Updates to npc_spells and npc_types table.

Implemented innate defensive and range procs
Implemented ability to fine tune AI casting behavior/timers
Global rules for AI casting behavior/timers
NPC Ranged attack updates, set skill and ammo type in npc_types
Various clean ups in attack related functions.
Other minor fixes.
See Change Log, +required, +optional SQL
This commit is contained in:
KayenEQ 2014-07-10 22:46:39 -04:00
parent a96784aa18
commit 965bb039be
18 changed files with 488 additions and 321 deletions

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@ -1,5 +1,38 @@
EQEMu Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------
== 07/10/2014 ==
Kayen: Updated table npc_spells to now support defensive and ranged procs.
Note: Proc rate modifier work as it does for spell effects (ie 200 = 200% baseline chance modifier)
Table is also now contains 12 AI spell casting variables that can be set to fine tune casting behaviors per spell set.
Global default rules have also been added that can further fine tune all content if no specific variables are set.
Descriptions of new AI casting fields in npc_spells
'fail_recast' AI spell recast time(MS) when an spell is cast but fails (ie stunned)
'engaged_no_sp_recast_min' AI spell recast time(MS) checked when no spell is cast while engaged in combat. (min time in random)
'engaged_no_sp_recast_max' AI spell recast time(MS) checked when no spell is cast while engaged in combat. (max time in random)
'engaged_b_self_chance' Chance during first AI Cast check to do a beneficial spell on self (ie check to heal self)
'engaged_b_other_chance' Chance during second AI Cast check to do a beneficial spell on others.(ie check to heal others)
'engaged_d_chance' 'Chance during third AI Cast check to do a determental spell on others (ie check to nuke others)
'pursue_no_sp_recast_min' AI spell recast time(MS) checked when no spell is cast while chasing target. (min time in random)
'pursue_no_sp_recast_max' AI spell recast time(MS) checked when no spell is cast while chasing target. (max time in random)
'pursue_d_chance' Chance while chasing target to cast a detrimental spell.
'idle_no_sp_recast_min' AI spell recast time(MS) checked when no spell is cast while idle. (min time in random)
'idle_no_sp_recast_max' AI spell recast time(MS) checked when no spell is cast while idle. (max time in random)
'idle_b_chance' Chance to cast a beneficial spell while idle (ie cast heal on self while out of combat).
Kayen: Updated table npc_types, adding field 'ranged_type' and 'ammo_idfile'
'ranged_type' Will set what skill / animation is used when NPC uses a ranged attacked (special ability 11)
'ammo_idfile' Will set what projectile graphic an NPC uses in a ranged attacked (special ability 11) Format IT#### (same as item 'idfile')
(*Set to IT11118 for some fun*)
Added parameters: SPECATK_RANGED_ATK = 11
Param0: Min Ranged distance (default: 25)
Param1: Max Ranged distance (default: 250)
Param2: Percent Chance to Hit modifier
Param3: Percent Total Damage modifier
Required SQL: utils/sql/git/required/2014_07_10_npc_spells.sql
Optional SQL: utils/sql/git/optional/2014_07_10_AICastingRules.sql
== 07/5/2014 ==
Kayen: Updated SE_Sanctuary - Adjust way hate lowering effect worked to be more accurate
Kayen: Updated SE_SympatheticProc - Revised proc rate formula to be accurate to live.

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@ -311,6 +311,19 @@ RULE_INT ( Spells, FRProjectileItem_NPC, 80684) // Item id for NPC Fire 'spell p
RULE_BOOL ( Spells, UseLiveSpellProjectileGFX, false) // Use spell projectile graphics set in the spells_new table (player_1). Server must be using UF+ spell file.
RULE_BOOL ( Spells, FocusCombatProcs, false) //Allow all combat procs to receive focus effects.
RULE_BOOL ( Spells, PreNerfBardAEDoT, false) //Allow bard AOE dots to damage targets when moving.
RULE_INT ( Spells, AI_SpellCastFinishedFailRecast, 800) // AI spell recast time(MS) when an spell is cast but fails (ie stunned).
RULE_INT ( Spells, AI_EngagedNoSpellMinRecast, 500) // AI spell recast time(MS) check when no spell is cast while engaged. (min time in random)
RULE_INT ( Spells, AI_EngagedNoSpellMaxRecast, 1000) // AI spell recast time(MS) check when no spell is cast engaged.(max time in random)
RULE_INT ( Spells, AI_EngagedBeneficialSelfChance, 100) // Chance during first AI Cast check to do a beneficial spell on self.
RULE_INT ( Spells, AI_EngagedBeneficialOtherChance, 25) // Chance during second AI Cast check to do a beneficial spell on others.
RULE_INT ( Spells, AI_EngagedDetrimentalChance, 20) // Chance during third AI Cast check to do a determental spell on others.
RULE_INT ( Spells, AI_PursueNoSpellMinRecast, 500) // AI spell recast time(MS) check when no spell is cast while chasing target. (min time in random)
RULE_INT ( Spells, AI_PursueNoSpellMaxRecast, 2000) // AI spell recast time(MS) check when no spell is cast while chasing target. (max time in random)
RULE_INT ( Spells, AI_PursueDetrimentalChance, 90) // Chance while chasing target to cast a detrimental spell.
RULE_INT ( Spells, AI_IdleNoSpellMinRecast, 500) // AI spell recast time(MS) check when no spell is cast while idle. (min time in random)
RULE_INT ( Spells, AI_IdleNoSpellMaxRecast, 2000) // AI spell recast time(MS) check when no spell is cast while chasing target. (max time in random)
RULE_INT ( Spells, AI_IdleBeneficialChance, 100) // Chance while idle to do a beneficial spell on self or others.
RULE_CATEGORY_END()
RULE_CATEGORY( Combat )

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@ -0,0 +1,12 @@
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells, AI_SpellCastFinishedFailRecast','800', 'AI spell recast time(MS) when an spell is cast but fails (ie stunned)');
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells, AI_EngagedNoSpellMinRecast','500', 'AI spell recast time(MS) check when no spell is cast while engaged. (min time in random)');
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells, AI_EngagedNoSpellMaxRecast','1000','AI spell recast time(MS) check when no spell is cast engaged.(max time in random)');
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells, AI_EngagedBeneficialSelfChance,','100', 'Chance during first AI Cast check to do a beneficial spell on self.');
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells, AI_EngagedBeneficialOtherChance','25', 'Chance during second AI Cast check to do a beneficial spell on others.');
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells, AI_EngagedDetrimentalChance','20','Chance during third AI Cast check to do a determental spell on others.');
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells, AI_PursueNoSpellMinRecast','500', 'AI spell recast time(MS) check when no spell is cast while chasing target. (min time in random)');
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells, AI_PursueNoSpellMaxRecast','2000','AI spell recast time(MS) check when no spell is cast while chasing target. (max time in random)');
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells, AI_PursueDetrimentalChance','90','Chance during third AI Cast check to do a determental spell on self.');
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells, AI_IdleNoSpellMinRecast','500','AI spell recast time(MS) check when no spell is cast while idle. (min time in random)');
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells, AI_IdleNoSpellMaxRecast','2000','AI spell recast time(MS) check when no spell is cast while chasing target. (max time in random)');
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells, AI_IdleBeneficialChance','100','Chance while idle to do a beneficial spell on self or others.');

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@ -0,0 +1,21 @@
-- npc_types
ALTER TABLE `npc_types` ADD `ammo_idfile` varchar( 30 ) NOT NULL DEFAULT 'IT10' AFTER `d_meele_texture2`;
ALTER TABLE `npc_types` ADD `ranged_type` tinyint( 4 ) UNSIGNED NOT NULL DEFAULT '7' AFTER `sec_melee_type`;
-- npc spells
ALTER TABLE `npc_spells` ADD `range_proc` smallint(5) NOT NULL DEFAULT '-1';
ALTER TABLE `npc_spells` ADD `rproc_chance` smallint(5) NOT NULL DEFAULT '0';
ALTER TABLE `npc_spells` ADD `defensive_proc` smallint(5) NOT NULL DEFAULT '-1';
ALTER TABLE `npc_spells` ADD `dproc_chance` smallint(5) NOT NULL DEFAULT '0';
ALTER TABLE `npc_spells` ADD `fail_recast` int(11) unsigned NOT NULL DEFAULT '0';
ALTER TABLE `npc_spells` ADD `engaged_no_sp_recast_min` int(11) unsigned NOT NULL DEFAULT '0';
ALTER TABLE `npc_spells` ADD `engaged_no_sp_recast_max` int(11) unsigned NOT NULL DEFAULT '0';
ALTER TABLE `npc_spells` ADD `engaged_b_self_chance` tinyint(3) unsigned NOT NULL DEFAULT '0';
ALTER TABLE `npc_spells` ADD `engaged_b_other_chance` tinyint(3) unsigned NOT NULL DEFAULT '0';
ALTER TABLE `npc_spells` ADD `engaged_d_chance` tinyint(3) unsigned NOT NULL DEFAULT '0';
ALTER TABLE `npc_spells` ADD `pursue_no_sp_recast_min` int(3) unsigned NOT NULL DEFAULT '0';
ALTER TABLE `npc_spells` ADD `pursue_no_sp_recast_max` int(11) unsigned NOT NULL DEFAULT '0';
ALTER TABLE `npc_spells` ADD `pursue_d_chance` tinyint(3) unsigned NOT NULL DEFAULT '0';
ALTER TABLE `npc_spells` ADD `idle_no_sp_recast_min` int(11) unsigned NOT NULL DEFAULT '0';
ALTER TABLE `npc_spells` ADD `idle_no_sp_recast_max` int(11) unsigned NOT NULL DEFAULT '0';
ALTER TABLE `npc_spells` ADD `idle_b_chance` tinyint(11) unsigned NOT NULL DEFAULT '0';

