 218169344 // func[Rand] shift_sp -1 push_const 0 equal push_reg_sp fetch_i branch_false L5 push_event // myself push_const 704 add fetch_i // i_ai0 push_const 308 add fetch_i4 push_const 0 equal and L5 branch_false L4 L3 push_event // myself push_const 704 add fetch_i push_event // talker push_const 40 add fetch_i push_parameter wiseman_challenge_1 func_call 184680516 // func[showPage] shift_sp -2 shift_sp -1 push_event // myself push_const 704 add fetch_i // i_ai0 push_const 308 add push_reg_sp fetch_i push_const 1 assign4 shift_sp -1 jump L6 L4 push_event // gg push_const 632 add fetch_i push_const 5 func_call 218169344 // func[Rand] shift_sp -1 push_const 1 equal push_reg_sp fetch_i branch_false L9 push_event // myself push_const 704 add fetch_i // i_ai0 push_const 308 add fetch_i4 push_const 0 equal and L9 branch_false L8 L7 push_event // myself push_const 704 add fetch_i push_event // talker push_const 40 add fetch_i push_parameter wiseman_challenge_2 func_call 184680516 // func[showPage] shift_sp -2 shift_sp -1 push_event // myself push_const 704 add fetch_i // i_ai0 push_const 308 add push_reg_sp fetch_i push_const 1 assign4 shift_sp -1 jump L10 L8 push_event // gg push_const 632 add fetch_i push_const 5 func_call 218169344 // func[Rand] shift_sp -1 push_const 2 equal push_reg_sp fetch_i branch_false L13 push_event // myself push_const 704 add fetch_i // i_ai0 push_const 308 add fetch_i4 push_const 0 equal and L13 branch_false L12 L11 push_event // myself push_const 704 add fetch_i push_event // talker push_const 40 add fetch_i push_parameter wiseman_challenge_3 func_call 184680516 // func[showPage] shift_sp -2 shift_sp -1 push_event // myself push_const 704 add fetch_i // i_ai0 push_const 308 add push_reg_sp fetch_i push_const 1 assign4 shift_sp -1 jump L14 L12 push_event // gg push_const 632 add fetch_i push_const 5 func_call 218169344 // func[Rand] shift_sp -1 push_const 3 equal push_reg_sp fetch_i branch_false L17 push_event // myself push_const 704 add fetch_i // i_ai0 push_const 308 add fetch_i4 push_const 0 equal and L17 branch_false L16 L15 push_event // myself push_const 704 add fetch_i push_event // talker push_const 40 add fetch_i push_parameter wiseman_challenge_4 func_call 184680516 // func[showPage] shift_sp -2 shift_sp -1 push_event // myself push_const 704 add fetch_i // i_ai0 push_const 308 add push_reg_sp fetch_i push_const 1 assign4 shift_sp -1 jump L18 L16 push_event // gg push_const 632 add fetch_i push_const 5 func_call 218169344 // func[Rand] shift_sp -1 push_const 4 equal push_reg_sp fetch_i branch_false L21 push_event // myself push_const 704 add fetch_i // i_ai0 push_const 308 add fetch_i4 push_const 0 equal and L21 branch_false L20 L19 push_event // myself push_const 704 add fetch_i push_event // talker push_const 40 add fetch_i push_parameter wiseman_challenge_5 func_call 184680516 // func[showPage] shift_sp -2 shift_sp -1 push_event // myself push_const 704 add fetch_i // i_ai0 push_const 308 add push_reg_sp fetch_i push_const 1 assign4 shift_sp -1 jump L22 L20 push_event // myself push_const 704 add fetch_i // i_ai0 push_const 308 add fetch_i4 push_const 0 equal branch_false L24 L23 push_event // myself push_const 704 add fetch_i push_event // talker push_const 40 add fetch_i push_parameter wiseman_challenge_5 func_call 184680516 // func[showPage] shift_sp -2 shift_sp -1 push_event // myself push_const 704 add fetch_i // i_ai0 push_const 308 add push_reg_sp fetch_i push_const 1 assign4 shift_sp -1 L24 L22 L18 L14 L10 L6 handler_end handler 32 786 // MENU_SELECTED variable_begin "talker" "ask" "reply" "fhtml0" "myself" "_choiceN" "_code" "_from_choice" variable_end push_event // target push_const 96 add push_reg_sp fetch_i push_event // talker push_const 40 add fetch_i assign shift_sp -1 push_event // ask push_const 160 add fetch_i4 push_const 1 negate equal branch_false L26 L25 push_event // reply push_const 164 add fetch_i4 push_const 1 equal branch_false L28 L27 push_event // myself push_const 704 add fetch_i S2. "Correct answer" push_string S2 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // gg