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Slight tweak (field name) to #983 "Override LEVEL and INT aggro blocking".
If you already ran the previous SQL, use this instead: ALTER TABLE `npc_types` CHANGE `always_aggros_foes` `always_aggro` TINYINT(1) NOT NULL DEFAULT '0';
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@ -404,7 +404,7 @@
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9148|2020_01_28_corpse_guild_consent_id.sql|SHOW COLUMNS FROM `character_corpses` LIKE 'guild_consent_id'|empty|
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9149|2020_02_06_globalloot.sql|SHOW COLUMNS FROM `global_loot` LIKE 'hot_zone'|empty|
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9150|2020_02_06_aa_reset_on_death.sql|SHOW COLUMNS FROM `aa_ability` LIKE 'reset_on_death'|empty|
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9151|2020_03_05_npc_always_aggro.sql|SHOW COLUMNS FROM `npc_types` LIKE 'always_aggros_foes'|empty|
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9151|2020_03_05_npc_always_aggro.sql|SHOW COLUMNS FROM `npc_types` LIKE 'always_aggro'|empty|
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# Upgrade conditions:
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# This won't be needed after this system is implemented, but it is used database that are not
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@ -1 +1 @@
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ALTER TABLE `npc_types` ADD COLUMN `always_aggros_foes` tinyint(4) NOT NULL DEFAULT 0;
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ALTER TABLE `npc_types` ADD COLUMN `always_aggro` tinyint(1) NOT NULL DEFAULT 0;
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@ -139,7 +139,7 @@ void NPC::DescribeAggro(Client *towho, Mob *mob, bool verbose) {
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if (RuleB(Aggro, UseLevelAggro))
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{
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if (GetLevel() < RuleI(Aggro, MinAggroLevel) && mob->GetLevelCon(GetLevel()) == CON_GRAY && GetBodyType() != 3 && !AlwaysAggrosFoes())
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if (GetLevel() < RuleI(Aggro, MinAggroLevel) && mob->GetLevelCon(GetLevel()) == CON_GRAY && GetBodyType() != 3 && !AlwaysAggro())
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{
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towho->Message(Chat::White, "...%s is red to me (basically)", mob->GetName(), dist2, iAggroRange2);
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return;
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@ -147,7 +147,7 @@ void NPC::DescribeAggro(Client *towho, Mob *mob, bool verbose) {
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}
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else
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{
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if(GetINT() > RuleI(Aggro, IntAggroThreshold) && mob->GetLevelCon(GetLevel()) == CON_GRAY && !AlwaysAggrosFoes()) {
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if(GetINT() > RuleI(Aggro, IntAggroThreshold) && mob->GetLevelCon(GetLevel()) == CON_GRAY && !AlwaysAggro()) {
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towho->Message(Chat::White, "...%s is red to me (basically)", mob->GetName(),
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dist2, iAggroRange2);
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return;
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@ -318,7 +318,7 @@ bool Mob::CheckWillAggro(Mob *mob) {
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//old InZone check taken care of above by !mob->CastToClient()->Connected()
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(
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( GetLevel() >= RuleI(Aggro, MinAggroLevel))
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||(GetBodyType() == 3) || AlwaysAggrosFoes()
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||(GetBodyType() == 3) || AlwaysAggro()
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||( mob->IsClient() && mob->CastToClient()->IsSitting() )
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||( mob->GetLevelCon(GetLevel()) != CON_GRAY)
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@ -352,7 +352,7 @@ bool Mob::CheckWillAggro(Mob *mob) {
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//old InZone check taken care of above by !mob->CastToClient()->Connected()
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(
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( GetINT() <= RuleI(Aggro, IntAggroThreshold) )
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|| AlwaysAggrosFoes()
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|| AlwaysAggro()
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||( mob->IsClient() && mob->CastToClient()->IsSitting() )
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||( mob->GetLevelCon(GetLevel()) != CON_GRAY)
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@ -384,7 +384,7 @@ bool Mob::CheckWillAggro(Mob *mob) {
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LogAggro("Dist^2: [{}]\n", dist2);
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LogAggro("Range^2: [{}]\n", iAggroRange2);
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LogAggro("Faction: [{}]\n", fv);
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LogAggro("AlwaysAggroFlag: [{}]\n", AlwaysAggrosFoes());
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LogAggro("AlwaysAggroFlag: [{}]\n", AlwaysAggro());
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LogAggro("Int: [{}]\n", GetINT());
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LogAggro("Con: [{}]\n", GetLevelCon(mob->GetLevel()));
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@ -262,7 +262,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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0, // uint8 in_legtexture,
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0, // uint8 in_feettexture,
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0, // uint8 in_usemodel,
