Making Monsters grey and attack

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mak2000
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Making Monsters grey and attack

Post by mak2000 »

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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Post by giwo »

Blue monsters are a bug of some recent additions we had to allow NPC's to gain murder counts. This issue will be fixed in the next UOX3 release.
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Post by Grimson »

giwo wrote:Blue monsters are a bug of some recent additions we had to allow NPC's to gain murder counts.
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.

The monsters will still attack you (if you're not invulnerable), as their AI hasn't been changed.
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Post by giwo »

Well, that's fine for Humans or Animals, as they can appear innocent while really being murderous. However monsters are pretty obviously bad, and thus should always be at least gray, if not red.
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Xuri
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Post by Xuri »

I thought that change was meant to make blue NPCs go red if they attacked killed innocent people :P

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.
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Post by Grimson »

giwo wrote:However monsters are pretty obviously bad, and thus should always be at least gray, if not red.
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.

And if you want the monsters to be gray from the beginning just use the NEUTRAL tag in the dfn.
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Post by Xuri »

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.
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Post by giwo »

BAH! The good old days of UO all monsters were red. :)

But yes, if the NEUTRAL tag is used on those creatures deemed not to be "innocent" then I will happily remove the code that forces monsters to be gray. :)
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Post by Xuri »

Red, you mean. ;P

Mak2000: There's your answer, btw. Add a new line to every monster's DFN section (dfndata/npc/*) saying NEUTRAL, and they should highlight "grey" when spawning, and should no longer give murder counts (I think).
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Post by giwo »

Nope: the current release monsters are blue, the build I have in progress monsters are gray.
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Post by Xuri »

Ah, it all makes sense now. Thanks. Heh. I'll just add NEUTRAL to all animals and monsters in the default DFNs then, shall I?
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Post by giwo »

Sure, then if one wants a monster to be blue, he can simply remove the NEUTRAL tag (note they would also need to remove the AI, if they wanted them to stay blue (not attack characters), which would have effectively made them neutral previously....).
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Post by Grimson »

Xuri wrote:You can control racial allies and enemies through races.dfn, btw :)
Yeah, but it won't help you when monsters are always marked red or gray.
Xuri wrote:If the goal at the end of the line is an OSI-style setup.
I never said that this was my intention ;).

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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Post by giwo »

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. :P
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