69 Commits

Author SHA1 Message Date
Alex King
448a33a60c
[Quest API] Add Scripting Support to Mercenaries (#4500)
* [Quest API] Add Scripting Support to Mercenaries

* Cleanup

* Cleanup

* Update lua_merc.h

* Update mob.cpp

* XYZH

* Final

* Update attack.cpp

* Update attack.cpp

* Simplify event invocation

* Inline example

* Nullptr init example

* EVENT_TIMER simplify add EventPlayerNpcBotMerc

* EVENT_TIMER_START

* Remove has_start_event

* EVENT_TIMER_START with settimerMS

* EVENT_POPUP_RESPONSE

* Consolidation

* Update attack.cpp

* Push

* Update quest_parser_collection.h

* Comments

* Cleanup per comments

---------

Co-authored-by: Akkadius <akkadius1@gmail.com>
2024-10-10 21:29:29 -04:00
Alex King
a85f4fb703
[Cleanup] Cleanup Stance Code (#4368)
* [Cleanup] Cleanup Stance-based Code

* Command

* Update emu_constants.h

* Update stance.cpp

* Cleanup
2024-07-02 21:50:34 -04:00
Paul Coene
e268ab18f5
[Messages] Fix multiple errors in spell damage at death. (#4264)
* [Messages] Fix multiple errors in spell damage at death.

* Change iBuffTic in new code to use snake_case
2024-04-27 22:49:00 -04:00
Fryguy
772fed5e30
[Feature] Corpse Overhaul (#3938)
# Corpse Overhaul

Changelog:

- Player corpses now have two timers, one specific to the rezability of the corpse and the other to cover the overall rot timer of the player corpse.
- The rezability timer is based on the online presence of the player/account and is not affected by being offline.
- The rot timer is not affected by offline/online status and will count to the rot status of the corpse.
- Corpses can be rezzed multiple times, however only the first rez that yeilds returned xp will be counted. Not other rez will return any xp. This allows for a "Poor mans COTH" as was used many times in the early eras.
- All Corpse class private/protected member variables are all now prefixed with m_
- Added Corpses logging category along with many debug logs
- Removed LoadCharacterCorpseData
- Removed LoadCharacterCorpseEntity
- Added LoadCharacterCorpse(const CharacterCorpsesRepository::CharacterCorpses, const glm::vec4 &position) which simplifies areas of consumption and reduces double queries from removing LoadCharacterCorpseData and replacing LoadCharacterCorpseEntity
- All parameters that were prefixed with in_ have been dropped
- Removed two queries from CheckIsOwnerOnline and have it query the world's CLE by account_id since that is how live works
- Regenerated repository character_corpses
- Cleaned up many list iterators to use range based for loops
- Rate limit Corpse::Process m_is_rezzable with a 1 second check timer
- General code cleanup
- Added a Server Up check to bury all corpses in instances to prevent lost corpses if an instance is released during server down. This facilitates player recovery via shadowrest or priests of luclin.


This PR also now fixes a long standing issue with HasItem performance in our script plugins. It is significantly faster, we will need to coordinate quest changes and comms with operators.

```lua
    if ($client->HasItemOnCorpse($item_id)) {
        return 1;
    }
```

```lua
    --corpse
    if self:HasItemOnCorpse(itemid) then
        return true
    end
```


Testing Completed:

- Create a Corpse
- Standard rezzing
- Ghetto Coth (No Extra XP)
- Rezzing after graveyard move
- Divine Rez works as intended
- No XP Rez (Corpse Call) does not give XP
- Corpse Burying
- Cross Instance Graveyard Corpse movement/Rezzing
- DZ End/Quit Corpse Movement/Rezzing
- Server Shutdown/Reinit DZ Corpse Movement/Rezzing


---------

Co-authored-by: Akkadius <akkadius1@gmail.com>
2024-02-07 23:02:30 -05:00
Alex King
d7dc717249
[Mercenaries] Convert Mercenaries to Repositories (#3947)
* [Mercenaries] Convert Mercenaries to Repositories

- Convert all Mercenary methods to repositories aside from inner join queries that cannot be converted.