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@ -1897,7 +1897,7 @@ void NPC::AI_Event_SpellCastFinished(bool iCastSucceeded, uint8 slot) {
AIautocastspell_timer->Start(recovery_time, false);
}
else
AIautocastspell_timer->Start(800, false);
AIautocastspell_timer->Start(AISpellVar.fail_recast, false);
casting_spell_AIindex = AIspells.size();
}
}
@ -1910,13 +1910,13 @@ bool NPC::AI_EngagedCastCheck() {
mlog(AI__SPELLS, "Engaged autocast check triggered. Trying to cast healing spells then maybe offensive spells.");
// try casting a heal or gate
if (!AICastSpell(this, 100, SpellType_Heal | SpellType_Escape | SpellType_InCombatBuff)) {
if (!AICastSpell(this, AISpellVar.engaged_beneficial_self_chance, SpellType_Heal | SpellType_Escape | SpellType_InCombatBuff)) {
// try casting a heal on nearby
if (!entity_list.AICheckCloseBeneficialSpells(this, 25, MobAISpellRange, SpellType_Heal)) {
if (!entity_list.AICheckCloseBeneficialSpells(this, AISpellVar.engaged_beneficial_other_chance, MobAISpellRange, SpellType_Heal)) {
//nobody to heal, try some detrimental spells.
if(!AICastSpell(GetTarget(), 20, SpellType_Nuke | SpellType_Lifetap | SpellType_DOT | SpellType_Dispel | SpellType_Mez | SpellType_Slow | SpellType_Debuff | SpellType_Charm | SpellType_Root)) {
if(!AICastSpell(GetTarget(), AISpellVar.engaged_detrimental_chance, SpellType_Nuke | SpellType_Lifetap | SpellType_DOT | SpellType_Dispel | SpellType_Mez | SpellType_Slow | SpellType_Debuff | SpellType_Charm | SpellType_Root)) {
//no spell to cast, try again soon.
AIautocastspell_timer->Start(RandomTimer(500, 1000), false);
AIautocastspell_timer->Start(RandomTimer(AISpellVar.engaged_no_sp_recast_min, AISpellVar.engaged_no_sp_recast_max), false);
}
}
}
@ -1931,9 +1931,9 @@ bool NPC::AI_PursueCastCheck() {
AIautocastspell_timer->Disable(); //prevent the timer from going off AGAIN while we are casting.
mlog(AI__SPELLS, "Engaged (pursuing) autocast check triggered. Trying to cast offensive spells.");
if(!AICastSpell(GetTarget(), 90, SpellType_Root | SpellType_Nuke | SpellType_Lifetap | SpellType_Snare | SpellType_DOT | SpellType_Dispel | SpellType_Mez | SpellType_Slow | SpellType_Debuff)) {
if(!AICastSpell(GetTarget(), AISpellVar.pursue_detrimental_chance, SpellType_Root | SpellType_Nuke | SpellType_Lifetap | SpellType_Snare | SpellType_DOT | SpellType_Dispel | SpellType_Mez | SpellType_Slow | SpellType_Debuff)) {
//no spell cast, try again soon.
AIautocastspell_timer->Start(RandomTimer(500, 2000), false);
AIautocastspell_timer->Start(RandomTimer(AISpellVar.pursue_no_sp_recast_min, AISpellVar.pursue_no_sp_recast_max), false);
} //else, spell casting finishing will reset the timer.
return(true);
}
@ -1946,11 +1946,11 @@ bool NPC::AI_IdleCastCheck() {
std::cout << "Non-Engaged autocast check triggered: " << this->GetName() << std::endl;
#endif
AIautocastspell_timer->Disable(); //prevent the timer from going off AGAIN while we are casting.
if (!AICastSpell(this, 100, SpellType_Heal | SpellType_Buff | SpellType_Pet)) {
if (!AICastSpell(this, AISpellVar.idle_beneficial_chance, SpellType_Heal | SpellType_Buff | SpellType_Pet)) {
if(!entity_list.AICheckCloseBeneficialSpells(this, 33, MobAISpellRange, SpellType_Heal | SpellType_Buff)) {
//if we didnt cast any spells, our autocast timer just resets to the
//last duration it was set to... try to put up a more reasonable timer...
AIautocastspell_timer->Start(RandomTimer(1000, 5000), false);
AIautocastspell_timer->Start(RandomTimer(AISpellVar.idle_no_sp_recast_min, AISpellVar.idle_no_sp_recast_max), false);
} //else, spell casting finishing will reset the timer.
} //else, spell casting finishing will reset the timer.
return(true);
@ -2340,11 +2340,44 @@ bool NPC::AI_AddNPCSpells(uint32 iDBSpellsID) {
std::cout << " (not found)";
std::cout << std::endl;
#endif
int16 attack_proc_spell = -1;
uint16 attack_proc_spell = -1;
int8 proc_chance = 3;
uint16 range_proc_spell = -1;
int16 rproc_chance = 0;
uint16 defensive_proc_spell = -1;
int16 dproc_chance = 0;
uint32 _fail_recast = 0;
uint32 _engaged_no_sp_recast_min = 0;
uint32 _engaged_no_sp_recast_max = 0;
uint8 _engaged_beneficial_self_chance = 0;
uint8 _engaged_beneficial_other_chance = 0;
uint8 _engaged_detrimental_chance = 0;
uint32 _pursue_no_sp_recast_min = 0;
uint32 _pursue_no_sp_recast_max = 0;
uint8 _pursue_detrimental_chance = 0;
uint32 _idle_no_sp_recast_min = 0;
uint32 _idle_no_sp_recast_max = 0;
uint8 _idle_beneficial_chance = 0;
if (parentlist) {
attack_proc_spell = parentlist->attack_proc;
proc_chance = parentlist->proc_chance;
range_proc_spell = parentlist->range_proc;
rproc_chance = parentlist->rproc_chance;
defensive_proc_spell = parentlist->defensive_proc;
dproc_chance = parentlist->dproc_chance;
_fail_recast = parentlist->fail_recast;
_engaged_no_sp_recast_min = parentlist->engaged_no_sp_recast_min;
_engaged_no_sp_recast_max = parentlist->engaged_no_sp_recast_max;
_engaged_beneficial_self_chance = parentlist->engaged_beneficial_self_chance;
_engaged_beneficial_other_chance = parentlist->engaged_beneficial_other_chance;
_engaged_detrimental_chance = parentlist->engaged_detrimental_chance;
_pursue_no_sp_recast_min = parentlist->pursue_no_sp_recast_min;
_pursue_no_sp_recast_max = parentlist->pursue_no_sp_recast_max;
_pursue_detrimental_chance = parentlist->pursue_detrimental_chance;
_idle_no_sp_recast_min = parentlist->idle_no_sp_recast_min;
_idle_no_sp_recast_max = parentlist->idle_no_sp_recast_max;
_idle_beneficial_chance = parentlist->idle_beneficial_chance;
for (i=0; i<parentlist->numentries; i++) {
if (GetLevel() >= parentlist->entries[i].minlevel && GetLevel() <= parentlist->entries[i].maxlevel && parentlist->entries[i].spellid > 0) {
if (!IsSpellInList(spell_list, parentlist->entries[i].spellid))
@ -2361,6 +2394,36 @@ bool NPC::AI_AddNPCSpells(uint32 iDBSpellsID) {
attack_proc_spell = spell_list->attack_proc;
proc_chance = spell_list->proc_chance;
}
if (spell_list->range_proc >= 0) {
range_proc_spell = spell_list->range_proc;
rproc_chance = spell_list->rproc_chance;
}
if (spell_list->defensive_proc >= 0) {
defensive_proc_spell = spell_list->defensive_proc;
dproc_chance = spell_list->dproc_chance;
}
//If any casting variables are defined in the current list, ignore those in the parent list.
if (spell_list->fail_recast || spell_list->engaged_no_sp_recast_min || spell_list->engaged_no_sp_recast_max
|| spell_list->engaged_beneficial_self_chance || spell_list->engaged_beneficial_other_chance || spell_list->engaged_detrimental_chance
|| spell_list->pursue_no_sp_recast_min || spell_list->pursue_no_sp_recast_max || spell_list->pursue_detrimental_chance
|| spell_list->idle_no_sp_recast_min || spell_list->idle_no_sp_recast_max || spell_list->idle_beneficial_chance) {
_fail_recast = spell_list->fail_recast;