push_const 632 add fetch_i push_const 10 func_call 218169344 // func[Rand] shift_sp -1 push_const 2 less branch_false L30 L29 push_event // myself push_const 704 add fetch_i push_event // target push_const 96 add fetch_i push_const 7863 push_const 1 func_call 184746111 // func[GiveItem1] shift_sp -3 shift_sp -1 L30 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L28 push_event // reply push_const 164 add fetch_i4 push_const 2 equal branch_false L32 L31 push_event // myself push_const 704 add fetch_i S3. "nope" push_string S3 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L32 push_event // reply push_const 164 add fetch_i4 push_const 3 equal branch_false L34 L33 push_event // myself push_const 704 add fetch_i S4. "nope" push_string S4 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L34 push_event // reply push_const 164 add fetch_i4 push_const 4 equal branch_false L36 L35 push_event // myself push_const 704 add fetch_i S5. "nope" push_string S5 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L36 push_event // reply push_const 164 add fetch_i4 push_const 5 equal branch_false L38 L37 push_event // myself push_const 704 add fetch_i S6. "nope" push_string S6 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L38 L26 push_event // ask push_const 160 add fetch_i4 push_const 2 negate equal branch_false L40 L39 push_event // reply push_const 164 add fetch_i4 push_const 1 equal branch_false L42 L41 push_event // myself push_const 704 add fetch_i S7. "Correct answer" push_string S7 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // gg push_const 632 add fetch_i push_const 10 func_call 218169344 // func[Rand] shift_sp -1 push_const 2 less branch_false L44 L43 push_event // myself push_const 704 add fetch_i push_event // target push_const 96 add fetch_i push_const 7863 push_const 1 func_call 184746111 // func[GiveItem1] shift_sp -3 shift_sp -1 L44 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L42 push_event // reply push_const 164 add fetch_i4 push_const 2 equal branch_false L46 L45 push_event // myself push_const 704 add fetch_i S8. "nope" push_string S8 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L46 push_event // reply push_const 164 add fetch_i4 push_const 3 equal branch_false L48 L47 push_event // myself push_const 704 add fetch_i S9. "nope" push_string S9 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L48 push_event // reply push_const 164 add fetch_i4 push_const 4 equal branch_false L50 L49 push_event // myself push_const 704 add fetch_i S10. "nope" push_string S10 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L50 push_event // reply push_const 164 add fetch_i4 push_const 5 equal branch_false L52 L51 push_event // myself push_const 704 add fetch_i S11. "nope" push_string S11 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L52 L40 push_event // ask push_const 160 add fetch_i4 push_const 3 negate equal branch_false L54 L53 push_event // reply push_const 164 add fetch_i4 push_const 1 equal branch_false L56 L55 push_event // myself push_const 704 add fetch_i S12. "Correct answer" push_string S12 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // gg push_const 632 add fetch_i push_const 10 func_call 218169344 // func[Rand] shift_sp -1 push_const 2 less branch_false L58 L57 push_event // myself push_const 704 add fetch_i push_event // target push_const 96 add fetch_i push_const 7863 push_const 1 func_call 184746111 // func[GiveItem1] shift_sp -3 shift_sp -1 L58 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L56 push_event // reply push_const 164 add fetch_i4 push_const 2 equal branch_false L60 L59 push_event // myself push_const 704 add fetch_i S13. "nope" push_string S13 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L60 push_event // reply push_const 164 add fetch_i4 push_const 3 equal branch_false L62 L61 push_event // myself push_const 704 add fetch_i S14. "nope" push_string S14 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L62 push_event // reply push_const 164 add fetch_i4 push_const 4 equal branch_false L64 L63 