* Update base_merc_subtypes_repository.h

* Update base_merc_subtypes_repository.h

* Regenerate repositories
2024-01-12 23:40:26 -06:00
Alex King
e55f9b9d27
[Feature] Add Support for item textures higher than 65,535 (#3494)
* [Feature] Add Support for item textures higher than 65,535

# Notes
- We were previously using `uint16` which has a max of `65,535`, but some of the new Live textures that are being used have values way beyond this.
- Updates quest API, commands, and database tables that also used `uint16`.

* Update version.h
2023-07-14 18:49:59 -04:00
Alex King
327dacdbe1
[Cleanup] Remove GetACAvoid() from zone/merc.h (#3447)
- This is unused.
2023-06-24 20:00:56 -04:00
Alex King
58c3e267e1
[Cleanup] Remove GetACMit() from zone/merc.h (#3446)
# Notes
- This is unused.
2023-06-24 12:58:13 -05:00
Alex King
598483a1a4
[Cleanup] Remove acmod() from zone/merc.h (#3448)
# Notes
- This is unused.
2023-06-24 12:57:43 -05:00
Alex King
f0a9578b6a
[Cleanup] Remove GetClassHPFactor() from zone/merc.h (#3314)
# Notes
- This is unused.
2023-04-29 19:59:50 -05:00
Alex King
9d1ace627c
[Feature] Add support for -1 extradmgskill to allow all skills to be scaled. (#3136)
* [Feature] Add support for -1 extradmgskill to allow all skills to be scaled.

- `$mob->GetSkillDmgAmt(skill_id)` now uses `int` instead of `uint16`.

- `statbonuses:GetSkillDamageAmount(skill_id)` now uses `-1` properly.
- `mob:GetSkillDmgAmt(skill_id)` now uses `int` instead of `uint16`.

- A `-1` value in `extradmgskill` denotes the ability to scale all skills at once.
- Consolidated `AddItemBonuses()`, `AdditiveWornBonuses()`, `CalcItemBonuses()`, and `CalcRecommendedLevelBonus()` to mob-based methods to avoid code duplication.
- Bots, NPCs, and Mercs can now use additive worn effects if the rule is enabled, as well as all other proper stat bonuses that only clients had before.
- No SQL update required to change `extradmgskill` and `extradmgamt` to `int` as they already are this type in the database, just had to adjust `item_data.h` and `shareddb.cpp`.

* Update mob.cpp

* Cleanup.

* Cleanup.

* Move #include <vector> to header.

* Add method for GetExtraDamageSkills

* fix additembonuses

* Update bonuses.cpp

* Update mob.cpp

* Out of bounds.

* Update bonuses.cpp

---------

Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
2023-03-25 20:26:01 -04:00
Aeadoin
59ad91a140
[Feature] Add Data Bucket support for scaling of Heroic Stats. (#3058)
* [Feature] Add Data Bucket support for scaling of Heroic Stats.

* update

* fixes, still reworking logic

* fixes, still reworking logic

* logic done

* logic done

* fixes

* Cleanup

* Cleanup

* Cleanup naming, verify behaviors

* formatting

* formatting

* fix issue with endurance and mana.

* update rule desc

* cleanup

* DataBucket Struct

* Cleanup data_bucket.cpp and add constants

* cleanup

* changes

* formatting

* fix from merge

* escape keyword `key`

* Add `key` to generator, run repository-generator.pl

* fix for change to key

* cleanup

* formatting

* formatting

* typo
2023-03-23 21:42:13 -04:00
Aeadoin
9e3b363d4a
[Code] Add IsOfClientBot() virtual method. (#2845) 2023-02-06 22:30:49 -05:00
Aeadoin
b0d1dc5f04
[Bots/Mercs] Add 100% Hit chance if sitting while attacked. (#2839)
* [BOT] Add 100% Hit chance if sitting while attacked.

* [BOT] Add 100% Hit chance if sitting while attacked.

* Add Mercs correctly

* Missed usage of IsSitting() in Mob::RollD20
2023-02-06 22:30:33 -05:00
Aeadoin
14addd4869
[Feature] Add IsOfClientBotMerc() virtual method. (#2843) 2023-02-06 21:03:48 -05:00
Aeadoin
403c54362e
[Bot/Merc] Cleanup methods, and virtual overrides. (#2734)
* [Bot] Cleanup methods, and virtual overrides.