_engaged_no_sp_recast_min = spell_list->engaged_no_sp_recast_min;
_engaged_no_sp_recast_max = spell_list->engaged_no_sp_recast_max;
_engaged_beneficial_self_chance = spell_list->engaged_beneficial_self_chance;
_engaged_beneficial_other_chance = spell_list->engaged_beneficial_other_chance;
_engaged_detrimental_chance = spell_list->engaged_detrimental_chance;
_pursue_no_sp_recast_min = spell_list->pursue_no_sp_recast_min;
_pursue_no_sp_recast_max = spell_list->pursue_no_sp_recast_max;
_pursue_detrimental_chance = spell_list->pursue_detrimental_chance;
_idle_no_sp_recast_min = spell_list->idle_no_sp_recast_min;
_idle_no_sp_recast_max = spell_list->idle_no_sp_recast_max;
_idle_beneficial_chance = spell_list->idle_beneficial_chance;
}
for (i=0; i<spell_list->numentries; i++) {
if (GetLevel() >= spell_list->entries[i].minlevel && GetLevel() <= spell_list->entries[i].maxlevel && spell_list->entries[i].spellid > 0) {
AddSpellToNPCList(spell_list->entries[i].priority,
@ -2371,9 +2434,30 @@ bool NPC::AI_AddNPCSpells(uint32 iDBSpellsID) {
}
std::sort(AIspells.begin(), AIspells.end(), Compare_AI_Spells);
if (attack_proc_spell > 0)
if (IsValidSpell(attack_proc_spell))
AddProcToWeapon(attack_proc_spell, true, proc_chance);
if (IsValidSpell(range_proc_spell))
AddRangedProc(range_proc_spell, (rproc_chance + 100));
if (IsValidSpell(defensive_proc_spell))
AddDefensiveProc(defensive_proc_spell, (dproc_chance + 100));
//Set AI casting variables
AISpellVar.fail_recast = (_fail_recast) ? _fail_recast : RuleI(Spells, AI_SpellCastFinishedFailRecast);
AISpellVar.engaged_no_sp_recast_min = (_engaged_no_sp_recast_min) ? _engaged_no_sp_recast_min : RuleI(Spells, AI_EngagedNoSpellMinRecast);
AISpellVar.engaged_no_sp_recast_max = (_engaged_no_sp_recast_max) ? _engaged_no_sp_recast_max : RuleI(Spells, AI_EngagedNoSpellMaxRecast);
AISpellVar.engaged_beneficial_self_chance = (_engaged_beneficial_self_chance) ? _engaged_beneficial_self_chance : RuleI(Spells, AI_EngagedBeneficialSelfChance);
AISpellVar.engaged_beneficial_other_chance = (_engaged_beneficial_other_chance) ? _engaged_beneficial_other_chance : RuleI(Spells, AI_EngagedBeneficialOtherChance);
AISpellVar.engaged_detrimental_chance = (_engaged_detrimental_chance) ? _engaged_detrimental_chance : RuleI(Spells, AI_EngagedDetrimentalChance);
AISpellVar.pursue_no_sp_recast_min = (_pursue_no_sp_recast_min) ? _pursue_no_sp_recast_min : RuleI(Spells, AI_PursueNoSpellMinRecast);
AISpellVar.pursue_no_sp_recast_max = (_pursue_no_sp_recast_max) ? _pursue_no_sp_recast_max : RuleI(Spells, AI_PursueNoSpellMaxRecast);
AISpellVar.pursue_detrimental_chance = (_pursue_detrimental_chance) ? _pursue_detrimental_chance : RuleI(Spells, AI_PursueDetrimentalChance);
AISpellVar.idle_no_sp_recast_min = (_idle_no_sp_recast_min) ? _idle_no_sp_recast_min : RuleI(Spells, AI_IdleNoSpellMinRecast);
AISpellVar.idle_no_sp_recast_max = (_idle_no_sp_recast_max) ? _idle_no_sp_recast_max : RuleI(Spells, AI_IdleNoSpellMaxRecast);
AISpellVar.idle_beneficial_chance = (_idle_beneficial_chance) ? _idle_beneficial_chance : RuleI(Spells, AI_IdleBeneficialChance);
if (AIspells.size() == 0)
AIautocastspell_timer->Disable();
else
@ -2568,13 +2652,29 @@ DBnpcspells_Struct* ZoneDatabase::GetNPCSpells(uint32 iDBSpellsID) {
MYSQL_RES *result;
MYSQL_ROW row;
if (RunQuery(query, MakeAnyLenString(&query, "SELECT id, parent_list, attack_proc, proc_chance from npc_spells where id=%d", iDBSpellsID), errbuf, &result)) {
if (RunQuery(query, MakeAnyLenString(&query, "SELECT id, parent_list, attack_proc, proc_chance, range_proc, rproc_chance, defensive_proc, dproc_chance, fail_recast, engaged_no_sp_recast_min, engaged_no_sp_recast_max, engaged_b_self_chance, engaged_b_other_chance, engaged_d_chance, pursue_no_sp_recast_min, pursue_no_sp_recast_max, pursue_d_chance, idle_no_sp_recast_min, idle_no_sp_recast_max, idle_b_chance from npc_spells where id=%d", iDBSpellsID), errbuf, &result)) {
safe_delete_array(query);
if (mysql_num_rows(result) == 1) {
row = mysql_fetch_row(result);
uint32 tmpparent_list = atoi(row[1]);
int16 tmpattack_proc = atoi(row[2]);
uint16 tmpattack_proc = atoi(row[2]);
uint8 tmpproc_chance = atoi(row[3]);
uint16 tmprange_proc = atoi(row[4]);
int16 tmprproc_chance = atoi(row[5]);
uint16 tmpdefensive_proc = atoi(row[6]);
int16 tmpdproc_chance = atoi(row[7]);
uint32 tmppfail_recast = atoi(row[8]);
uint32 tmpengaged_no_sp_recast_min = atoi(row[9]);
uint32 tmpengaged_no_sp_recast_max = atoi(row[10]);
uint8 tmpengaged_b_self_chance = atoi(row[11]);
uint8 tmpengaged_b_other_chance = atoi(row[12]);
uint8 tmpengaged_d_chance = atoi(row[13]);
uint32 tmppursue_no_sp_recast_min = atoi(row[14]);
uint32 tmppursue_no_sp_recast_max = atoi(row[15]);
uint8 tmppursue_d_chance = atoi(row[16]);
uint32 tmpidle_no_sp_recast_min = atoi(row[17]);
uint32 tmpidle_no_sp_recast_max = atoi(row[18]);
uint8 tmpidle_b_chance = atoi(row[19]);
mysql_free_result(result);
if (RunQuery(query, MakeAnyLenString(&query, "SELECT spellid, type, minlevel, maxlevel, manacost, recast_delay, priority, resist_adjust from npc_spells_entries where npc_spells_id=%d ORDER BY minlevel", iDBSpellsID), errbuf, &result)) {
safe_delete_array(query);
@ -2584,6 +2684,22 @@ DBnpcspells_Struct* ZoneDatabase::GetNPCSpells(uint32 iDBSpellsID) {
npc_spells_cache[iDBSpellsID]->parent_list = tmpparent_list;
npc_spells_cache[iDBSpellsID]->attack_proc = tmpattack_proc;
npc_spells_cache[iDBSpellsID]->proc_chance = tmpproc_chance;
npc_spells_cache[iDBSpellsID]->range_proc = tmprange_proc;
npc_spells_cache[iDBSpellsID]->rproc_chance = tmpdproc_chance;
npc_spells_cache[iDBSpellsID]->defensive_proc = tmpdefensive_proc;
npc_spells_cache[iDBSpellsID]->dproc_chance = tmpdproc_chance;
npc_spells_cache[iDBSpellsID]->fail_recast = tmppfail_recast;
npc_spells_cache[iDBSpellsID]->engaged_no_sp_recast_min = tmpengaged_no_sp_recast_min;
npc_spells_cache[iDBSpellsID]->engaged_no_sp_recast_max = tmpengaged_no_sp_recast_max;
npc_spells_cache[iDBSpellsID]->engaged_beneficial_self_chance = tmpengaged_b_self_chance;
npc_spells_cache[iDBSpellsID]->engaged_beneficial_other_chance = tmpengaged_b_other_chance;
npc_spells_cache[iDBSpellsID]->engaged_detrimental_chance = tmpengaged_d_chance;
npc_spells_cache[iDBSpellsID]->pursue_no_sp_recast_min = tmppursue_no_sp_recast_min;
npc_spells_cache[iDBSpellsID]->pursue_no_sp_recast_max = tmppursue_no_sp_recast_max;
npc_spells_cache[iDBSpellsID]->pursue_detrimental_chance = tmppursue_d_chance;
npc_spells_cache[iDBSpellsID]->idle_no_sp_recast_min = tmpidle_no_sp_recast_min;
npc_spells_cache[iDBSpellsID]->idle_no_sp_recast_max = tmpidle_no_sp_recast_max;
npc_spells_cache[iDBSpellsID]->idle_beneficial_chance = tmpidle_b_chance;
npc_spells_cache[iDBSpellsID]->numentries = mysql_num_rows(result);
int j = 0;
while ((row = mysql_fetch_row(result))) {