push_event // myself push_const 704 add fetch_i S15. "nope" push_string S15 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L64 push_event // reply push_const 164 add fetch_i4 push_const 5 equal branch_false L66 L65 push_event // myself push_const 704 add fetch_i S16. "nope" push_string S16 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L66 L54 push_event // ask push_const 160 add fetch_i4 push_const 4 negate equal branch_false L68 L67 push_event // reply push_const 164 add fetch_i4 push_const 1 equal branch_false L70 L69 push_event // myself push_const 704 add fetch_i S17. "Correct answer" push_string S17 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // gg push_const 632 add fetch_i push_const 10 func_call 218169344 // func[Rand] shift_sp -1 push_const 2 less branch_false L72 L71 push_event // myself push_const 704 add fetch_i push_event // target push_const 96 add fetch_i push_const 7863 push_const 1 func_call 184746111 // func[GiveItem1] shift_sp -3 shift_sp -1 L72 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L70 push_event // reply push_const 164 add fetch_i4 push_const 2 equal branch_false L74 L73 push_event // myself push_const 704 add fetch_i S18. "nope" push_string S18 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L74 push_event // reply push_const 164 add fetch_i4 push_const 3 equal branch_false L76 L75 push_event // myself push_const 704 add fetch_i S19. "nope" push_string S19 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L76 push_event // reply push_const 164 add fetch_i4 push_const 4 equal branch_false L78 L77 push_event // myself push_const 704 add fetch_i S20. "nope" push_string S20 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L78 push_event // reply push_const 164 add fetch_i4 push_const 5 equal branch_false L80 L79 push_event // myself push_const 704 add fetch_i S21. "nope" push_string S21 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L80 L68 push_event // ask push_const 160 add fetch_i4 push_const 5 negate equal branch_false L82 L81 push_event // reply push_const 164 add fetch_i4 push_const 1 equal branch_false L84 L83 push_event // myself push_const 704 add fetch_i S22. "Correct answer" push_string S22 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // gg push_const 632 add fetch_i push_const 10 func_call 218169344 // func[Rand] shift_sp -1 push_const 2 less branch_false L86 L85 push_event // myself push_const 704 add fetch_i push_event // target push_const 96 add fetch_i push_const 7863 push_const 1 func_call 184746111 // func[GiveItem1] shift_sp -3 shift_sp -1 L86 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L84 push_event // reply push_const 164 add fetch_i4 push_const 2 equal branch_false L88 L87 push_event // myself push_const 704 add fetch_i S23. "nope" push_string S23 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L88 push_event // reply push_const 164 add fetch_i4 push_const 3 equal branch_false L90 L89 push_event // myself push_const 704 add fetch_i S24. "nope" push_string S24 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L90 push_event // reply push_const 164 add fetch_i4 push_const 4 equal branch_false L92 L91 push_event // myself push_const 704 add fetch_i S25. "nope" push_string S25 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L92 push_event // reply push_const 164 add fetch_i4 push_const 5 equal branch_false L94 L93 push_event // myself push_const 704 add fetch_i S26. "nope" push_string S26 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L94 L82 handler_end handler 5 177 // SEE_CREATURE variable_begin "creature" "myself" "_choiceN" "_code" "_from_choice" variable_end push_event // myself push_const 704 add fetch_i S27. "Who are there ?" push_string S27 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i // p_state push_const 280 add fetch_i4 push_const 3 not_equal push_reg_sp fetch_i branch_false L97 push_event // myself push_const 704 add fetch_i func_call 184549406 // func[GetLifeTime] push_const 7 greater and L97 branch_false L96 L95 push_event // myself push_const 704 add fetch_i