Author Topic: Pool of Radiance Resources  (Read 1333 times)

Offline marainein

  • Sr. Member
  • ****
  • Posts: 281
Re: Pool of Radiance Resources
« Reply #75 on: February 14, 2017, 08:06:43 PM »
Ok - that's fixed the problem of PCs not being able to use the wand, but monsters still aren't using it in combat. BTW, what's the purpose of this script?

EDIT - also, is there some way to do duels/single combat in DC?
« Last Edit: February 14, 2017, 11:07:39 PM by marainein »

Offline manikus

  • Skriptor
  • Administrator
  • Hero Member
  • *****
  • Posts: 9266
Re: Pool of Radiance Resources
« Reply #76 on: February 15, 2017, 12:43:08 PM »
Part of this script is redundant - the magic user bit, but the thief part ensures that only a thief of 11th level or higher can ready this item.

If the monsters won't use this item, it's because the AI thinks that the monster has a better attack. The AI_Script.BLK is the script that contols this, so Nol or Paul are the people who have the expertise to explain what is happening.

As far as duels and/or solo combat, search the forum for a proof oc concept mini-mod I did, I believe I called it "solo combat".
In a nutshell, it uses a script that sets the status of every party member except the selected one to a status of TEMPGONE.

Offline Paul R. Stevens

  • Dungeon Craft Tester
  • Hero Member
  • ***
  • Posts: 2041
Re: Pool of Radiance Resources
« Reply #77 on: February 15, 2017, 03:12:51 PM »
Do you see any files named "CombatAction...txt" in your design file
after you engage in any combat?
They detail the selection of weapons/actions for each combatant
in a combat.  Those files will help determine what the engine is "Thinking".

For simplicity it is best to create a situation with as few combatants
as possible that will demonstrate your problem.

Offline marainein

  • Sr. Member
  • ****
  • Posts: 281
Re: Pool of Radiance Resources
« Reply #78 on: February 15, 2017, 03:20:38 PM »
Part of this script is redundant - the magic user bit, but the thief part ensures that only a thief of 11th level or higher can ready this item.
That's what it looked like - but I have to point out some wands, like the wand of magic missiles are usable by almost all classes, not just magic-users and high level thief characters.

Offline marainein

  • Sr. Member
  • ****
  • Posts: 281
Re: Pool of Radiance Resources
« Reply #79 on: February 15, 2017, 04:12:06 PM »
Do you see any files named "CombatAction...txt" in your design file
after you engage in any combat?
They detail the selection of weapons/actions for each combatant
in a combat.  Those files will help determine what the engine is "Thinking".