View File

@ -1297,11 +1297,9 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
} else { //we hit, try to avoid it
other->AvoidDamage(this, damage);
other->MeleeMitigation(this, damage, min_hit, opts);
if(damage > 0) {
ApplyMeleeDamageBonus(skillinuse, damage);
damage += (itembonuses.HeroicSTR / 10) + (damage * other->GetSkillDmgTaken(skillinuse) / 100) + GetSkillDmgAmt(skillinuse);
TryCriticalHit(other, skillinuse, damage, opts);
}
if(damage > 0)
CommonOutgoingHitSuccess(other, damage, skillinuse);
mlog(COMBAT__DAMAGE, "Final damage after all reductions: %d", damage);
}
@ -1365,39 +1363,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
TrySkillProc(other, skillinuse, 0, true, Hand);
}
//break invis when you attack
if(invisible) {
mlog(COMBAT__ATTACKS, "Removing invisibility due to melee attack.");
BuffFadeByEffect(SE_Invisibility);
BuffFadeByEffect(SE_Invisibility2);
invisible = false;
}
if(invisible_undead) {
mlog(COMBAT__ATTACKS, "Removing invisibility vs. undead due to melee attack.");
BuffFadeByEffect(SE_InvisVsUndead);
BuffFadeByEffect(SE_InvisVsUndead2);
invisible_undead = false;
}
if(invisible_animals){
mlog(COMBAT__ATTACKS, "Removing invisibility vs. animals due to melee attack.");
BuffFadeByEffect(SE_InvisVsAnimals);
invisible_animals = false;
}
if (spellbonuses.NegateIfCombat)
BuffFadeByEffect(SE_NegateIfCombat);
if(hidden || improved_hidden){
hidden = false;
improved_hidden = false;
EQApplicationPacket* outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct));
SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer;
sa_out->spawn_id = GetID();
sa_out->type = 0x03;
sa_out->parameter = 0;
entity_list.QueueClients(this, outapp, true);
safe_delete(outapp);
}
CommonBreakInvisible();
if(GetTarget())
TriggerDefensiveProcs(weapon, other, Hand, damage);
@ -1933,16 +1899,12 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
other->AvoidDamage(this, damage);
other->MeleeMitigation(this, damage, min_dmg+eleBane, opts);
if(damage > 0) {
ApplyMeleeDamageBonus(skillinuse, damage);
damage += (itembonuses.HeroicSTR / 10) + (damage * other->GetSkillDmgTaken(skillinuse) / 100) + GetSkillDmgAmt(skillinuse);
TryCriticalHit(other, skillinuse, damage, opts);
CommonOutgoingHitSuccess(other, damage, skillinuse);
}
mlog(COMBAT__HITS, "Generating hate %d towards %s", hate, GetName());
// now add done damage to the hate list
if(damage > 0)
{
other->AddToHateList(this, hate);
}
else
other->AddToHateList(this, 0);
}
@ -1964,10 +1926,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
return false;
}
int16 DeathHP = 0;
DeathHP = other->GetDelayDeath() * -1;
if(GetHP() > 0 && other->GetHP() >= DeathHP) {
if(GetHP() > 0 && !other->HasDied()) {
other->Damage(this, damage, SPELL_UNKNOWN, skillinuse, false); // Not avoidable client already had thier chance to Avoid
} else
return false;
@ -1977,59 +1936,24 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
MeleeLifeTap(damage);
if (damage > 0)
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
//break invis when you attack
if(invisible) {
mlog(COMBAT__ATTACKS, "Removing invisibility due to melee attack.");
BuffFadeByEffect(SE_Invisibility);
BuffFadeByEffect(SE_Invisibility2);
invisible = false;
}
if(invisible_undead) {
mlog(COMBAT__ATTACKS, "Removing invisibility vs. undead due to melee attack.");
BuffFadeByEffect(SE_InvisVsUndead);
BuffFadeByEffect(SE_InvisVsUndead2);
invisible_undead = false;
}
if(invisible_animals){
mlog(COMBAT__ATTACKS, "Removing invisibility vs. animals due to melee attack.");
BuffFadeByEffect(SE_InvisVsAnimals);
invisible_animals = false;
}
if (spellbonuses.NegateIfCombat)
BuffFadeByEffect(SE_NegateIfCombat);
if(hidden || improved_hidden)
{
EQApplicationPacket* outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct));
SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer;
sa_out->spawn_id = GetID();
sa_out->type = 0x03;
sa_out->parameter = 0;
entity_list.QueueClients(this, outapp, true);
safe_delete(outapp);
}
hidden = false;
improved_hidden = false;
CommonBreakInvisible();
//I doubt this works...
if (!GetTarget())
return true; //We killed them
if(!bRiposte && other && other->GetHP() > 0) {
if(!bRiposte && !other->HasDied()) {
TryWeaponProc(nullptr, weapon, other, Hand); //no weapon
TrySpellProc(nullptr, weapon, other, Hand);
if (damage > 0 && HasSkillProcSuccess())
if (!other->HasDied())
TrySpellProc(nullptr, weapon, other, Hand);
if (damage > 0 && HasSkillProcSuccess() && !other->HasDied())
TrySkillProc(other, skillinuse, 0, true, Hand);
}
TriggerDefensiveProcs(nullptr, other, Hand, damage);
if(GetHP() > 0 && !other->HasDied())
TriggerDefensiveProcs(nullptr, other, Hand, damage);
// now check ripostes
if (damage == -3) { // riposting
@ -3923,12 +3847,12 @@ void Mob::HealDamage(uint32 amount, Mob *caster, uint16 spell_id)
}
//proc chance includes proc bonus
float Mob::GetProcChances(float ProcBonus, uint16 weapon_speed, uint16 hand)
float Mob::GetProcChances(float ProcBonus, uint16 hand)
{
int mydex = GetDEX();
float ProcChance = 0.0f;
weapon_speed = GetWeaponSpeedbyHand(hand);
uint16 weapon_speed = GetWeaponSpeedbyHand(hand);
if (RuleB(Combat, AdjustProcPerMinute)) {
ProcChance = (static_cast<float>(weapon_speed) *
@ -3945,12 +3869,16 @@ float Mob::GetProcChances(float ProcBonus, uint16 weapon_speed, uint16 hand)
return ProcChance;
}
float Mob::GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand) {
int myagi = GetAGI();
float Mob::GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand, Mob* on) {
if (!on)
return ProcChance;
int myagi = on->GetAGI();
ProcBonus = 0;
ProcChance = 0;
weapon_speed = GetWeaponSpeedbyHand(hand);
uint16 weapon_speed = GetWeaponSpeedbyHand(hand);
ProcChance = (static_cast<float>(weapon_speed) * RuleR(Combat, AvgDefProcsPerMinute) / 60000.0f); // compensate for weapon_speed being in ms
ProcBonus += static_cast<float>(myagi) * RuleR(Combat, DefProcPerMinAgiContrib) / 100.0f;
@ -3960,7 +3888,7 @@ float Mob::GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 w
return ProcChance;
}
void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand, int damage) {
void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand) {
if (!on) {
SetTarget(nullptr);
@ -3974,10 +3902,8 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand, int dam
return;
float ProcChance, ProcBonus;
if(weapon!=nullptr)
on->GetDefensiveProcChances(ProcBonus, ProcChance, weapon->GetItem()->Delay, hand);
else
on->GetDefensiveProcChances(ProcBonus, ProcChance);
on->GetDefensiveProcChances(ProcBonus, ProcChance, hand , this);
if(hand != 13)
ProcChance /= 2;
@ -4035,7 +3961,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on
float ProcBonus = static_cast<float>(aabonuses.ProcChanceSPA +
spellbonuses.ProcChanceSPA + itembonuses.ProcChanceSPA);
ProcBonus += static_cast<float>(itembonuses.ProcChance) / 10.0f; // Combat Effects
float ProcChance = GetProcChances(ProcBonus, weapon->Delay, hand);
float ProcChance = GetProcChances(ProcBonus, hand);
if (hand != 13) //Is Archery intened to proc at 50% rate?
ProcChance /= 2;
@ -4113,10 +4039,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
float ProcBonus = static_cast<float>(spellbonuses.SpellProcChance +
itembonuses.SpellProcChance + aabonuses.SpellProcChance);
float ProcChance = 0.0f;
if (weapon)
ProcChance = GetProcChances(ProcBonus, weapon->Delay, hand);
else
ProcChance = GetProcChances(ProcBonus);
ProcChance = GetProcChances(ProcBonus, hand);
if (hand != 13) //Is Archery intened to proc at 50% rate?
ProcChance /= 2;
@ -4130,6 +4053,9 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
rangedattk = true;
}
if (!weapon && hand == 11 && GetSpecialAbility(SPECATK_RANGED_ATK))
rangedattk = true;
for (uint32 i = 0; i < MAX_PROCS; i++) {
if (IsPet() && hand != 13) //Pets can only proc spell procs from their primay hand (ie; beastlord pets)
continue; // If pets ever can proc from off hand, this will need to change
@ -4152,7 +4078,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
// Spell procs (buffs)
if (SpellProcs[i].spellID != SPELL_UNKNOWN) {
float chance = ProcChance * (SpellProcs[i].chance / 100.0f);
float chance = ProcChance * (static_cast<float>(SpellProcs[i].chance) / 100.0f);
if (MakeRandomFloat(0, 1) <= chance) {
mlog(COMBAT__PROCS,
"Spell proc %d procing spell %d (%.2f percent chance)",
@ -4168,8 +4094,8 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
} else if (rangedattk) { // ranged only
// ranged spell procs (buffs)
if (RangedProcs[i].spellID != SPELL_UNKNOWN) {
float chance = ProcChance * (RangedProcs[i].chance / 100.0f);
if (MakeRandomFloat(0, 1) <= chance) {
float chance = ProcChance * (static_cast<float>(RangedProcs[i].chance) / 100.0f);
if (MakeRandomFloat(0, 1) <= chance) {
mlog(COMBAT__PROCS,
"Ranged proc %d procing spell %d (%.2f percent chance)",
i, RangedProcs[i].spellID, chance);
@ -4820,3 +4746,56 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
return damage;
}
void Mob::CommonOutgoingHitSuccess(Mob* defender, int32 &damage, SkillUseTypes skillInUse)
{
if (!defender)
return;
ApplyMeleeDamageBonus(skillInUse, damage);
damage += (damage * defender->GetSkillDmgTaken(skillInUse) / 100) + (GetSkillDmgAmt(skillInUse) + defender->GetFcDamageAmtIncoming(this, 0, true, skillInUse));
TryCriticalHit(defender, skillInUse, damage);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
}
void Mob::CommonBreakInvisible()
{
//break invis when you attack
if(invisible) {
mlog(COMBAT__ATTACKS, "Removing invisibility due to melee attack.");
BuffFadeByEffect(SE_Invisibility);
BuffFadeByEffect(SE_Invisibility2);
invisible = false;
}
if(invisible_undead) {
mlog(COMBAT__ATTACKS, "Removing invisibility vs. undead due to melee attack.");
BuffFadeByEffect(SE_InvisVsUndead);
BuffFadeByEffect(SE_InvisVsUndead2);
invisible_undead = false;
}
if(invisible_animals){
mlog(COMBAT__ATTACKS, "Removing invisibility vs. animals due to melee attack.");
BuffFadeByEffect(SE_InvisVsAnimals);
invisible_animals = false;
}
if (spellbonuses.NegateIfCombat)
BuffFadeByEffect(SE_NegateIfCombat);
if(hidden || improved_hidden){
hidden = false;
improved_hidden = false;
EQApplicationPacket* outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct));
SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer;
sa_out->spawn_id = GetID();
sa_out->type = 0x03;
sa_out->parameter = 0;
entity_list.QueueClients(this, outapp, true);
safe_delete(outapp);
}
if (spellbonuses.NegateIfCombat)
BuffFadeByEffect(SE_NegateIfCombat);
hidden = false;
improved_hidden = false;
}