* Remove Bot::CheckAggroAmount & Bot::CheckHealAggroAmount

* formatting
2023-01-14 23:32:19 -05:00
Chris Miles
f201d4c999
[int64] Support for HP / Mana / End / Damage / Hate (#2091)
* Initial int64 work

* Hate 64 bit

* Update special_attacks.cpp

* Aggro / Damage / Hate int64

* NPC edit adjustments

* Fix bot compile

* More int64 adjustments

* More int64 references

* npcedit references

* aggrozone

* More int64 changes

* More int64 changes for damage

* Many more damage int64 references

* More spell damage int64 conversions

* HealDamage

* Damage fully working

* Remove debug

* Add migration

* More int64 adjustments

* Much wow, many int64

* More int64

* PR adjustments
2022-05-07 22:32:02 -05:00
KayenEQ
6dffeacc6e
[Spells] Fixes for numhits type 7 counter incrementing incorrectly. (#2022)
* [Spells] Fix for numhits type 7 counter incrementing incorrectly.

* [Spells] Fixes for numhits type 7 counter incrementing incorrectly.

bot fix

* [Spells] Fixes for numhits type 7 counter incrementing incorrectly.

mercs

* [Spells] Fixes for numhits type 7 counter incrementing incorrectly.

remove old variable and related code.

* [Spells] Fixes for numhits type 7 counter incrementing incorrectly.

comments
2022-03-01 21:20:27 -05:00
KayenEQ
72056ffba3
[Spells] Focus related functions to use int32 instead of int16
Need to increase from int16 to int32 when calculating focus due it causing issues with returning spell ids for some effects which can easily be over the int16 limit. CalcAAFocus and CalcFocusEffect were doing all math in int16 also, no reason not to increase to int32.
2021-08-01 13:06:57 -05:00
Michael Cook (mackal)
e5b9d72b81
[Fix] Fix Spell Cast Time reduction issues (#1369)
Remove the overloads that don't make sense (bots probably doesn't make
sense either, but too lazy)

Fix the formulas

Removed the Spells:MaxCastTimeReduction rule since this is HARDCODED in
the client so it doesn't really make sense to have it as a customization
point. If you want to hack the client, change the hardcode as well I
guess.
2021-05-24 20:21:39 -05:00
KimLS
2fbd5aaccc Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore) 2020-05-17 18:36:06 -07:00
Uleat
3cffe5f7ef Put merc and bot classes on the same stance standard (mercs) 2019-02-07 22:09:31 -05:00
Uleat
c435a77813 Reintegration of inventory-based EQDictionary references 2018-07-05 21:05:26 -04:00
Uleat
750e65f847 Merge branch 'master' of https://github.com/EQEmu/Server 2017-03-14 23:21:24 -04:00
Uleat
31cc6f63d6 Added evade code to rogue mercs 2017-03-14 16:32:10 -04:00
E Spause
3fa72218a4 Remove delay death from Mercs so they function like normal NPCs at 0 health. 2017-03-12 23:08:59 -04:00
Uleat
38651258fc Updated npc spell types to 32-bit mask 2017-02-09 17:57:55 -05:00
Michael Cook (mackal)
9e824876ba Combat Revamp - MAJOR BREAKING CHANGE
This commit makes combat much more live like. This is based on a lot of parses
done by TAKP and myself. There are numerous things based on dev quotes and
hints. Pretty much all combat has changed, spell effects correct, stacking
correct, etc.

This is the fist stage of the revamp, I will be trying to remove some code
duplication and make things generally cleaner.

Server ops will have to rebalance their NPCs. AC actually means something now.
Rough recommendations?
Level 50 "classic" trash should be no more than 115.
Classic raid mobs should be more 200+ etc
Other "classic" NPCs should be a lot lower as well.
PoP trash probably shouldn't exceed 120 AC
PoP raids should be higher
Devs have said the vast majority of NPCs didn't exceed 600 AC until very
recently. The exceptions were mostly raid encounters.