For simplicity it is best to create a situation with as few combatants
as possible that will demonstrate your problem.
Here's a copy and paste of the text files from a one on one combat, with the monster 'Level 3 Mu' armed with, but not using a wand - perhaps you could outline what's going on here?
Code: [Select]
1 Possible Actions for combatant 1  ***[Level 3 Mu]*****************
Time = 0x00002490
 x = 14
 y = 25
Action number 0  ;  Action Type = Advance
  damage = 0
  Target = combatant #0  [Super Spud]
    x = 25
    y = 26
    fleeing = 0
    state = None
    unfriendly
    2*distance(squared) = 488
    advance = 1
Code: [Select]
2 Possible Actions for combatant 1  ***[Level 3 Mu]*****************
Time = 0x000025f8
 x = 15
 y = 25
Action number 0  ;  Action Type = Advance
  damage = 0
  Target = combatant #0  [Super Spud]
    x = 25
    y = 26
    fleeing = 0
    state = None
    unfriendly
    2*distance(squared) = 404
    advance = 1
Code: [Select]
3 Possible Actions for combatant 1  ***[Level 3 Mu]*****************
Time = 0x00002760
 x = 16
 y = 25
Action number 0  ;  Action Type = Advance
  damage = 0
  Target = combatant #0  [Super Spud]
    x = 25
    y = 26
    fleeing = 0
    state = None
    unfriendly
    2*distance(squared) = 328
    advance = 1
Code: [Select]
4 Possible Actions for combatant 1  ***[Level 3 Mu]*****************
Time = 0x000028c8
 x = 17
 y = 25
Action number 0  ;  Action Type = Advance
  damage = 0
  Target = combatant #0  [Super Spud]
    x = 25
    y = 26
    fleeing = 0
    state = None
    unfriendly
    2*distance(squared) = 260
    advance = 1
Code: [Select]
5 Possible Actions for combatant 1  ***[Level 3 Mu]*****************
Time = 0x00002a30
 x = 18
 y = 25
Action number 0  ;  Action Type = Advance
  damage = 0
  Target = combatant #0  [Super Spud]
    x = 25
    y = 26
    fleeing = 0
    state = None
    unfriendly
    2*distance(squared) = 200
    advance = 1
Code: [Select]
6 Possible Actions for combatant 1  ***[Level 3 Mu]*****************
Time = 0x00002b98
 x = 19
 y = 25
Action number 0  ;  Action Type = Advance
  damage = 0
  Target = combatant #0  [Super Spud]
    x = 25
    y = 26
    fleeing = 0
    state = None
    unfriendly
    2*distance(squared) = 148
    advance = 1
Code: [Select]
7 Possible Actions for combatant 1  ***[Level 3 Mu]*****************
Time = 0x00002d00
 x = 20
 y = 25
Action number 0  ;  Action Type = Advance
  damage = 0
  Target = combatant #0  [Super Spud]
    x = 25
    y = 26
    fleeing = 0
    state = None
    unfriendly
    2*distance(squared) = 104
    advance = 1
Code: [Select]
8 Possible Actions for combatant 1  ***[Level 3 Mu]*****************
Time = 0x00002e68
 x = 21
 y = 25
Action number 0  ;  Action Type = Advance
  damage = 0
  Target = combatant #0  [Super Spud]
    x = 25
    y = 26
    fleeing = 0
    state = None
    unfriendly
    2*distance(squared) = 68
    advance = 1
Code: [Select]
9 Possible Actions for combatant 1  ***[Level 3 Mu]*****************
Time = 0x00002fd0
 x = 22
 y = 25
Action number 0  ;  Action Type = Advance
  damage = 0
  Target = combatant #0  [Super Spud]
    x = 25
    y = 26
    fleeing = 0
    state = None
    unfriendly
    2*distance(squared) = 40
    advance = 1
Code: [Select]
10 Possible Actions for combatant 1  ***[Level 3 Mu]*****************
Time = 0x00003138
 x = 23
 y = 25
Action number 0  ;  Action Type = Advance
  damage = 0
  Target = combatant #0  [Super Spud]
    x = 25
    y = 26
    fleeing = 0
    state = None
    unfriendly
    2*distance(squared) = 20
    advance = 1
Code: [Select]
11 Possible Actions for combatant 1  ***[Level 3 Mu]*****************
Time = 0x000032a0
 x = 24
 y = 25
Action number 0  ;  Action Type = Judo
  damage = 0
  Target = combatant #0  [Super Spud]
    x = 25
    y = 26
    fleeing = 0
    state = None
    unfriendly
    2*distance(squared) = 8
    advance = 0
    Attack without weapon
    No Spell
    Damage = 60
Action number 1  ;  Action Type = Advance
  damage = 0
  Target = combatant #0  [Super Spud]
    x = 25
    y = 26
    fleeing = 0
    state = None
    unfriendly
    2*distance(squared) = 8
    advance = 1

Offline manikus

  • Skriptor
  • Administrator
  • Hero Member
  • *****
  • Posts: 9266
Re: Pool of Radiance Resources
« Reply #80 on: February 15, 2017, 05:36:51 PM »
Part of this script is redundant - the magic user bit, but the thief part ensures that only a thief of 11th level or higher can ready this item.
That's what it looked like - but I have to point out some wands, like the wand of magic missiles are usable by almost all classes, not just magic-users and high level thief characters.

The quick fix for you is to just remove the item_Wand SA from this item.

I will try an dfind my list of who can use what and go through the wands.

Offline Paul R. Stevens

  • Dungeon Craft Tester
  • Hero Member
  • ***
  • Posts: 2041
Re: Pool of Radiance Resources
« Reply #81 on: February 15, 2017, 06:18:17 PM »
marainein:

Thank you.  But I fear that I cannot explain your problem
with the information at hand.  Can you make a mini-mod
and get it to me somehow?  I'll have to step through
the interaction and see why your weapon is never considered
as an option in combat.  It will probably result in additional
debugging information being placed in the log files so as
not to have to repeat this exercise over and over.

Offline marainein

  • Sr. Member
  • ****
  • Posts: 281
Re: Pool of Radiance Resources
« Reply #82 on: February 15, 2017, 09:01:46 PM »
marainein:

Thank you.  But I fear that I cannot explain your problem
with the information at hand.  Can you make a mini-mod
and get it to me somehow?  I'll have to step through
the interaction and see why your weapon is never considered
as an option in combat.  It will probably result in additional
debugging information being placed in the log files so as
not to have to repeat this exercise over and over.

Thanks Paul - I've uploaded a minimod to the DC troubleshooting forum. Perhaps we're looking at an error in the way Manikus and I (or whoever it was - I can't remember) created the custom databases from Pool of Radiance.