View File

@ -7732,10 +7732,10 @@ int16 Bot::CalcBotFocusEffect(BotfocusType bottype, uint16 focus_id, uint16 spel
}
//proc chance includes proc bonus
float Bot::GetProcChances(float ProcBonus, uint16 weapon_speed, uint16 hand) {
float Bot::GetProcChances(float ProcBonus, uint16 hand) {
int mydex = GetDEX();
float ProcChance = 0.0f;
uint16 weapon_speed = 0;
switch (hand) {
case SLOT_PRIMARY:
weapon_speed = attack_timer.GetDuration();

View File

@ -167,7 +167,7 @@ public:
uint16 BotGetSpells(int spellslot) { return AIspells[spellslot].spellid; }
uint16 BotGetSpellType(int spellslot) { return AIspells[spellslot].type; }
uint16 BotGetSpellPriority(int spellslot) { return AIspells[spellslot].priority; }
virtual float GetProcChances(float ProcBonus, uint16 weapon_speed, uint16 hand);
virtual float GetProcChances(float ProcBonus, uint16 hand);
virtual bool AvoidDamage(Mob* other, int32 &damage, bool CanRiposte);
virtual int GetMonkHandToHandDamage(void);
virtual bool TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse);

View File

@ -238,9 +238,6 @@ Mob::Mob(const char* in_name,
RangedProcs[j].spellID = SPELL_UNKNOWN;
RangedProcs[j].chance = 0;
RangedProcs[j].base_spellID = SPELL_UNKNOWN;
SkillProcs[j].spellID = SPELL_UNKNOWN;
SkillProcs[j].chance = 0;
SkillProcs[j].base_spellID = SPELL_UNKNOWN;
}
for (i = 0; i < _MaterialCount; i++)
@ -3033,7 +3030,7 @@ void Mob::TriggerDefensiveProcs(const ItemInst* weapon, Mob *on, uint16 hand, in
if (!on)
return;
on->TryDefensiveProc(weapon, this, hand, damage);
on->TryDefensiveProc(weapon, this, hand);
//Defensive Skill Procs
if (damage < 0 && damage >= -4) {
@ -4702,6 +4699,11 @@ uint16 Mob::GetSkillByItemType(int ItemType)
return Skill2HBlunt;
case ItemType2HPiercing:
return Skill1HPiercing; // change to 2HPiercing once activated
case ItemTypeBow:
return SkillArchery;
case ItemTypeLargeThrowing:
case ItemTypeSmallThrowing:
return SkillThrowing;
case ItemTypeMartial:
return SkillHandtoHand;
default:
@ -4710,6 +4712,32 @@ uint16 Mob::GetSkillByItemType(int ItemType)
return SkillHandtoHand;
}
uint8 Mob::GetItemTypeBySkill(SkillUseTypes skill)
{
switch (skill)
{
case SkillThrowing:
return ItemTypeSmallThrowing;
case SkillArchery:
return ItemTypeArrow;
case Skill1HSlashing:
return ItemType1HSlash;
case Skill2HSlashing:
return ItemType2HSlash;
case Skill1HPiercing:
return ItemType1HPiercing;
case Skill1HBlunt:
return ItemType1HBlunt;
case Skill2HBlunt:
return ItemType2HBlunt;
case SkillHandtoHand:
return ItemTypeMartial;
default:
return ItemTypeMartial;
}
return ItemTypeMartial;
}
bool Mob::PassLimitToSkill(uint16 spell_id, uint16 skill) {