push_event // creature push_const 112 add fetch_i func_call 184614996 // func[DistFromMe] shift_sp -1 push_const 200 greater branch_false L99 L98 push_event // myself push_const 704 add fetch_i push_event // myself push_const 704 add fetch_i // sm push_const 544 add fetch_i push_event // myself push_const 704 add fetch_i push_event // creature push_const 112 add fetch_i // x push_const 8 add fetch_d func_call 184615005 // func[FloatToInt] shift_sp -1 push_event // myself push_const 704 add fetch_i push_event // creature push_const 112 add fetch_i // y push_const 16 add fetch_d func_call 184615005 // func[FloatToInt] shift_sp -1 push_event // myself push_const 704 add fetch_i push_event // creature push_const 112 add fetch_i // z push_const 24 add fetch_d func_call 184615005 // func[FloatToInt] shift_sp -1 func_call 184811596 // func[instantTeleport] shift_sp -4 shift_sp -1 push_event // myself push_const 704 add fetch_i push_parameter TeleportEffect func_call 184615128 // func[skill_GetConsumeMP] shift_sp -1 push_event // myself push_const 704 add fetch_i // sm push_const 544 add fetch_i // mp push_const 400 add fetch_d less push_reg_sp fetch_i branch_false L102 push_event // myself push_const 704 add fetch_i push_parameter TeleportEffect func_call 184615127 // func[skill_GetConsumeHP] shift_sp -1 push_event // myself push_const 704 add fetch_i // sm push_const 544 add fetch_i // hp push_const 392 add fetch_d less push_reg_sp fetch_i branch_false L103 push_event // myself push_const 704 add fetch_i push_parameter TeleportEffect func_call 184615133 // func[skill_InReuseDelay] shift_sp -1 push_const 0 equal and L103 and L102 branch_false L101 L100 push_event // myself push_const 704 add fetch_i push_event // myself push_const 704 add fetch_i // sm push_const 544 add fetch_i push_parameter TeleportEffect push_const 1 push_const 1 push_const 1000000 func_call 184877074 // func[AddUseSkillDesire] shift_sp -5 shift_sp -1 L101 L99 L96 handler_end handler 0 9 // NO_DESIRE variable_begin "myself" "_choiceN" "_code" "_from_choice" variable_end push_event // myself push_const 704 add fetch_i push_const 5 push_const 5 func_call 184680455 // func[AddMoveAroundDesire] shift_sp -2 shift_sp -1 handler_end handler 12 24 // TIMER_FIRED_EX variable_begin "timer_id" "myself" "_choiceN" "_code" "_from_choice" variable_end push_event // timer_id push_const 236 add fetch_i4 push_const 1 equal branch_false L105 L104 push_event // myself push_const 704 add fetch_i S28. "bye" push_string S28 func_call 184614973 // func[say] shift_sp -1 shift_sp -1 push_event // myself push_const 704 add fetch_i func_call 184549616 // func[Despawn] shift_sp -1 L105 handler_end handler 10 0 // MY_DYING variable_begin "target" "last_attacker" "myself" "_choiceN" "_code" "_from_choice" variable_end handler_end class_end HTM Example: <html><head> <body> Wiseman challenge: <br> <br> What has roots as nobody sees, <br> Is taller than trees, <br> Up, up it goes, <br> And yet never grows? <br> <br> <br><a action="bypass -h menu_select?ask=-1&reply=2">" hair "</a> <br><a action="bypass -h menu_select?ask=-1&reply=3">" clouds "</a> <br><a action="bypass -h menu_select?ask=-1&reply=1">" mountain "</a> <br><a action="bypass -h menu_select?ask=-1&reply=4">" palm "</a> <br><a action="bypass -h menu_select?ask=-1&reply=5">" rock "</a> <br> <br> </body></html> Edited July 13, 2015 by madocter Quote Link to comment Share on other sites More sharing options...
tk422 Posted July 18, 2015 Share Posted July 18, 2015 Yah, AI is a bit strange, still learning it myself though could have helped with this if i had seen it sooner. :P Glad you figured it out! I beautified and re-uploaded your code here: http://pastebin.com/LKqgncrn Have some questions about it: - Line 18: What is i_ai0? Just an empty int placeholder in the NPC instance? What's the different between doign this and using one of the registers i0, i1, etc? - Line 65: Why do you assign talker to target? Just for convenience / sanity? - Line 259: What is p_state? Quote Link to comment Share on other sites More sharing options...
