Making Monsters grey and attack
Making Monsters grey and attack
Everything comes into the world blue. So everyone on my shard has insane murder counts. Is there a way to make monters come into world grey? And my Shopkeeper spawners don't walk around they are set to NPCwander 3 which is default but they just stand on their spawn point. Some help would be nice. Thx MaK
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Grimson
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Actually this is the way it was intended. As discussed here only the actions of a NPC should determine its status (color), not the AI or what the NPC is.giwo wrote:Blue monsters are a bug of some recent additions we had to allow NPC's to gain murder counts.
The monsters will still attack you (if you're not invulnerable), as their AI hasn't been changed.
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I thought that change was meant to make blue NPCs go red if they attacked killed innocent people
If it also affects NPCs with "monster AI", it will make it impossible for normal players to attack them without going grey until after the blue monster NPCs have attacked the players.
If it also affects NPCs with "monster AI", it will make it impossible for normal players to attack them without going grey until after the blue monster NPCs have attacked the players.
-= Ho Eyo He Hum =-
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Grimson
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Why, ever thought about a player race that's friendly with monsters and enemy with normal NPCs, or a monster that can turn into a friend (maybe even giving out quests) when you give it a special item.giwo wrote:However monsters are pretty obviously bad, and thus should always be at least gray, if not red.
And if you want the monsters to be gray from the beginning just use the NEUTRAL tag in the dfn.
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You can control racial allies and enemies through races.dfn, btw 
But I guess if we can make monsters (and animals) grey through the NEUTRAL flag in the DFNs, then all is good. UOX3 has been pretty unique with having all monsters appear as murderers ingame, having them turn grey would actually be a step in the right direction, if the goal at the end of the line is an OSI-style setup.
But I guess if we can make monsters (and animals) grey through the NEUTRAL flag in the DFNs, then all is good. UOX3 has been pretty unique with having all monsters appear as murderers ingame, having them turn grey would actually be a step in the right direction, if the goal at the end of the line is an OSI-style setup.
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Grimson
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Yeah, but it won't help you when monsters are always marked red or gray.Xuri wrote:You can control racial allies and enemies through races.dfn, btw
I never said that this was my intentionXuri wrote:If the goal at the end of the line is an OSI-style setup.
You could also add another ini setting (I won't do it as I don't need it) to switch between the OSI-style marking and the one I submitted.
In the end it's not up to me to decide what goes into UOX3 and what not, but the code I submit will be based on my changes as I really don't have the time or interest to maintain two UOX3 versions.
It's already really time consuming to resolve the merge conflicts when updating from the cvs, especially because the changes only get commited when a new version is released, so they come in one big package.
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giwo
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Changes only get committed when I have the time and when I have something worth committing. Usually I do my work in chunks, rather than one small thing here, one small thing there, and then I keep it around for personal testing for a while just to ensure it's not going to cause some major issues.
Merging is never fun, but no one said working on UOX3 isn't hard work.
Merging is never fun, but no one said working on UOX3 isn't hard work.
Scott