View File

@ -150,6 +150,9 @@ public:
bool CombatRange(Mob* other);
virtual inline bool IsBerserk() { return false; } // only clients
void RogueEvade(Mob *other);
void CommonOutgoingHitSuccess(Mob* defender, int32 &damage, SkillUseTypes skillInUse);
void CommonBreakInvisible();
bool HasDied();
//Appearance
void SendLevelAppearance();
@ -164,7 +167,7 @@ public:
virtual void WearChange(uint8 material_slot, uint16 texture, uint32 color);
void DoAnim(const int animnum, int type=0, bool ackreq = true, eqFilterType filter = FilterNone);
void ProjectileAnimation(Mob* to, int item_id, bool IsArrow = false, float speed = 0,
float angle = 0, float tilt = 0, float arc = 0, const char *IDFile = nullptr);
float angle = 0, float tilt = 0, float arc = 0, const char *IDFile = nullptr, SkillUseTypes skillInUse = SkillArchery);
void ChangeSize(float in_size, bool bNoRestriction = false);
inline uint8 SeeInvisible() const { return see_invis; }
inline bool SeeInvisibleUndead() const { return see_invis_undead; }
@ -480,6 +483,7 @@ public:
static uint32 RandomTimer(int min, int max);
static uint8 GetDefaultGender(uint16 in_race, uint8 in_gender = 0xFF);
uint16 GetSkillByItemType(int ItemType);
uint8 GetItemTypeBySkill(SkillUseTypes skill);
virtual void MakePet(uint16 spell_id, const char* pettype, const char *petname = nullptr);
virtual void MakePoweredPet(uint16 spell_id, const char* pettype, int16 petpower, const char *petname = nullptr, float in_size = 0.0f);
bool IsWarriorClass() const;
@ -819,7 +823,7 @@ public:
void SetNextIncHPEvent( int inchpevent );
inline bool DivineAura() const { return spellbonuses.DivineAura; }
inline bool Sanctuary() const { return spellbonuses.Sanctuary; }
inline bool Sanctuary() const { return spellbonuses.Sanctuary; }
bool HasNPCSpecialAtk(const char* parse);
int GetSpecialAbility(int ability);
@ -989,13 +993,13 @@ protected:
void TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false);
bool PassLimitToSkill(uint16 spell_id, uint16 skill);
bool PassLimitClass(uint32 Classes_, uint16 Class_);
void TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand = 13, int damage=0);
void TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand = 13);
void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = 13);
void TrySpellProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = 13);
void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = 13);
void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on);
virtual float GetProcChances(float ProcBonus, uint16 weapon_speed = 30, uint16 hand = 13);
virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13);
virtual float GetProcChances(float ProcBonus, uint16 hand = 13);
virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand = 13, Mob *on = nullptr);
virtual float GetSpecialProcChances(uint16 hand);
virtual float GetAssassinateProcChances(uint16 ReuseTime);
virtual float GetSkillProcChances(uint16 ReuseTime, uint16 hand = 0);
@ -1005,7 +1009,6 @@ protected:
int GetKickDamage();
int GetBashDamage();
virtual void ApplySpecialAttackMod(SkillUseTypes skill, int32 &dmg, int32 &mindmg);
bool HasDied();
void CalculateNewFearpoint();
float FindGroundZ(float new_x, float new_y, float z_offset=0.0);
Map::Vertex UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &WaypointChange, bool &NodeReached);
@ -1018,7 +1021,6 @@ protected:
tProc SpellProcs[MAX_PROCS];
tProc DefensiveProcs[MAX_PROCS];
tProc RangedProcs[MAX_PROCS];
tProc SkillProcs[MAX_PROCS];
char name[64];
char orig_name[64];

View File

@ -259,9 +259,11 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, float x, float y, float z, float
d_meele_texture1 = d->d_meele_texture1;
d_meele_texture2 = d->d_meele_texture2;
ammo_idfile = d->ammo_idfile;
memset(equipment, 0, sizeof(equipment));
prim_melee_type = d->prim_melee_type;
sec_melee_type = d->sec_melee_type;
ranged_type = d->ranged_type;
// If Melee Textures are not set, set attack type to Hand to Hand as default
if(!d_meele_texture1)

View File

@ -73,6 +73,22 @@ struct AISpellsEffects_Struct {
int32 max;
};
struct AISpellsVar_Struct {
uint32 fail_recast;
uint32 engaged_no_sp_recast_min;
uint32 engaged_no_sp_recast_max;
uint8 engaged_beneficial_self_chance;
uint8 engaged_beneficial_other_chance;
uint8 engaged_detrimental_chance;
uint32 pursue_no_sp_recast_min;
uint32 pursue_no_sp_recast_max;
uint8 pursue_detrimental_chance;
uint32 idle_no_sp_recast_min;
uint32 idle_no_sp_recast_max;
uint8 idle_beneficial_chance;
};
class AA_SwarmPetInfo;
class NPC : public Mob
@ -215,8 +231,10 @@ public:
uint8 GetPrimSkill() const { return prim_melee_type; }
uint8 GetSecSkill() const { return sec_melee_type; }
uint8 GetRangedSkill() const { return ranged_type; }
void SetPrimSkill(uint8 skill_type) { prim_melee_type = skill_type; }
void SetSecSkill(uint8 skill_type) { sec_melee_type = skill_type; }
void SetRangedSkill(uint8 skill_type) { ranged_type = skill_type; }
uint32 MerchantType;
bool merchant_open;
@ -257,6 +275,7 @@ public:
void CheckSignal();
inline bool IsTargetableWithHotkey() const { return no_target_hotkey; }
int32 GetNPCHPRegen() const { return hp_regen + itembonuses.HPRegen + spellbonuses.HPRegen; }
inline const char* GetAmmoIDfile() const { return ammo_idfile; }
//waypoint crap
int GetMaxWp() const { return max_wp; }
@ -413,11 +432,12 @@ protected:
bool HasAISpell;
virtual bool AICastSpell(Mob* tar, uint8 iChance, uint16 iSpellTypes);
virtual bool AIDoSpellCast(uint8 i, Mob* tar, int32 mana_cost, uint32* oDontDoAgainBefore = 0);
AISpellsVar_Struct AISpellVar;
uint32 npc_spells_effects_id;
std::vector<AISpellsEffects_Struct> AIspellsEffects;
bool HasAISpellEffects;
uint32 max_dmg;
uint32 min_dmg;
int32 accuracy_rating;
@ -457,8 +477,10 @@ protected:
uint32 equipment[MAX_WORN_INVENTORY]; //this is an array of item IDs
uint16 d_meele_texture1; //this is an item Material value
uint16 d_meele_texture2; //this is an item Material value (offhand)
const char* ammo_idfile; //this determines projectile graphic "IT###" (see item field 'idfile')
uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
uint8 sec_melee_type; //Sets the Secondary Weapon attack message and animation
uint8 ranged_type; //Sets the Ranged Weapon attack message and animation
AA_SwarmPetInfo *swarmInfoPtr;
bool ldon_trapped;

