VGOEmulator.net

A Development Project for the Vanguard:Saga of Heroes MMO

Skip to content

Advanced search
  • Quick links
    • Unanswered topics
    • Active topics
    • Search
  • Portal
  • Project Manager
  • Bug Tracker
  • Server List
  • Wiki
  • Donate
  • Login
  • Register
  • Board index Community General Discussions
  • Search

Necro Pets

Discussions related to Vanguard: Saga of Heroes.

Moderator: Community Managers

Post Reply
  • Print view
Advanced search
24 posts
  • 1
  • 2
  • 3
  • Next
zippyzee
Developer
Developer
Posts: 1240
Joined: Wed Jul 23, 2014 2:11 pm
Necro Pets
  • Quote

Post by zippyzee » Mon Mar 28, 2016 2:18 pm

Just for fun (and since I needed some of the related functions) I decided to see if I could get my necro pet up and running. Here is the result:
ScreenShot_00094.JPG
I pretty much only played as a necro in Vanguard so I wanted to see just how hard it would be. It took a little work and it is not the correct Abomination for my level, but you get the idea. More to come!
Top

User avatar
elquar
Content Designer
Content Designer
Posts: 604
Joined: Tue Jun 03, 2014 2:07 pm
Re: Necro Pets
  • Quote

Post by elquar » Mon Mar 28, 2016 2:26 pm

that looks cool Zippyzee 8)
Top

User avatar
falloutdc
Data Collector
Data Collector
Posts: 248
Joined: Sat Mar 29, 2014 10:04 am
Contact:
Contact falloutdc
Website
Re: Necro Pets
  • Quote

Post by falloutdc » Tue Mar 29, 2016 4:31 am

Grats!
Duplicates don't hurt ;) (tm John Adams 2014)
Image
Top

Nilso
Posts: 139
Joined: Fri Sep 25, 2015 12:31 pm
Location: La Rochelle (France)
Re: Necro Pets
  • Quote

Post by Nilso » Tue Mar 29, 2016 4:50 am

Good start !
Top

zippyzee
Developer
Developer
Posts: 1240
Joined: Wed Jul 23, 2014 2:11 pm
Re: Necro Pets
  • Quote

Post by zippyzee » Tue Mar 29, 2016 1:40 pm

Haha. Got to love a good foundation of npc AI programming. I added the catch for the client opcode for pet attack and programmed it to do nothing but post the hate change for my pet against my target. One line of code:

Code: Select all

pet->PostHateChange(target, 10);
It ran over to the imp, fought it for 30 seconds, and killed it, then returned to me.

The number of times that something major just "works" on the first try is slim to none. Must be my lucky day!
ScreenShot_00086.JPG
Top

User avatar
Jakkal
Content Designer
Content Designer
Posts: 3098
Joined: Tue May 20, 2014 1:59 am
Location: Raleigh, NC
Contact:
Contact Jakkal
Website
Re: Necro Pets
  • Quote

Post by Jakkal » Tue Mar 29, 2016 1:43 pm

But zippy! You don't have a pet!
Image
Top

zippyzee
Developer
Developer
Posts: 1240
Joined: Wed Jul 23, 2014 2:11 pm
Re: Necro Pets
  • Quote

Post by zippyzee » Tue Mar 29, 2016 1:45 pm

Should it be minion? I can't remember.
Top

User avatar
Xinux
Project Leader
Project Leader
Posts: 2549
Joined: Wed Aug 28, 2013 2:20 pm
Re: Necro Pets
  • Quote

Post by Xinux » Tue Mar 29, 2016 1:48 pm

He is talking about the line in your chat box.
Top

zippyzee
Developer
Developer
Posts: 1240
Joined: Wed Jul 23, 2014 2:11 pm
Re: Necro Pets
  • Quote

Post by zippyzee » Tue Mar 29, 2016 1:52 pm

Haha. I guessed the server response code as 1. I've got to figure those out. I'm sure Xinux has a master list somewhere but I'll do a little trial and error if not. I didn't have my necro log file at the office so I couldn't look at what happened in the log.

Most all the necro pets are called "pet", as are the commands, but the one abomination that we have in our actor table is actually "so-and-so's minion", so I'm not 100% sure what it normally said. I'll make sure before too long.
Top

User avatar
Jakkal
Content Designer
Content Designer
Posts: 3098
Joined: Tue May 20, 2014 1:59 am
Location: Raleigh, NC
Contact:
Contact Jakkal
Website
Re: Necro Pets
  • Quote

Post by Jakkal » Tue Mar 29, 2016 2:00 pm

Haha, yeah that was it.

Necro abominations were "pets". The others were "minions". Seems like there was a distinguishing characteristic. I think pets were longer term, like they didn't have a timer of when they were up. And they would persist through mounting or logouts. Minions wouldn't. Like the druid had minions, but no pets. I believe the ranger had a minion, not a true pet (until epics?) The shamans had their pet based on which of the three totems they picked. Rogues had those stupid shadow monkeys that we couldn't get rid of.

I think pets could be named and also had their own true ability bar (With togglable abilities), whereas minions just had the basic bar with 'autoattack, defend, dismiss, etc'.
Image
Top


Post Reply
  • Print view

24 posts
  • 1
  • 2
  • 3
  • Next

Return to “General Discussions”

Jump to
  • Information
  • ↳   Announcements
  • ↳   Dev Chats
  • ↳   Events
  • Community
  • ↳   General Discussions
  • ↳   VGO Team Help Requests
  • ↳   Introductions
  • ↳   Game Features
  • ↳   Wish List
  • ↳   Off-Topic
  • Support
  • ↳   How-To's
  • ↳   General Support
  • ↳   Windows
  • ↳   Linux
  • Bugs
  • ↳   Server Bugs
  • ↳   Server Bugs (Closed)
  • ↳   Content Bugs
  • ↳   Content Bugs (Closed)
  • ↳   Database Bugs
  • ↳   Tools Bugs
  • Board index
  • All times are UTC-07:00
  • Delete cookies
  • Contact us
Powered by phpBB® Forum Software © phpBB Limited
*Original Author: Brad Veryard
*Updated to 3.2 by MannixMD