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Mike Substelny

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Reply with quote  #1 
Mission scripting in Artemis 2.7.2 allows you to customize monsters more than ever. If you want to make a giant Dragon or a Bug that fights like a tank you can do it!

Here are the fields your script can change:
Speed    
Health   
MaxHealth
TurnRate
Age (1=young, 2=adult, 3=ancient)
Size


Some monsters have more fields, like HealthRegenRate or BashingType that your script cannot change in Artemis 2.7.2 but I've included them so you understand the distinctions. So for example you cannot make a Moby Dick space whale that bashes player ships, but (I think) you can make a tough whale that has extra hit points. To help you pick values for the fields, the list below shows the defaults for a young (age = 1) member of each species.

Typhon
speed = 10
health = maxHealth = 30000
healthRegenRate = 1000
turnRate = 0.05
age = 3 (All Typhons read as ancient)

Whale
speed = 1;
health = maxHealth = 1
healthRegenRate = 0
turnRate = 0.005
size = 0.5

Shark
speed = 1;
size = 0.5
health = maxHealth = 100
healthRegenRate = 1
turnRate = 0.015
bashingType = TRUE;

Dragon (note: half of dragons want to nest, unless they're young)
speed = 1
size = 0.75
health = maxHealth = 700
healthRegenRate = 3
turnRate = 0.01
grabbingType = TRUE;

Piranha
speed = 1
health = maxHealth = 27
healthRegenRate = 1
turnRate = 0.01
bashingType = TRUE
bashDamageDone = 2

Derelict
health = maxHealth = 20
healthRegenRate = 0;

Tube (Charybdis)
speed = 0.8
health = maxHealth = 400
healthRegenRate = 2
turnRate = 0.003

Bug
speed = 1;
health = maxHealth = 60
healthRegenRate = 0.4
turnRate = 0.01
bashingType = TRUE
bashDamageDone = 3

Jellyfish
speed = 0.1
size = 0.5
health = maxHealth = 1
healthRegenRate = 0
turnRate = 0.005

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Mike Substelny

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Reply with quote  #2 
Monsters also have brain stacks (like AI ships) which your script can change. You should be able to figure out how a monster thinks during a game by having Science select the monster and pressing the server's [F7] key.

You should also be able to test against the newly exposed fields. So for example if you want a Shark that retreats when it has fewer than 25 hit points, you can test against the Health field and when Health < 25 write a new brain stack to the Shark.


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Xavier Wise

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Reply with quote  #3 
In the past, I've used something similar to make two ships battle it out - when shields hit a certain amount one ship would veer off and take 'evasive' action (basically the brain stack would change randomly and adjust the angle the ship was flying by +/-10 degrees).

I bet a similar thing could be used to set up something with monsters - would they be able to attack each other? You could have a crew study them and try and work out the behaviours in a mission. Or even have them witness a Torgoth hunt, with brainstacks changing for the Torgoths and the monsters based on set conditions..... Maybe I'll have to try that in a script...

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Mike Substelny

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Reply with quote  #4 
Quote:
Originally Posted by Xavier Wise
In the past, I've used something similar to make two ships battle it out - when shields hit a certain amount one ship would veer off and take 'evasive' action (basically the brain stack would change randomly and adjust the angle the ship was flying by +/-10 degrees).

I bet a similar thing could be used to set up something with monsters - would they be able to attack each other? You could have a crew study them and try and work out the behaviours in a mission. Or even have them witness a Torgoth hunt, with brainstacks changing for the Torgoths and the monsters based on set conditions..... Maybe I'll have to try that in a script...


Exactly!

The original intention, which might still make it into Artemis 3.0, was to have more complex behavior and a symbiotic relationship between the Charybdis and Piranhas. A Charybdis would release fresh nebType=3 which would attract hungry Piranhas. Contact with Piranhas would "consume" the nebula for energy, changing it into nebType=2 then into nebType=1 and finally destroying the nebula.

When Piranha are well fed they will attack ships, attempting to turn them into derelicts, wherein they would lay their eggs. But after a while Piranhas would become hungry and run to the nearest nebula to feed.

This would prevent a rampaging Charybdis from filling the entire sector with nebula clouds.

A related idea was to let player ships extract energy from high energy nebulas nebType=3, turning them into nebtype=2. Of course Piranhas would be most strongly attracted to high energy nebulas so players who counted on refueling at nebulas would be competing with Piranhas. To add insult to injury, low energy nebulas nebType=1 might slowly erode the shields of all sheilded ships.

This could all be done in a mission script. Feel free to steal it or use it for inspiration to make something even more awesome for your players.

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ryleyra

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Reply with quote  #5 
You know I was thinking the different colors of nebulas would indicate different effects. For instance, right now all nebulas block Long Range Sensors (but not Science) and restrict speed to Warp 1. This could be modified, though, so only purple nebulas restrict Warp, and cyan nebulas drain energy instead. And yellow nebulas could block Science but not restrict Warp, or have another effect entirely. In fact, you could allow the players to set the nebula effects in the Configuration screen.

I do like the idea of the three "levels" of nebulas building on the last, though. We've often discussed the idea of how and when Science scanning should be restricted, maybe only the highest level of energy blocks Science, and the ship can drain energy from the nebula to see if anything is hiding in it. Or (and this is similar to a suggestion I've made before, or maybe I've made it already) Science could set its scanning level to High, Medium or Low to choose what kind of nebula it can penetrate.

Likewise, Warp could be restricted to 3, 2 or 1 depending on the energy level. (Highest level = lowest Warp) And the highest level could prevent Jumping either into the nebula or while inside it.

You can already set different effects for nebula colors in a script. One of my missions in the Simple Sandbox was a recreation of The Waning Dark which made use of the nebula colors.
Darrin

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Reply with quote  #6 
For one of the mission scripts I'm working on, I borrowed Mike's "Cosmolium Gas" from the battle of Beachwood, although I changed the color from red to blue, because red nebula are more or less the default nebula color. (Also, the Charybdis spits out red nebula, and I didn't want them spitting out cosmolium gas against a ship that wasn't prepared for it.) One of the ideas in the script is the Torgoth have essentially weaponized this gas, and certain ships can throw out "weapon pods" that if they get close to a TSN player ship, they will release a cloud of cosmolium gas around the player, which may overheat them if they don't get out quickly. 

There's another weapon pod that can release what I'm calling "Zylorthium Gas", which is yellow, and knocks out a player's shields (sets them to zero while inside the nebula, and over time does damage to the Shield nodes). The idea in the script was to introduce the players to the idea that yellow/blue nebula are to be avoided, so when they run up against the Torgoth later, they'll have some warning about what to expect. 

I'm not quite sure if weaponizing nebulae will become canon, but if it is a thing that GMs/Crews want to see as part of the larger Torgoth/Ximni/Terran/Argonian war, then I can post the code for it later. 

I am tempted to ask Thom if he can add more nebula colors... this would allow me to add special "weaponized" nebulae while still retaining the red/blue/yellow nebula to behave normally in established mission scripts. 

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