View File

@ -105,6 +105,9 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
//this really should go through the same code as normal melee damage to
//pick up all the special behavior there
if (!who)
return;
int32 hate = max_damage;
if(hate_override > -1)
hate = hate_override;
@ -141,26 +144,18 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
who->MeleeMitigation(this, max_damage, min_damage);
if(max_damage > 0) {
ApplyMeleeDamageBonus(skill, max_damage);
max_damage += who->GetFcDamageAmtIncoming(this, 0, true, skill);
max_damage += (itembonuses.HeroicSTR / 10) + (max_damage * who->GetSkillDmgTaken(skill) / 100) + GetSkillDmgAmt(skill);
TryCriticalHit(who, skill, max_damage);
}
if(max_damage > 0)
CommonOutgoingHitSuccess(who, max_damage, skill);
}
if(max_damage >= 0) //You should probably get aggro no matter what, but unclear why it was set like this.
who->AddToHateList(this, hate);
who->AddToHateList(this, hate, 0, false);
who->Damage(this, max_damage, SPELL_UNKNOWN, skill, false);
//Make sure 'this' has not killed the target and 'this' is not dead (Damage shield ect).
if(!GetTarget())return;
if (HasDied()) return;
if (max_damage > 0)
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
//[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill
if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){
int kb_chance = 25;
@ -813,39 +808,7 @@ void Client::RangedAttack(Mob* other, bool CanDoubleAttack) {
CheckIncreaseSkill(SkillArchery, GetTarget(), -15);
//break invis when you attack
if(invisible) {
mlog(COMBAT__ATTACKS, "Removing invisibility due to melee attack.");
BuffFadeByEffect(SE_Invisibility);
BuffFadeByEffect(SE_Invisibility2);
invisible = false;
}
if(invisible_undead) {
mlog(COMBAT__ATTACKS, "Removing invisibility vs. undead due to melee attack.");
BuffFadeByEffect(SE_InvisVsUndead);
BuffFadeByEffect(SE_InvisVsUndead2);
invisible_undead = false;
}
if(invisible_animals){
mlog(COMBAT__ATTACKS, "Removing invisibility vs. animals due to melee attack.");
BuffFadeByEffect(SE_InvisVsAnimals);
invisible_animals = false;
}
if (spellbonuses.NegateIfCombat)
BuffFadeByEffect(SE_NegateIfCombat);
if(hidden || improved_hidden){
hidden = false;
improved_hidden = false;
EQApplicationPacket* outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct));
SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer;
sa_out->spawn_id = GetID();
sa_out->type = 0x03;
sa_out->parameter = 0;
entity_list.QueueClients(this, outapp, true);
safe_delete(outapp);
}
CommonBreakInvisible();
}
void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const ItemInst* Ammo, uint16 weapon_damage, int16 chance_mod, int16 focus, int ReuseTime)
@ -1018,19 +981,30 @@ void NPC::RangedAttack(Mob* other)
return;
}
float range = 250; // needs to be longer than 200(most spells)
mlog(COMBAT__RANGED, "Calculated bow range to be %.1f", range);
range *= range;
if(DistNoRootNoZ(*GetTarget()) > range) {
mlog(COMBAT__RANGED, "Ranged attack out of range...%.2f vs %.2f", DistNoRootNoZ(*GetTarget()), range);
int sa_min_range = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 0); //Min Range of NPC attack
int sa_max_range = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 1); //Max Range of NPC attack
float min_range = static_cast<float>(RuleI(Combat, MinRangedAttackDist));
float max_range = 250; // needs to be longer than 200(most spells)
if (sa_max_range)
max_range = static_cast<float>(sa_max_range);
if (sa_min_range)
min_range = static_cast<float>(sa_min_range);
mlog(COMBAT__RANGED, "Calculated bow range to be %.1f", max_range);
max_range *= max_range;
if(DistNoRootNoZ(*other) > max_range) {
mlog(COMBAT__RANGED, "Ranged attack out of range...%.2f vs %.2f", DistNoRootNoZ(*other), max_range);
//target is out of range, client does a message
return;
}
else if(DistNoRootNoZ(*GetTarget()) < (RuleI(Combat, MinRangedAttackDist)*RuleI(Combat, MinRangedAttackDist))){
else if(DistNoRootNoZ(*other) < (min_range * min_range))
return;
}
if(!IsAttackAllowed(GetTarget()) ||
if(!other || !IsAttackAllowed(other) ||
IsCasting() ||
DivineAura() ||
IsStunned() ||
@ -1040,32 +1014,33 @@ void NPC::RangedAttack(Mob* other)
return;
}
if(!ammo)
{
SkillUseTypes skillinuse = SkillArchery;
skillinuse = static_cast<SkillUseTypes>(GetRangedSkill());
if(!ammo && !GetAmmoIDfile())
ammo = database.GetItem(8005);
}
if(ammo)
SendItemAnimation(GetTarget(), ammo, SkillArchery);
SendItemAnimation(other, ammo, SkillArchery);
else
ProjectileAnimation(other, 0,false,0,0,0,0,GetAmmoIDfile(),skillinuse);
FaceTarget(other);
// Face the Target
FaceTarget(GetTarget());
// Hit?
if (!GetTarget()->CheckHitChance(this, SkillArchery, 13))
if (!other->CheckHitChance(this, skillinuse, 11, GetSpecialAbilityParam(SPECATK_RANGED_ATK, 2)))
{
mlog(COMBAT__RANGED, "Ranged attack missed %s.", GetTarget()->GetName());
GetTarget()->Damage(this, 0, SPELL_UNKNOWN, SkillArchery);
mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName());
other->Damage(this, 0, SPELL_UNKNOWN, skillinuse);
}
else
{
int16 WDmg = GetWeaponDamage(GetTarget(), weapon);
int16 ADmg = GetWeaponDamage(GetTarget(), ammo);
int16 WDmg = GetWeaponDamage(other, weapon);
int16 ADmg = GetWeaponDamage(other, ammo);
int32 TotalDmg = 0;
if(WDmg > 0 || ADmg > 0)
{
mlog(COMBAT__RANGED, "Ranged attack hit %s.", GetTarget()->GetName());
int32 TotalDmg = 0;
mlog(COMBAT__RANGED, "Ranged attack hit %s.", other->GetName());
int32 MaxDmg = max_dmg * RuleR(Combat, ArcheryNPCMultiplier); // should add a field to npc_types
int32 MinDmg = min_dmg * RuleR(Combat, ArcheryNPCMultiplier);
@ -1074,54 +1049,36 @@ void NPC::RangedAttack(Mob* other)
else
TotalDmg = MakeRandomInt(MinDmg, MaxDmg);
int32 hate = TotalDmg;
GetTarget()->MeleeMitigation(this, TotalDmg, MinDmg);
ApplyMeleeDamageBonus(SkillArchery, TotalDmg);
TryCriticalHit(GetTarget(), SkillArchery, TotalDmg);
GetTarget()->AddToHateList(this, hate, 0, false);
GetTarget()->Damage(this, TotalDmg, SPELL_UNKNOWN, SkillArchery);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
TotalDmg += TotalDmg * GetSpecialAbilityParam(SPECATK_RANGED_ATK, 3) / 100; //Damage modifier
other->AvoidDamage(this, TotalDmg, false);
other->MeleeMitigation(this, TotalDmg, MinDmg);
if (TotalDmg > 0)
CommonOutgoingHitSuccess(other, TotalDmg, skillinuse);
}
else
{
GetTarget()->Damage(this, -5, SPELL_UNKNOWN, SkillArchery);
}
TotalDmg = -5;
if (TotalDmg > 0)
other->AddToHateList(this, TotalDmg, 0, false);
else
other->AddToHateList(this, 0, 0, false);
other->Damage(this, TotalDmg, SPELL_UNKNOWN, skillinuse);
if (TotalDmg > 0 && HasSkillProcSuccess() && GetTarget() && !other->HasDied())
TrySkillProc(other, skillinuse, 0, true, 11);
}
//break invis when you attack
if(invisible) {
mlog(COMBAT__ATTACKS, "Removing invisibility due to melee attack.");
BuffFadeByEffect(SE_Invisibility);
BuffFadeByEffect(SE_Invisibility2);
invisible = false;
}
if(invisible_undead) {
mlog(COMBAT__ATTACKS, "Removing invisibility vs. undead due to melee attack.");
BuffFadeByEffect(SE_InvisVsUndead);
BuffFadeByEffect(SE_InvisVsUndead2);
invisible_undead = false;
}
if(invisible_animals){
mlog(COMBAT__ATTACKS, "Removing invisibility vs. animals due to melee attack.");
BuffFadeByEffect(SE_InvisVsAnimals);
invisible_animals = false;
}
//try proc on hits and misses
if(other && !other->HasDied())
TrySpellProc(nullptr, (const Item_Struct*)nullptr, other, 11);
if (spellbonuses.NegateIfCombat)
BuffFadeByEffect(SE_NegateIfCombat);
if (HasSkillProcs() && other && !other->HasDied())
TrySkillProc(other, skillinuse, 0, false, 11);
if(hidden || improved_hidden){
hidden = false;
improved_hidden = false;
EQApplicationPacket* outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct));
SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer;
sa_out->spawn_id = GetID();
sa_out->type = 0x03;
sa_out->parameter = 0;
entity_list.QueueClients(this, outapp, true);
safe_delete(outapp);
}
CommonBreakInvisible();
}
uint16 Mob::GetThrownDamage(int16 wDmg, int32& TotalDmg, int& minDmg)
@ -1234,39 +1191,7 @@ void Client::ThrowingAttack(Mob* other, bool CanDoubleAttack) { //old was 51
DeleteItemInInventory(ammo_slot, 1, true);
CheckIncreaseSkill(SkillThrowing, GetTarget());
//break invis when you attack
if(invisible) {
mlog(COMBAT__ATTACKS, "Removing invisibility due to melee attack.");
BuffFadeByEffect(SE_Invisibility);
BuffFadeByEffect(SE_Invisibility2);
invisible = false;
}
if(invisible_undead) {
mlog(COMBAT__ATTACKS, "Removing invisibility vs. undead due to melee attack.");
BuffFadeByEffect(SE_InvisVsUndead);
BuffFadeByEffect(SE_InvisVsUndead2);
invisible_undead = false;
}
if(invisible_animals){
mlog(COMBAT__ATTACKS, "Removing invisibility vs. animals due to melee attack.");
BuffFadeByEffect(SE_InvisVsAnimals);
invisible_animals = false;
}
if (spellbonuses.NegateIfCombat)
BuffFadeByEffect(SE_NegateIfCombat);
if(hidden || improved_hidden){
hidden = false;
improved_hidden = false;
EQApplicationPacket* outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct));
SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer;
sa_out->spawn_id = GetID();
sa_out->type = 0x03;
sa_out->parameter = 0;
entity_list.QueueClients(this, outapp, true);
safe_delete(outapp);
}
CommonBreakInvisible();
}
void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item_Struct* item, uint16 weapon_damage, int16 chance_mod,int16 focus, int ReuseTime)
@ -1312,20 +1237,13 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
other->MeleeMitigation(this, TotalDmg, minDmg);
if(TotalDmg > 0)
{
ApplyMeleeDamageBonus(SkillThrowing, TotalDmg);
TotalDmg += other->GetFcDamageAmtIncoming(this, 0, true, SkillThrowing);
TotalDmg += (itembonuses.HeroicDEX / 10) + (TotalDmg * other->GetSkillDmgTaken(SkillThrowing) / 100) + GetSkillDmgAmt(SkillThrowing);
TryCriticalHit(other, SkillThrowing, TotalDmg);
int32 hate = (2*WDmg);
other->AddToHateList(this, hate, 0, false);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
}
CommonOutgoingHitSuccess(other, TotalDmg, SkillThrowing);
}
else
TotalDmg = -5;
other->AddToHateList(this, 2*WDmg, 0, false);
other->Damage(this, TotalDmg, SPELL_UNKNOWN, SkillThrowing);
if (TotalDmg > 0 && HasSkillProcSuccess() && GetTarget() && other && !other->HasDied()){
@ -1394,7 +1312,10 @@ void Mob::SendItemAnimation(Mob *to, const Item_Struct *item, SkillUseTypes skil
safe_delete(outapp);
}
void Mob::ProjectileAnimation(Mob* to, int item_id, bool IsArrow, float speed, float angle, float tilt, float arc, const char *IDFile) {
void Mob::ProjectileAnimation(Mob* to, int item_id, bool IsArrow, float speed, float angle, float tilt, float arc, const char *IDFile, SkillUseTypes skillInUse) {
if (!to)
return;
const Item_Struct* item = nullptr;
uint8 item_type = 0;
@ -1412,9 +1333,12 @@ void Mob::ProjectileAnimation(Mob* to, int item_id, bool IsArrow, float speed, f
if(IsArrow) {
item_type = 27;
}
if(!item_type) {
if(!item_type && !skillInUse) {
item_type = item->ItemType;
}
else if (skillInUse)
item_type = GetItemTypeBySkill(skillInUse);
if(!speed) {
speed = 4.0;
}
@ -1444,7 +1368,7 @@ void Mob::ProjectileAnimation(Mob* to, int item_id, bool IsArrow, float speed, f
as->target_id = to->GetID();
as->item_id = item->ID;
as->item_type = item_type;
as->skill = 0; // Doesn't seem to have any effect
as->skill = skillInUse; // Doesn't seem to have any effect
strn0cpy(as->model_name, item_IDFile, 16);
as->velocity = speed;
as->launch_angle = angle;
@ -2173,7 +2097,7 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
skillinuse = SkillOffense;
int damage = 0;
uint32 hate = 0;
int32 hate = 0;
int Hand = 13;
if (hate == 0 && weapon_damage > 1) hate = weapon_damage;
@ -2199,6 +2123,19 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
hate += ucDamageBonus;
}
if(skillinuse == SkillBash){
if(IsClient()){
ItemInst *item = CastToClient()->GetInv().GetItem(SLOT_SECONDARY);
if(item){
if(item->GetItem()->ItemType == ItemTypeShield) {
hate += item->GetItem()->AC;
}
const Item_Struct *itm = item->GetItem();
hate = hate * (100 + GetFuriousBash(itm->Focus.Effect)) / 100;
}
}
}
ApplySpecialAttackMod(skillinuse, max_hit, min_hit);
min_hit += min_hit * GetMeleeMinDamageMod_SE(skillinuse) / 100;
@ -2216,12 +2153,8 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
} else {
other->AvoidDamage(this, damage, CanRiposte);
other->MeleeMitigation(this, damage, min_hit);
if(damage > 0) {
ApplyMeleeDamageBonus(skillinuse, damage);
damage += other->GetFcDamageAmtIncoming(this, 0, true, skillinuse);
damage += (itembonuses.HeroicSTR / 10) + (damage * other->GetSkillDmgTaken(skillinuse) / 100) + GetSkillDmgAmt(skillinuse);
TryCriticalHit(other, skillinuse, damage);
}
if(damage > 0)
CommonOutgoingHitSuccess(other, damage, skillinuse);
}
if (damage == -3) {
@ -2234,27 +2167,13 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
else
damage = -5;
if(skillinuse == SkillBash){
if(IsClient()){
ItemInst *item = CastToClient()->GetInv().GetItem(SLOT_SECONDARY);
if(item){
if(item->GetItem()->ItemType == ItemTypeShield) {
hate += item->GetItem()->AC;
}
const Item_Struct *itm = item->GetItem();
hate = hate * (100 + GetFuriousBash(itm->Focus.Effect)) / 100;
}
}
}
other->AddToHateList(this, hate);
bool CanSkillProc = true;
if (skillinuse == SkillOffense){ //Hack to allow damage to display.
skillinuse = SkillTigerClaw; //'strike' your opponent - Arbitrary choice for message.
CanSkillProc = false; //Disable skill procs
}
other->AddToHateList(this, hate, 0, false);
other->Damage(this, damage, SPELL_UNKNOWN, skillinuse);
if (HasDied())