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0 // bool in_always_aggros_foes
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0 // bool in_always_aggro
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),
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corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
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corpse_rez_timer(RuleI(Character, CorpseResTimeMS)),
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@ -94,7 +94,7 @@ Mob::Mob(
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uint8 in_legtexture,
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uint8 in_feettexture,
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uint16 in_usemodel,
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bool in_always_aggros_foes
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bool in_always_aggro
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) :
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attack_timer(2000),
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attack_dw_timer(2000),
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@ -276,7 +276,7 @@ Mob::Mob(
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qglobal = 0;
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spawned = false;
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rare_spawn = false;
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always_aggros_foes = in_always_aggros_foes;
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always_aggro = in_always_aggro;
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InitializeBuffSlots();
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@ -579,7 +579,7 @@ public:
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inline const GravityBehavior GetFlyMode() const { return flymode; }
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bool IsBoat() const;
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bool IsControllableBoat() const;
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inline const bool AlwaysAggrosFoes() const { return always_aggros_foes; }
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inline const bool AlwaysAggro() const { return always_aggro; }
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//Group
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virtual bool HasRaid() = 0;
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@ -1391,7 +1391,7 @@ protected:
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Timer ranged_timer;
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float attack_speed; //% increase/decrease in attack speed (not haste)
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int attack_delay; //delay between attacks in 10ths of seconds
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bool always_aggros_foes;
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bool always_aggro;
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int16 slow_mitigation; // Allows for a slow mitigation (100 = 100%, 50% = 50%)
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Timer tic_timer;
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Timer mana_timer;
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@ -114,7 +114,7 @@ NPC::NPC(const NPCType *npc_type_data, Spawn2 *in_respawn, const glm::vec4 &posi
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npc_type_data->legtexture,
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npc_type_data->feettexture,
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npc_type_data->use_model,
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npc_type_data->always_aggros_foes
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npc_type_data->always_aggro
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),
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attacked_timer(CombatEventTimer_expire),
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swarm_timer(100),
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@ -2507,7 +2507,7 @@ const NPCType *ZoneDatabase::LoadNPCTypesData(uint32 npc_type_id, bool bulk_load
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"npc_types.stuck_behavior, "
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"npc_types.model, "
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"npc_types.flymode, "
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"npc_types.always_aggros_foes "
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"npc_types.always_aggro "
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"FROM npc_types %s",
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where_condition.c_str()
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);
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@ -2709,7 +2709,7 @@ const NPCType *ZoneDatabase::LoadNPCTypesData(uint32 npc_type_id, bool bulk_load
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temp_npctype_data->stuck_behavior = atoi(row[109]);
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temp_npctype_data->use_model = atoi(row[110]);
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temp_npctype_data->flymode = atoi(row[111]);
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temp_npctype_data->always_aggros_foes = atoi(row[112]);
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temp_npctype_data->always_aggro = atoi(row[112]);
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temp_npctype_data->skip_auto_scale = false; // hardcoded here for now
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@ -147,7 +147,7 @@ struct NPCType
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int8 stuck_behavior;
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uint16 use_model;
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int8 flymode;
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bool always_aggros_foes;
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bool always_aggro;
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};
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namespace player_lootitem {
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