375 Commits

Author SHA1 Message Date
Brian Kinney
1d0b00caf7 Raw numbers are negative so adding is correct 2019-02-06 23:54:38 -05:00
Brian Kinney
93394e0edc Reference the defender melee mitigation, not attacker 2019-02-06 21:52:59 -05:00
Uleat
585c6322bf Added 'spells' entry to EQDictionary 2019-01-20 08:24:21 -05:00
Kinglykrab
93acbf5241 Reimplemented pre-nerf Ranger stationary damage bonus.
This will allow Developers to disable/enable the stationary requirement.
2019-01-10 19:09:27 -05:00
Uleat
0ad43977bf Naming convention update for EQEmu::versions::ClientVersionBit 2019-01-07 20:25:43 -05:00
Uleat
8eaed2233f Added namespace expansions 2019-01-07 18:18:35 -05:00
Akkadius
11a43cd320 Texture work 2018-12-31 03:18:59 -06:00
Akkadius
4e24184089 Merge branch 'master' into movement_manager 2018-12-30 14:49:59 -06:00
Uleat
8499c3e65d Fix for conditional zone crashes caused by post-bot owner death hate aggregation (irongut_av) 2018-12-19 07:11:59 -05:00
Akkadius
0681e6dbb2 Merge branch 'master' into movement_manager 2018-12-17 01:39:37 -06:00
Akkadius
c32b31ffff Add npc_scale_global_base table and add devtools command and toggling functionality 2018-12-16 03:59:08 -06:00
Akkadius
1061788610 Even more mob_info work 2018-11-14 02:23:38 -06:00
Akkadius
d75afd4688 Allow display window to be snoozed 2018-11-05 00:26:52 -06:00
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
Akkadius
834062fbf9 Add another layer of randomization to roam box logic, npc's who weren't originally spawned in water won't roambox into water 2018-08-18 22:01:46 -05:00
Uleat
c435a77813 Reintegration of inventory-based EQDictionary references 2018-07-05 21:05:26 -04:00
Michael Cook (mackal)
3081f7b24f Pets/NPCs don't use bane damage
Adds rule NPC:UseBaneDamage (defaults to false)
2018-04-08 18:26:25 -04:00
Michael Cook (mackal)
135cfd7617 Revert "Revert changes to melee push until the generic push processing is better"
This reverts commit 49089f75374f552bf6c860b567810b96ee403a91.
2018-03-19 00:13:57 -04:00
Michael Cook (mackal)
49089f7537 Revert changes to melee push until the generic push processing is better 2018-03-08 12:57:40 -05:00
Michael Cook (mackal)
ae966e546b WIP for NPC spell push, off by default for now 2018-03-07 16:50:24 -05:00
Michael Cook (mackal)
35c4867334 Add the Fast trig functions that work with EQ headings
This should match pretty close to the clients LUTs

Also fixed a bug with push
2018-03-04 02:19:12 -05:00
Michael Cook (mackal)
3cb7b362c8 Only rate limit NPC push
Clients are fine
2018-03-01 16:42:46 -05:00
Michael Cook (mackal)
d71e79b306 Add 2013 NPC vs NPC push change
They remove NPC vs NPC melee push in 2013
2018-03-01 13:44:10 -05:00
Michael Cook (mackal)
7edc891605 Use the melee push pos update timer for rate limiting the pushes
Also lowered the timer since it's limiting actual movement now
2018-03-01 13:41:02 -05:00
Michael Cook (mackal)
06d22fa009 Identify the rest of Action/CombatDamage structs 2018-02-28 19:21:03 -05:00
Michael Cook (mackal)
29f89cdfbc NPCs parsed less than normal push
Checking the packets, I was getting 0.3 for bash against PCs and 0.03
against NPCs. Same for other attacks.
2018-02-27 23:42:18 -05:00
Michael Cook (mackal)
a32dedeb48 Fix issue with heading being incorrectly handled
So we've been doing heading wrong all these years. You will need to run
a script to fix your quests and required SQL to fix DB.