Zeeyo Posted July 19, 2015 Share Posted July 19, 2015 (edited) - Line 18: What is i_ai0? Just an empty int placeholder in the NPC instance? What's the different between doign this and using one of the registers i0, i1, etc? That's an integer variable designed to be used by the AI. Each NPC instance has a separate set of these vars. There is absolutely no difference which vars to use. You simply need to make sure you do not interfere with the logic of the parent classes. Of course, if you override associated handlers not to do 'super()', you can then reuse vars that are in use by parent class(es). There's really nothing more into it. Also, I must point out that TALKED is extremely biased towards showing wiseman_challenge_5. You might think the code guarantees a 20% chance for each page, but in reality you will be getting wiseman_challenge_5 at a rate of 41%. These are the actual page show rates: 1 – 20% 2 – 16% 3 – 12.8% 4 – 10.24% 5 – 40.96% Edited July 19, 2015 by Zeeyo Quote Link to comment Share on other sites More sharing options...
tk422 Posted July 20, 2015 Share Posted July 20, 2015 (edited) That's an integer variable designed to be used by the AI. Each NPC instance has a separate set of these vars. There is absolutely no difference which vars to use. You simply need to make sure you do not interfere with the logic of the parent classes. Of course, if you override associated handlers not to do 'super()', you can then reuse vars that are in use by parent class(es). There's really nothing more into it. Also, I must point out that TALKED is extremely biased towards showing wiseman_challenge_5. You might think the code guarantees a 20% chance for each page, but in reality you will be getting wiseman_challenge_5 at a rate of 41%. These are the actual page show rates: 1 – 20% 2 – 16% 3 – 12.8% 4 – 10.24% 5 – 40.96% Ahh, right that would make sense. I guess the i_ai0 is set for the entire length of the NPC's lifetime versus the i0 register which is only valid during handler execution. Thanks! Yah the incorrect chance i think is to due with using if else statements instead of a switch case. Or even a bunch of If's and then return's. Something like would make more sense. myself.i_ai0 = gg::Rand(5); switch (myself.i_ai0) { case 1: { myself::ShowPage( talker, wiseman_challenge_ ); break; } case 2: { myself::ShowPage( talker, wiseman_challenge_2 ); break; } // blah blah.... } Though TBH i am wondering if this AI would work consistently with more than one player talking to the NPC at once. If the i_ai0 is internal to the instance, one player is going to overwrite the other if two were talking. I'd think this is a good time to use a register or if the value needs to be preserved and accessed later, use a Cookie: myself.SetCookie(CSharedCreature* talker, string cookieName, int cookieValue); Edited July 20, 2015 by tk422 Quote Link to comment Share on other sites More sharing options...
Zeeyo Posted July 20, 2015 Share Posted July 20, 2015 Though TBH i am wondering if this AI would work consistently with more than one player talking to the NPC at once. If the i_ai0 is internal to the instance, one player is going to overwrite the other if two were talking. That's correct. You can check GF PC Cafe buff code: it checks a register designated for 'busy, buffing' state and does not allow players to get buffed until all casts (at fixed time intervals) are finished for the first target. Quote Link to comment Share on other sites More sharing options...
tk422 Posted July 22, 2015 Share Posted July 22, 2015 Ahh cool! Yah that's an interesting use case. Is that what p_state is? physical state? Quote Link to comment Share on other sites More sharing options...
