Rework some Spell AI so NPCs can have spammy spells

Lots of encounters in EQ will spam spells, like dragon fear is on a very
tight timer etc. In order to eliminate the need to script all of these
encounters AI spells with a priority of '0' will be treated as "innate
spells." Devs have used this term and it is what I believe they mean by
it.

You can run update npc_spells_entries set priority = priority + 1 where priority >= 0;
to disable the behavior.
This commit is contained in:
Michael Cook (mackal)
2018-01-28 18:06:54 -05:00
parent ceb2b287bb
commit f8ce10472b
3 changed files with 52 additions and 30 deletions
+1 -1
View File
@@ -457,7 +457,7 @@ protected:
uint32* pDontCastBefore_casting_spell;
std::vector<AISpells_Struct> AIspells;
bool HasAISpell;
virtual bool AICastSpell(Mob* tar, uint8 iChance, uint32 iSpellTypes);
virtual bool AICastSpell(Mob* tar, uint8 iChance, uint32 iSpellTypes, bool bInnates = false);
virtual bool AIDoSpellCast(uint8 i, Mob* tar, int32 mana_cost, uint32* oDontDoAgainBefore = 0);
AISpellsVar_Struct AISpellVar;
int16 GetFocusEffect(focusType type, uint16 spell_id);