This fixes a ton of random issues with headings and as gives us a better
resolution on headings :P
2018-02-15 18:20:16 -05:00
Michael Cook (mackal)
b82100bcd7 Add IMMUNE_RANGED_ATTACKS
This makes them immune to archery/throwing

This also needs more work as comments state, but good enough for now
2018-01-18 18:30:29 -05:00
Michael Cook (mackal)
d18fb730ec Don't increment the xtarget count on feign memory 2018-01-13 01:14:32 -05:00
Michael Cook (mackal)
4b612400da
Merge pull request #683 from noudess/master
Adjust xp loss on death if using the level_based_mods.
2018-01-09 17:17:17 -05:00
Paul Coene
a6b9cd87ec Adjust xp loss if using the level_based_mods. 2017-12-26 11:42:09 -05:00
Michael Cook (mackal)
c1ad00cbc6 Fix where SE_ExtraAttackChance happens
Improved AA descriptions say this is after a successful double attack
2017-12-23 22:55:45 -05:00
Shea
994e2001a0 Fix for Xtargets not being populated when pet initiates aggro. 2017-12-22 17:09:47 -06:00
Paul Coene
3bfa1d68f7 Merge branch 'master' of github.com:noudess/Server 2017-11-22 09:39:32 -05:00
Paul Coene
aaac2c5a84 Give weaponless NPCs best offense based on skills 2017-11-22 09:38:03 -05:00
regneq
cd748e7d8b Fixed an issue that would cause traps to not function correctly if skill is 0 in the database.
Added undetectable column, to allow content developers to make a trap undetectable and not able to be disarmed.

Pets will no longer try to aggro traps its owner triggers.

Traps will now use the radius column to determine disarm range, instead of using a hardcoded value which may not be appropriate in all cases.

Decreased the scan range for traps to disarm.

Fixed some typos, and removed some unused code.
2017-10-28 10:02:31 -07:00
Joey Wendt
2ef5ade596 Change weapon proc req. level to Level2 property 2017-10-12 00:43:25 -05:00
Michael Cook (mackal)
240f04eda7 Implement fleeing stun 2017-09-04 02:10:10 -04:00
Akkadius
43204e52f8 Client position updates should be smoother (granted the client has a good connection)
Clients should also no longer randomly disappear
2017-07-14 20:49:57 -05:00
Akkadius
a41c690a62 Another animation adjustment 2017-07-10 22:27:03 -05:00
Akkadius
62e4169e50 More animation packet reductions, DoAnim is called in many other places in combat than just AttackAnimation 2017-07-10 20:41:56 -05:00
Akkadius
127f51e758 Massive reductions in unnecessary network traffic especially during high spam combat fights
- HP Updates now only send to others when HP percentage changes (0-100%)
		- HP Updates were sending excessively even during idle zones when HP wasn't changing at all
	- Attack animations now only send once per second versus up to a hundred times a second per Mob/Client
	- 17,000 OP_ClientUpdate packets per second have been observed in combat scenarios, some of the major culprits have been
		throttled without affecting what the client should see
	- Before and After packet differences under similar load/tests (Packets per second)
		- 7,000 - 8,000 	OP_Animation pps	After: 600-800 pps
		- 13,0000 - 17,000 	OP_MobHealth pps	After: 1-10 pps
		- 15,0000 - 20,000 	OP_ClientUpdate pps	After: 500-1,000 pps
	- Packet reports from a 46 client test here:
		https://gist.github.com/Akkadius/28b7ad2fdd82bdd15ea737c68f404346
	- Servers who use Marquee HP updates will also recieve far less packet spam as they will only be sent when HP changes
2017-07-09 02:51:01 -05:00
Akkadius
aed1959dbe Fix issues with underground NPC corpses - add command #fixcorpses to fix nearby NPC corpses of the player (this should be a seldom need) 2017-07-03 01:53:41 -05:00
Akkadius
1f39a0cb3e Fix some NPC and Corpse falling through the ground issues 2017-07-01 03:07:45 -05:00
Michael Cook (mackal)
09ccd23d0b Fix syntax issue 2017-06-28 13:30:20 -04:00
Michael Cook (mackal)
cbbd01b391 Quick fix for NPC attack skill issue 2017-06-28 13:28:08 -04:00
Akkadius
539fa8b262 Fixed issues with Z correctness when NPCs are pathing on normal grids
Fixed issues with Z correctness when NPCs are engaged with players following
NPC corpses should fall into the ground far less
2017-06-28 02:38:20 -05:00
KimLS
b29f70ad3f Add mod hook for CommonOutgoingHitSuccess 2017-06-12 13:01:01 -07:00
KimLS
31d8336b4b Fix acceptmessages, added exp hooks to luamods 2017-06-10 15:12:31 -07:00