There really isn't a good "default" for every server, so this will be up to
the devs to find where they want their server stats to be.
2017-01-15 00:03:02 -05:00
Uleat
04f4fd652b Renamed class Inventory to EQEmu::InventoryProfile 2016-10-17 04:59:00 -04:00
Uleat
bfd07b1010 Added class EQEmu::InventorySlot 2016-10-16 21:36:39 -04:00
Uleat
8b5dd58e96 Renamed struct EQEmu::ItemBase to EQEmu::ItemData and class ItemInst to EQEmu::ItemInstance 2016-10-16 05:10:54 -04:00
Uleat
579efe83af Renamed EQEmu::Item_Struct to EQEmu::ItemBase to coincide with new inventory naming conventions (re-run shared_memory.exe) 2016-05-27 22:22:19 -04:00
Uleat
71f128731f Renamed and moved SkillUseTypes enumeration to EQEmu::skills::SkillType; eq_dictionary work 2016-05-25 18:50:26 -04:00
Uleat
3031365e1f Moved struct Item_Struct into namespace EQEmu 2016-05-21 04:54:18 -04:00
Uleat
1890d006a2 Delinked current inventory slot enumeration and constants from EQEmu::constants and global definition 2016-04-22 07:34:55 -04:00
Uleat
8edb6e9595 Eliminated the nested class design of recent EQEmu work; Some more inv2 convergence work 2016-04-19 04:02:53 -04:00
Uleat
e75a53b775 Rework of eq_dictionary 2016-04-07 17:21:55 -04:00
Michael Cook (mackal)
525a39912f Override Mob::GetEndurancePercent() for Merc
This allows their endurance to show in group!
2015-11-15 16:35:11 -05:00
Michael Cook (mackal)
a4d0db8e0a Implement the extra Wild Rampage/Rampage message (SoD+) 2015-08-15 00:34:10 -04:00
Uleat
1f0b86a0d5 Changes to how valid light sources are critiqued 2015-02-26 18:46:12 -05:00
Trevius
0aba2d578a Added more information to Mercenary Logging.
Added potential fix for Mercenaries that fail to unsuspend.
Added a new "statscale" field to the merc_stats table that can be used to quickly balance Mercenary Stats based on Level.
The new "statscale" field now combines with the Mercs::ScaleRate rule value (default 100 percent for both).
2015-01-29 23:04:41 -06:00
Trevius
fc5266e115 Added Logs::Mercenaries to the new Logging System. Logging of Mercenary information is off by default with the required SQL. 2015-01-25 12:31:07 -06:00
Uleat
cc1d7d54c2 Implemented mob equipment light sources 2015-01-24 22:00:06 -05:00
Kinglykrab
1329a2f9ba Update npc_types table.
- d_meele_texture1 -> d_melee_texture1
- d_meele_texture2 -> d_melee_texture2
- Required SQL: 2014_12_24_npc_types_update.sql
2014-12-24 01:26:07 -05:00
Akkadius
8584895427 merc.h header cleanup and forward declare 2014-12-15 17:47:52 -06:00
KayenEQ
70f570dbd9 Implemented support for allowing most focus effects to now be usable
by NPCs (ie Heal/Damage focus, cast time, spell range ect) from
both spell buffs and items.
Rule for enabling spell focus is TRUE by default
Rule for enabling item focus is FALSE by default.

Consilidated a number of redundant client / mob functions
to use the same pathway for calculating effect values.
2014-12-08 01:22:01 -05:00
Trevius
24ea7a0d45 Mercenaries now spawn as the same Gender and Size of the Merchant they are purchased from.
Mercenaries now spawn with randomized facial features when purchased.
Setting a lastname for NPCs will now override any hard coded lastname (such as GM Trainers).
2014-12-01 19:54:01 -06:00
Trevius
c5a90adb39 Grouping with Mercenaries is considerably less buggy. 2014-11-22 00:22:12 -06:00
Trevius
6c5248b9a9 Mercenaries now Dismiss, Suspend, Unsuspend, and Die correctly. 2014-11-19 22:43:19 -06:00
Trevius
8f32a9949b Fixed bad formatting of client.h and merc.h caused by my last commit. 2014-11-18 17:32:59 -06:00