224 Commits

Author SHA1 Message Date
regneq
c2b3e85272 Added new pathgrid type 7 (GridCenterPoint). This grid causes a NPC to alternate between the first waypoint in their grid (Number 1 in the editor) and a random waypoint. (1 - 7 - 1 - 4 - 1 - 11 - 1 - 5 - 1, etc)
Changed the wandertype IDs to an enum so we know what we're looking at.
Added new pathgrid type 8 (GridRandomCenterPoint).  (SQL required) This new type causes a NPC to alternate between a random waypoint in grid_entries and a random waypoint marked with the new centerpoint column set to true. If no waypoints are marked as a centerpoint, this wandertype will not work. There is no numbering requirement or limit for centerpoints. You can have as many as you need.
New spawngroup field: wp_spawns (SQL required). Added a new spawngroup field, which is a boolean that if true changes the behavior of spawngroups this way: If the spawnpoint in the spawngroup has a grid, the NPC will spawn at a random waypoint location taken from its grid instead of the spawnpoint location.
New randompath behavior: The randompath grid type will now use the closest waypoint as its current waypoint on spawning.  This allows multiple spawn locations to use the same grid without having the undesirable behavior of walking to the first waypoint through walls and ignoring waypoint nodes. NPC::GetClosestWaypoint() was renamed to NPC::GetClosestWaypoints() as it was filling a list of multiple waypoints. a new method NPC::GetClosestWaypoint() returns a single waypoint in the form of an integer.
2020-01-24 15:11:08 -08:00
Akkadius
233f26996b Add GetCloseMobList into other calls 2019-12-29 03:15:42 -06:00
Akkadius
8cb51eb253 Scanning optimization work from over a year ago from EZ - cleaned up a bit 2019-12-25 03:16:14 -06:00
Akkadius
5381dcead1 Formatting: NPC::ModifyStatsOnCharm 2019-09-01 16:07:48 -05:00
Chris Miles
5c14bc92bd
Merge pull request #814 from EQEmu/charm_specialatk
Added Spells:CharmDisablesSpecialAbilities
2019-09-01 15:43:15 -05:00
Akkadius
05e7c473df Simplified the use of roamboxes and improved the AI for roambox pathing 2019-08-16 03:25:34 -05:00
Michael Cook (mackal)
290133803e Add a hard off for NPC scaling for Merc/Bot
They don't need it. We may want to add this to actually be in the DB for
normal NPCs in the future.
2019-06-10 00:36:18 -04:00
Xackery Xtal
44f85f140c Added Spells:CharmDisablesSpecialAbilities 2019-01-21 20:29:12 -08:00
Akkadius
11a43cd320 Texture work 2018-12-31 03:18:59 -06:00
Akkadius
9059efe98e Add proximity show to devtools 2018-12-28 02:39:08 -06:00
Akkadius
0681e6dbb2 Merge branch 'master' into movement_manager 2018-12-17 01:39:37 -06:00
Akkadius
4758c04e99 More mob_info work 2018-11-13 03:07:18 -06:00
KimLS
ab6cdd65a3 Various stuck behavior 2018-11-11 01:04:25 -08:00
Akkadius
775b5fcaf1 Mostly done with global base scaling work, dev tooling and various other works 2018-11-04 23:26:34 -06:00
KimLS
973abef1b0 Water work and work with grids (still not perfect but i think its the ai code) 2018-10-18 20:44:46 -07:00
KimLS
f76fffe622 A bunch of send position changes, rename navigateto 2018-10-15 22:02:16 -07:00
KimLS
7278c6294d Movement will now be handled by the movement manager instead of mob 2018-09-20 16:14:47 -07:00
Akkadius
3eee699a89 Calculate roambox destination z once and let navmesh pathfinding calculate it the rest of the time 2018-09-03 04:07:13 -05:00
Akkadius
4b6ab34fd9 Fix, cleanup and simplify the roambox logic and cleanup a bunch of other related code 2018-08-18 18:12:18 -05:00
Akkadius
1e0ec048af HP update adjustment that should cover a scenario when mob is feared 2018-08-11 00:12:09 -05:00
Trust
9251e6efd2 Disarm Support 2018-07-21 19:16:19 -04:00
Akkadius
0d094754db Add #grid show comand to display a targeted NPCs grid points visually 2018-07-09 01:15:57 -05:00
Uleat
c435a77813 Reintegration of inventory-based EQDictionary references 2018-07-05 21:05:26 -04:00
Michael Cook (mackal)
c5e4bb08f4 Implement global loot system Fixes #619
This should allow us to emulate lives global tables

