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';
This commit is contained in:
JJ 2020-03-05 22:31:54 -05:00
parent 09e9c0b504
commit 4915e86aba
9 changed files with 16 additions and 16 deletions

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@ -404,7 +404,7 @@
9148|2020_01_28_corpse_guild_consent_id.sql|SHOW COLUMNS FROM `character_corpses` LIKE 'guild_consent_id'|empty|
9149|2020_02_06_globalloot.sql|SHOW COLUMNS FROM `global_loot` LIKE 'hot_zone'|empty|
9150|2020_02_06_aa_reset_on_death.sql|SHOW COLUMNS FROM `aa_ability` LIKE 'reset_on_death'|empty|
9151|2020_03_05_npc_always_aggro.sql|SHOW COLUMNS FROM `npc_types` LIKE 'always_aggros_foes'|empty|
9151|2020_03_05_npc_always_aggro.sql|SHOW COLUMNS FROM `npc_types` LIKE 'always_aggro'|empty|
# Upgrade conditions:
# This won't be needed after this system is implemented, but it is used database that are not

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@ -1 +1 @@
ALTER TABLE `npc_types` ADD COLUMN `always_aggros_foes` tinyint(4) NOT NULL DEFAULT 0;
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) {
if (RuleB(Aggro, UseLevelAggro))
{
if (GetLevel() < RuleI(Aggro, MinAggroLevel) && mob->GetLevelCon(GetLevel()) == CON_GRAY && GetBodyType() != 3 && !AlwaysAggrosFoes())
if (GetLevel() < RuleI(Aggro, MinAggroLevel) && mob->GetLevelCon(GetLevel()) == CON_GRAY && GetBodyType() != 3 && !AlwaysAggro())
{
towho->Message(Chat::White, "...%s is red to me (basically)", mob->GetName(), dist2, iAggroRange2);
return;
@ -147,7 +147,7 @@ void NPC::DescribeAggro(Client *towho, Mob *mob, bool verbose) {
}
else
{
if(GetINT() > RuleI(Aggro, IntAggroThreshold) && mob->GetLevelCon(GetLevel()) == CON_GRAY && !AlwaysAggrosFoes()) {
if(GetINT() > RuleI(Aggro, IntAggroThreshold) && mob->GetLevelCon(GetLevel()) == CON_GRAY && !AlwaysAggro()) {
towho->Message(Chat::White, "...%s is red to me (basically)", mob->GetName(),
dist2, iAggroRange2);
return;
@ -318,7 +318,7 @@ bool Mob::CheckWillAggro(Mob *mob) {
//old InZone check taken care of above by !mob->CastToClient()->Connected()
(
( GetLevel() >= RuleI(Aggro, MinAggroLevel))
||(GetBodyType() == 3) || AlwaysAggrosFoes()
||(GetBodyType() == 3) || AlwaysAggro()
||( mob->IsClient() && mob->CastToClient()->IsSitting() )
||( mob->GetLevelCon(GetLevel()) != CON_GRAY)
@ -352,7 +352,7 @@ bool Mob::CheckWillAggro(Mob *mob) {
//old InZone check taken care of above by !mob->CastToClient()->Connected()
(
( GetINT() <= RuleI(Aggro, IntAggroThreshold) )
|| AlwaysAggrosFoes()
|| AlwaysAggro()
||( mob->IsClient() && mob->CastToClient()->IsSitting() )
||( mob->GetLevelCon(GetLevel()) != CON_GRAY)
@ -384,7 +384,7 @@ bool Mob::CheckWillAggro(Mob *mob) {
LogAggro("Dist^2: [{}]\n", dist2);
LogAggro("Range^2: [{}]\n", iAggroRange2);
LogAggro("Faction: [{}]\n", fv);
LogAggro("AlwaysAggroFlag: [{}]\n", AlwaysAggrosFoes());
LogAggro("AlwaysAggroFlag: [{}]\n", AlwaysAggro());
LogAggro("Int: [{}]\n", GetINT());
LogAggro("Con: [{}]\n", GetLevelCon(mob->GetLevel()));

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@ -262,7 +262,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
0, // uint8 in_legtexture,
0, // uint8 in_feettexture,
0, // uint8 in_usemodel,
0 // bool in_always_aggros_foes
0 // bool in_always_aggro
),
corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
corpse_rez_timer(RuleI(Character, CorpseResTimeMS)),

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@ -94,7 +94,7 @@ Mob::Mob(
uint8 in_legtexture,
uint8 in_feettexture,
uint16 in_usemodel,
bool in_always_aggros_foes
bool in_always_aggro
) :
attack_timer(2000),
attack_dw_timer(2000),
@ -276,7 +276,7 @@ Mob::Mob(
qglobal = 0;
spawned = false;
rare_spawn = false;
always_aggros_foes = in_always_aggros_foes;
always_aggro = in_always_aggro;
InitializeBuffSlots();

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@ -579,7 +579,7 @@ public:
inline const GravityBehavior GetFlyMode() const { return flymode; }
bool IsBoat() const;
bool IsControllableBoat() const;
inline const bool AlwaysAggrosFoes() const { return always_aggros_foes; }
inline const bool AlwaysAggro() const { return always_aggro; }
//Group
virtual bool HasRaid() = 0;
@ -1391,7 +1391,7 @@ protected:
Timer ranged_timer;
float attack_speed; //% increase/decrease in attack speed (not haste)
int attack_delay; //delay between attacks in 10ths of seconds
bool always_aggros_foes;
bool always_aggro;
int16 slow_mitigation; // Allows for a slow mitigation (100 = 100%, 50% = 50%)
Timer tic_timer;
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
npc_type_data->legtexture,
npc_type_data->feettexture,
npc_type_data->use_model,
npc_type_data->always_aggros_foes
npc_type_data->always_aggro
),
attacked_timer(CombatEventTimer_expire),
swarm_timer(100),

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@ -2507,7 +2507,7 @@ const NPCType *ZoneDatabase::LoadNPCTypesData(uint32 npc_type_id, bool bulk_load
"npc_types.stuck_behavior, "
"npc_types.model, "
"npc_types.flymode, "
"npc_types.always_aggros_foes "
"npc_types.always_aggro "
"FROM npc_types %s",
where_condition.c_str()
);
@ -2709,7 +2709,7 @@ const NPCType *ZoneDatabase::LoadNPCTypesData(uint32 npc_type_id, bool bulk_load
temp_npctype_data->stuck_behavior = atoi(row[109]);
temp_npctype_data->use_model = atoi(row[110]);
temp_npctype_data->flymode = atoi(row[111]);
temp_npctype_data->always_aggros_foes = atoi(row[112]);
temp_npctype_data->always_aggro = atoi(row[112]);
temp_npctype_data->skip_auto_scale = false; // hardcoded here for now

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@ -147,7 +147,7 @@ struct NPCType
int8 stuck_behavior;
uint16 use_model;
int8 flymode;
bool always_aggros_foes;
bool always_aggro;
};
namespace player_lootitem {