madocter Posted July 23, 2015 Author Share Posted July 23, 2015 (edited) Yah, AI is a bit strange, still learning it myself though could have helped with this if i had seen it sooner. :P Glad you figured it out! I beautified and re-uploaded your code here: http://pastebin.com/LKqgncrn Have some questions about it: - Line 18: What is i_ai0? Just an empty int placeholder in the NPC instance? What's the different between doign this and using one of the registers i0, i1, etc? - Line 65: Why do you assign talker to target? Just for convenience / sanity? - Line 259: What is p_state? Thanks for your interest tk422 Line 65 = an error this is not working code but a "preview" Line 259 can be physical state i dont know i get that teleportation function from vampire wizard a npc (when see a player teleport near him) Line 18 : Ahh, right that would make sense. I guess the i_ai0 is set for the entire length of the NPC's lifetime versus the i0 register which is only valid during handler execution. Thanks! Yes i use it to prevent npc being talked more than one time so players cant trick it. maybe im wrong but i believe it can work even if 2 players try to talk at same time About create a register - cookie is good idea , pity i dont know how such functions works Thanks also Zeeyo This is working code: class 1 wiseman : citizen { parameter: string wiseman_challenge_1 = "wiseman_challenge_1.htm"; string wiseman_challenge_2 = "wiseman_challenge_2.htm"; string wiseman_challenge_3 = "wiseman_challenge_3.htm"; string wiseman_challenge_4 = "wiseman_challenge_4.htm"; string wiseman_challenge_5 = "wiseman_challenge_5.htm"; string Reward = "coffer_of_the_dead:wiseman_reward:1:5000sec"; string Reward_2 = "__sand:wiseman_buffer:1:5000sec"; string Conversion = "giant_toad:giant_toad:1:5000sec"; handler: EventHandler CREATED() { myself::Shout( "All we have to decide is what to do with the time that is given us." ); } EventHandler TALKED( talker ) { if( myself.i_ai0 == 1 ) { myself::Say( "bye"); myself::CreatePrivates( Conversion ); myself::Despawn(); } myself::AddTimerEx( 1, 13 * 1000 ); myself::Say( "Hurry up you have a few seconds to answer"); switch ( gg::Rand( 5 ) ) { case 1: { if( myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_1 ); myself.i_ai0 = 1; break; } break; } case 2: { if( myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_2 ); myself.i_ai0 = 1; break; } break; } case 3: { if( myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_3 ); myself.i_ai0 = 1; break; } break; } case 4: { if( myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_4 ); myself.i_ai0 = 1; break; } break; } case 5: { if( myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_5 ); myself.i_ai0 = 1; break; } break; } } } EventHandler MENU_SELECTED( talker, ask, reply, fhtml0 ) { target = talker; if ( ask == -1 ) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward ); } if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward_2 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } } if (ask == -2) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward ); } if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward_2 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } } if (ask == -3) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward ); } if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward_2 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } } if (ask == -4) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward ); } if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward_2 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } } if (ask == -5) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward ); } if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward_2 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } } } EventHandler SEE_CREATURE( creature ) { myself::Say( "Who are there ?"); if( myself.p_state != 3 && myself::GetLifeTime() > 7 ) { if( myself::DistFromMe( creature ) > 200 ) { myself::InstantTeleport( myself.sm, myself::FloatToInt( creature.x ), myself::FloatToInt( creature.y ), myself::FloatToInt( creature.z ) ); if( myself::Skill_GetConsumeMP( TeleportEffect ) < myself.sm.mp && myself::Skill_GetConsumeHP( TeleportEffect ) < myself.sm.hp && myself::Skill_InReuseDelay( TeleportEffect ) == 0 ) { myself::AddUseSkillDesire( myself.sm, TeleportEffect, 1, 1, 1000000 ); } } } } EventHandler NO_DESIRE() { myself::AddMoveAroundDesire( 5, 5 ); } EventHandler TIMER_FIRED_EX( timer_id ) { if( timer_id == 1 ) { myself::Say( "bye"); myself::CreatePrivates( Conversion ); myself::Despawn(); } } EventHandler MY_DYING( target , last_attacker ) { } } Edited July 23, 2015 by madocter Quote Link to comment Share on other sites More sharing options...