View File

@ -5765,8 +5765,6 @@ int32 Mob::GetFocusIncoming(focusType type, int effect, Mob *caster, uint32 spel
int value = 0;
if (spellbonuses.FocusEffects[type]){
uint32 buff_count = GetMaxTotalSlots();
for(int i = 0; i < buff_count; i++){
int32 tmp_focus = 0;
int tmp_buffslot = -1;
@ -5799,7 +5797,7 @@ int32 Mob::GetFocusIncoming(focusType type, int effect, Mob *caster, uint32 spel
CheckNumHitsRemaining(NUMHIT_MatchingSpells, tmp_buffslot);
}
}
return value;
}

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@ -5018,7 +5018,7 @@ bool Mob::IsCombatProc(uint16 spell_id) {
for (int i = 0; i < MAX_PROCS; i++){
if (PermaProcs[i].spellID == spell_id || SpellProcs[i].spellID == spell_id
|| SkillProcs[i].spellID == spell_id || RangedProcs[i].spellID == spell_id){
|| RangedProcs[i].spellID == spell_id){
return true;
}
}
@ -5075,7 +5075,7 @@ bool Mob::AddDefensiveProc(uint16 spell_id, uint16 iChance, uint16 base_spell_id
{
if(spell_id == SPELL_UNKNOWN)
return(false);
int i;
for (i = 0; i < MAX_PROCS; i++) {
if (DefensiveProcs[i].spellID == SPELL_UNKNOWN) {
@ -5107,7 +5107,7 @@ bool Mob::AddRangedProc(uint16 spell_id, uint16 iChance, uint16 base_spell_id)
{
if(spell_id == SPELL_UNKNOWN)
return(false);
Shout("Add Ranged Proc %i %i %i", spell_id, iChance, base_spell_id);
int i;
for (i = 0; i < MAX_PROCS; i++) {
if (RangedProcs[i].spellID == SPELL_UNKNOWN) {

View File

@ -1067,8 +1067,10 @@ const NPCType* ZoneDatabase::GetNPCType (uint32 id) {
"npc_types.npc_spells_effects_id,"
"npc_types.d_meele_texture1,"
"npc_types.d_meele_texture2,"
"npc_types.ammo_idfile,"
"npc_types.prim_melee_type,"
"npc_types.sec_melee_type,"
"npc_types.ranged_type,"
"npc_types.runspeed,"
"npc_types.findable,"
"npc_types.trackable,"
@ -1166,8 +1168,10 @@ const NPCType* ZoneDatabase::GetNPCType (uint32 id) {
tmpNPCType->npc_spells_effects_id = atoi(row[r++]);
tmpNPCType->d_meele_texture1 = atoi(row[r++]);
tmpNPCType->d_meele_texture2 = atoi(row[r++]);
strn0cpy(tmpNPCType->ammo_idfile, row[r++], 30);
tmpNPCType->prim_melee_type = atoi(row[r++]);
tmpNPCType->sec_melee_type = atoi(row[r++]);
tmpNPCType->ranged_type = atoi(row[r++]);
tmpNPCType->runspeed= atof(row[r++]);
tmpNPCType->findable = atoi(row[r++]) == 0? false : true;
tmpNPCType->trackable = atoi(row[r++]) == 0? false : true;

View File

@ -43,9 +43,25 @@ struct DBnpcspellseffects_entries_Struct {
struct DBnpcspells_Struct {
uint32 parent_list;
int16 attack_proc;
uint16 attack_proc;
uint8 proc_chance;
uint16 range_proc;
int16 rproc_chance;
uint16 defensive_proc;
int16 dproc_chance;
uint32 numentries;
uint32 fail_recast;
uint32 engaged_no_sp_recast_min;
uint32 engaged_no_sp_recast_max;
uint8 engaged_beneficial_self_chance;
uint8 engaged_beneficial_other_chance;
uint8 engaged_detrimental_chance;
uint32 pursue_no_sp_recast_min;
uint32 pursue_no_sp_recast_max;
uint8 pursue_detrimental_chance;
uint32 idle_no_sp_recast_min;
uint32 idle_no_sp_recast_max;
uint8 idle_beneficial_chance;
DBnpcspells_entries_Struct entries[0];
};

View File

@ -94,8 +94,10 @@ struct NPCType
char special_abilities[512];
uint16 d_meele_texture1;
uint16 d_meele_texture2;
char ammo_idfile[30];
uint8 prim_melee_type;
uint8 sec_melee_type;
uint8 ranged_type;
int32 hp_regen;
int32 mana_regen;
int32 aggroradius; // added for AI improvement - neotokyo