Offline marainein

  • Sr. Member
  • ****
  • Posts: 281
Re: Pool of Radiance Resources
« Reply #83 on: February 15, 2017, 09:08:59 PM »
As far as duels and/or solo combat, search the forum for a proof oc concept mini-mod I did, I believe I called it "solo combat".
In a nutshell, it uses a script that sets the status of every party member except the selected one to a status of TEMPGONE.
Hey! I found the tutorial (I presume it's this: http://manikus.reonis.com/files/DCTutorial_solocombat.pdf) and used it and it does work! One minor problem I noticed reading the scripts - if any of the PCs are suffering a health problem such as being dead or petrified, it looks like the second script will restore them back to ok status.

Offline Nol Drek

  • Dungeon Craft Tester
  • Hero Member
  • ***
  • Posts: 2049
    • Nol Drek's Web Site
Re: Pool of Radiance Resources
« Reply #84 on: February 15, 2017, 10:21:09 PM »
I'll have to step through
the interaction and see why your weapon is never considered
as an option in combat.

Could it be that a Wand of Magic Missiles is an item with Weapon Type "Not Weapon"?

Wands which are items with Weapon Type "Not Weapon" but that have the ability to cast spells should be considered for use at a high priority. Possibly at the same priority level as "Spell Caster" items or "SpellLikeAbilities".

I think the current AI lacks the ability to recognize a "Not Weapon" item that can cast a spell. On the other hand, I think the AI can recognize a "Spell Caster" item and use it with a high priority.
"Into the Drachensgrab Mountains!"

http://www.noldrek.com

Offline manikus

  • Skriptor
  • Administrator
  • Hero Member
  • *****
  • Posts: 9266
Re: Pool of Radiance Resources
« Reply #85 on: February 16, 2017, 11:54:56 AM »
marainein:

Thank you.  But I fear that I cannot explain your problem
with the information at hand.  Can you make a mini-mod
and get it to me somehow?  I'll have to step through
the interaction and see why your weapon is never considered
as an option in combat.  It will probably result in additional
debugging information being placed in the log files so as
not to have to repeat this exercise over and over.

Thanks Paul - I've uploaded a minimod to the DC troubleshooting forum. Perhaps we're looking at an error in the way Manikus and I (or whoever it was - I can't remember) created the custom databases from Pool of Radiance.

Look in this thread for my answer to this. :D
http://ua.reonis.com/index.php?topic=3453.msg49407#msg49407

Offline manikus

  • Skriptor
  • Administrator
  • Hero Member
  • *****
  • Posts: 9266
Re: Pool of Radiance Resources
« Reply #86 on: February 16, 2017, 12:06:46 PM »
As far as duels and/or solo combat, search the forum for a proof oc concept mini-mod I did, I believe I called it "solo combat".
In a nutshell, it uses a script that sets the status of every party member except the selected one to a status of TEMPGONE.
Hey! I found the tutorial (I presume it's this: http://manikus.reonis.com/files/DCTutorial_solocombat.pdf) and used it and it does work! One minor problem I noticed reading the scripts - if any of the PCs are suffering a health problem such as being dead or petrified, it looks like the second script will restore them back to ok status.
Glad to know that it works. :D I will take a look at this and do an update..

Offline manikus

  • Skriptor
  • Administrator
  • Hero Member
  • *****
  • Posts: 9266
Re: Pool of Radiance Resources
« Reply #87 on: February 16, 2017, 12:09:19 PM »
I'll have to step through
the interaction and see why your weapon is never considered
as an option in combat.

Could it be that a Wand of Magic Missiles is an item with Weapon Type "Not Weapon"?

Wands which are items with Weapon Type "Not Weapon" but that have the ability to cast spells should be considered for use at a high priority. Possibly at the same priority level as "Spell Caster" items or "SpellLikeAbilities".

I think the current AI lacks the ability to recognize a "Not Weapon" item that can cast a spell. On the other hand, I think the AI can recognize a "Spell Caster" item and use it with a high priority.

Well, if I had read all of the posts, I would have seen that you had already this covered. ;)

Offline marainein

  • Sr. Member
  • ****
  • Posts: 281
Re: Pool of Radiance Resources
« Reply #88 on: February 18, 2017, 06:01:33 AM »
So what should the solution be here? Go through and change all the wands (and staves and rods and anything with attack spells) from 'Not Weapon' to 'Spellcaster'?

Offline marainein

  • Sr. Member
  • ****
  • Posts: 281
Re: Pool of Radiance Resources
« Reply #89 on: February 18, 2017, 03:08:59 PM »
Part of this script is redundant - the magic user bit, but the thief part ensures that only a thief of 11th level or higher can ready this item.
That's what it looked like - but I have to point out some wands, like the wand of magic missiles are usable by almost all classes, not just magic-users and high level thief characters.

The quick fix for you is to just remove the item_Wand SA from this item.

I will try an dfind my list of who can use what and go through the wands.

How does this interact with the 'Can Ready' button under item properties, which brings up a selection of base classes? Is that where class restrictions on item usage is meant to be handled?