tk422 Posted July 24, 2015 Share Posted July 24, 2015 (edited) Thanks for your interest tk422 Line 65 = an error this is not working code but a "preview" Line 259 can be physical state i dont know i get that teleportation function from vampire wizard a npc (when see a player teleport near him) Line 18 : Yes i use it to prevent npc being talked more than one time so players cant trick it. maybe im wrong but i believe it can work even if 2 players try to talk at same time About create a register - cookie is good idea , pity i dont know how such functions works Thanks also Zeeyo This is working code: class 1 wiseman : citizen { parameter: string wiseman_challenge_1 = "wiseman_challenge_1.htm"; string wiseman_challenge_2 = "wiseman_challenge_2.htm"; string wiseman_challenge_3 = "wiseman_challenge_3.htm"; string wiseman_challenge_4 = "wiseman_challenge_4.htm"; string wiseman_challenge_5 = "wiseman_challenge_5.htm"; string Reward = "coffer_of_the_dead:wiseman_reward:1:5000sec"; string Reward_2 = "__sand:wiseman_buffer:1:5000sec"; string Conversion = "giant_toad:giant_toad:1:5000sec"; handler: EventHandler CREATED() { myself::Shout( "All we have to decide is what to do with the time that is given us." ); } EventHandler TALKED( talker ) { if( myself.i_ai0 == 1 ) { myself::Say( "bye"); myself::CreatePrivates( Conversion ); myself::Despawn(); } myself::AddTimerEx( 1, 13 * 1000 ); myself::Say( "Hurry up you have a few seconds to answer"); switch ( gg::Rand( 5 ) ) { case 1: { if( myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_1 ); myself.i_ai0 = 1; break; } break; } case 2: { if( myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_2 ); myself.i_ai0 = 1; break; } break; } case 3: { if( myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_3 ); myself.i_ai0 = 1; break; } break; } case 4: { if( myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_4 ); myself.i_ai0 = 1; break; } break; } case 5: { if( myself.i_ai0 == 0 ) { myself::ShowPage( talker, wiseman_challenge_5 ); myself.i_ai0 = 1; break; } break; } } } EventHandler MENU_SELECTED( talker, ask, reply, fhtml0 ) { target = talker; if ( ask == -1 ) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward ); } if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward_2 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } } if (ask == -2) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward ); } if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward_2 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } } if (ask == -3) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward ); } if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward_2 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } } if (ask == -4) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward ); } if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward_2 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } } if (ask == -5) { if ( reply == 1 ) { myself::Say( "Correct answer"); if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward ); } if( gg::Rand( 10 ) < 5 ) { myself::CreatePrivates( Reward_2 ); } myself::Despawn(); } if ( reply == 2 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 3 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 4 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } if ( reply == 5 ) { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); } } } EventHandler SEE_CREATURE( creature ) { myself::Say( "Who are there ?"); if( myself.p_state != 3 && myself::GetLifeTime() > 7 ) { if( myself::DistFromMe( creature ) > 200 ) { myself::InstantTeleport( myself.sm, myself::FloatToInt( creature.x ), myself::FloatToInt( creature.y ), myself::FloatToInt( creature.z ) ); if( myself::Skill_GetConsumeMP( TeleportEffect ) < myself.sm.mp && myself::Skill_GetConsumeHP( TeleportEffect ) < myself.sm.hp && myself::Skill_InReuseDelay( TeleportEffect ) == 0 ) { myself::AddUseSkillDesire( myself.sm, TeleportEffect, 1, 1, 1000000 ); } } } } EventHandler NO_DESIRE() { myself::AddMoveAroundDesire( 5, 5 ); } EventHandler TIMER_FIRED_EX( timer_id ) { if( timer_id == 1 ) { myself::Say( "bye"); myself::CreatePrivates( Conversion ); myself::Despawn(); } } EventHandler MY_DYING( target , last_attacker ) { } } Ah cool! Thanks for the info on p_state! Do you know what the available states are? I assume: - 0 = Ready - 1 = Busy (Using Skill) Cookie's are like player-properties you can set. They can only hold int values. Cookies are NOT persisted to the database. When the player logs out, they are removed. To SET a cookie: void myself.SetCookie(CSharedCreature* talker, string cookieName, int cookieValue); To GET a cookie: int