The options available to filter tables are min_level, max_level, race,
rare, raid, race, class, bodytype, and zone.

race, class, bodytype, and zone are a pipe | separated list of IDs
2018-02-10 22:15:21 -05:00
Michael Cook (mackal)
f720e51585 Implement NPC Charm Stats
These combat stats an NPC will change to while charmed
2018-02-04 16:30:16 -05:00
Michael Cook (mackal)
3c794cfc07 Add Support to define a valid HP range for NPC casting
These will allow us to define a valid HP range (HP of the caster) that
an NPC will cast a spell. For example NPC casting a defensive spell at
2018-02-01 18:34:07 -05:00
Michael Cook (mackal)
f8ce10472b 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.
2018-01-28 18:06:54 -05:00
Kinglykrab
ceb2b287bb Fixed merchantlist probability.
NPCs were setting a singular chance value and each item was checking based on this value, making the probability field not a random chance per item.
This removes the probability field from NPCs, SetMerchantProbability() and GetMerchantProbability() and makes the probability field truly random chance.

Special thanks to ChaosSlayerZ for noticing the issue here: http://www.eqemulator.org/forums/showthread.php?t=41731
2018-01-27 19:08:15 -05:00
Akkadius
40ebee9ff4 Noudess: This makes newly spawned NPCs have a chance to cast 2018-01-13 22:14:21 -06:00
Michael Cook (mackal)
94038ebb75 WIP on auras
Lots to do still

Normal buffing auras currently work for the most part
2017-07-14 02:05:35 -04:00
regneq
4600844336 Added ignore_despawn column to npc_types to have NPCs ignore the despawn column in spawngroup. 2017-04-07 19:45:26 -07:00
Akkadius
bf45a5a44f [Performance] Fixed a large overhead issue where every single NPC in a zone was checking to depop themselves
as a swarm pet every 3ms regardless of being a swarm pet or not. Swarm pets now check to depop only when their timer is up
2017-03-28 02:30:06 -05:00
Uleat
d62a449f9c Missed an npc spells type (or two..) 2017-02-15 07:03:43 -05:00
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
Kinglykrab
6abed18eb9 Added augment support for NPC AddItem() and quest::addloot in Perl/Lua. This will allow you to add items to NPCs with scripts that already have augments in them. 2016-10-20 21:12:47 -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
Michael Cook (mackal)
039e0fbb83 NPC innate procs overwrite TargetType to ST_Target 2016-08-12 21:53:14 -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)
9599501ace Implement extra bind points (secondary recall)
For SE_Gate, base2 is which bind to use (starting at 1)
For SE_BindAffinity, base1 is which bind to set (starting at 1)
For SE_GateCastersBindpoint, base1 is which bind to use (starting at 1)
    here was actually no spells that don't send to the main bind,
    but it uses a base1 of 1 which matches with SE_Gate
    This also doesn't break anything

The quest stuff for now hasn't been updated to be able to make use of the extra binds

There are a total of 5 bind points, with the 5th being your starting city
2016-03-05 16:28:53 -05:00
Akkadius
9757c38017 Adjust manifest [skip ci] 2015-12-29 01:30:20 -06:00
Michael Cook (mackal)
a4d0db8e0a Implement the extra Wild Rampage/Rampage message (SoD+) 2015-08-15 00:34:10 -04:00
Michael Cook (mackal)
42a5ddcf77 Cut down on some HP update spam
This increases the timer that mobs will send out updates
(It could probably be increased more)
This will also reset the timer every time SendHPUpdate is called
to prevent sending like 3+ completely useless updates at once
Also skip sending the update to the client if we're sending an
OP_Damage with the damage since the client will apply this number
2015-06-06 17:46:53 -04:00
regneq
be210950d7 readded previous commit smoother pathing. 2015-05-28 15:05:45 -07:00