myself.GetCookie(CSharedCreature* talker, string cookieName); They're great for something like holding a player's choice before promping for some verification. Example: I've written a de-level NPC where players select their desired level but then also must enter their current level as a sanity check and to confirm they REALLY want to do this. Since you can only send back one bit of information from the player's interaction with the NPCs HTML i must get their cookie first, then perform the confirmation. If the conformation goes though, get the cookie and set their desired level. Some additional thoughts: 1. Since a switch case in NASC doesn't provide a default case you often have to rely on fall-through cases. You code could be made more readable / organized like this: switch (reply) { case replyIncorrectChoice1: case replyIncorrectChoice2: case replyIncorrectChoice3: case replyIncorrectChoice4: { myself::Say( "nope"); myself::CreatePrivates( Conversion ); myself::Despawn(); break; // Stops "fall through" } case replyCorrectChoice: { myself::Say( "Correct answer"); break; } } 2.Calculating Rand(10 < 5) a bunch of times takes up handler / CPU time unneccisarily. You only need to do this once. class 1 wiseman : citizen { parameter: int replyFinishedChosing = 1000; handler: EventHandler MENU_SELECTED(talker, ask, reply, fhtml0, i0) { if (reply == replyFinishedChoosing) { // I specified in the handler arguments that i'd like // to use one of the 10 int registers i0-i9; // We can now assign the result of ONE Rand() call to // it and then check that. i0 = Rand(10); if (i0 < 5) { // Reward One } else { // Reward Two. } } } Edited July 24, 2015 by tk422 Quote Link to comment Share on other sites More sharing options...
tk422 Posted July 24, 2015 Share Posted July 24, 2015 (edited) Actually here is a more fleshed out example of how i personally write AI: http://pastebin.com/ejAEbaZU - I wrote this in SublimeText on a Mac so please excuse any typos. - I left out actually setting their level. It would be great if we as a community could agree on a set of style guidelines for NASC. ... I vote for mine! :D Edited July 24, 2015 by tk422 Quote Link to comment Share on other sites More sharing options...
madocter Posted July 26, 2015 Author Share Posted July 26, 2015 Actually here is a more fleshed out example of how i personally write AI: http://pastebin.com/ejAEbaZU - I wrote this in SublimeText on a Mac so please excuse any typos. - I left out actually setting their level. It would be great if we as a community could agree on a set of style guidelines for NASC. ... I vote for mine! :D Nice code maybe i will take for myself :) will be great too any guide ncsoft artificial intelligence script compiler = nasc 2. but why use " i0 " is not used at other handlers ? i've tried create an int value at parameters but it fails like we forced to reuse existing... # Im doing rol event npc currently done wiseman who ask questions , princess who needs be rescued , and marauder that should be walking around roads of all map but create coordinates is weird. check private msq if you want use its working BTW here is code for giran asault by monsters http://pastebin.com/zr7AFkC0 Quote Link to comment Share on other sites More sharing options...
tk422 Posted July 27, 2015 Share Posted July 27, 2015 (edited) In the parentheses for each handler you define which registers you plan to use. In my code for the delevel NPC i should have removed i0, that was a typo. I don't actually use it as you can see. Let me give you an example: http://pastebin.com/hx1qAbrp You can't define local variables within the code like you would in C / C++. int mySpecialInt = 56; // Not Allowed! You may only use the NPC's instance variables or the registers. I posted a topic asking why the registers worked this way a while back. mcbigmac answered something like this: - The VM that runs the compile AI is multi threaded and extremely efficient. - By limiting the "freedom" of the code you write it allows it to be executed faster and more reliably. - If handlers were allowed to create their own var's every time they run they'd take up an obscene amount of ram. Hopefully he or someone else will correct me if i'm wrong. :D For your event: NPC's movement is defined in the GeoData/SuperPoint.bin file. Take a look at Remy (the moron who runs around TI shouting screaming) and you can see how it works. Check out this post also: http://www.maxcheaters.com/topic/89864-share-superpointbin-information/ It explains how the connections and nodes work. Edited July 27, 2015 by tk422 Quote Link to comment Share on other sites More sharing options...
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