61 Commits

Author SHA1 Message Date
Uleat
36a2d52f1c More 'dictionary' updates..added 'constants' files to client translators..started replacement of hard-coded inventory values. 2014-07-27 20:35:43 -04:00
KayenEQ
089360a3a5 merge 2014-07-18 17:00:39 -04:00
Uleat
d7c2d6108f Added the initial references for two new dictionaries - EmuConstants and EQLimits..more to come. 2014-07-16 21:23:16 -04:00
KayenEQ
965bb039be 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
2014-07-10 22:46:39 -04:00
KimLS
8c92271804 Initial v2 water map format. 2014-05-20 00:14:26 -07:00
KayenEQ
7b1a084d39 AA/Item/Spell that allow pets to flurry and critical will now
also apply to owners swarm pets consistent with live.
2014-05-07 22:46:00 -04:00
KimLS
0c9d640683 Merge branch 'master' into raycast 2014-04-29 13:01:26 -07:00
KimLS
989bffee81 Merge branch 'master' into raycast 2014-04-27 14:36:05 -07:00
KayenEQ
380cf8691a Implemented new table 'npc_spells_effects' and 'npc_spells_effects_entires'.
Implemented new field in 'npc_spell_effects_id' in npc_types.

These are used to directly apply spell effect bonuses to NPC's without requirings spells/buffs.
Example: Allow an npc to spawn with an innate 50 pt damage shield and a 5% chance to critical hit.

Please see the wiki page: http://wiki.eqemulator.org/p?npc_spell_effects_entries for details.

*NPC's can now do critical heals / damage spells if bonus is applied from table.

Required SQL: utils/sql/git/required/2014_04_27_AISpellEffects.sql
Note: 30 examples of spell effects have been included by default in this sql. Edited/removed as needed.
2014-04-27 03:57:14 -04:00
KayenEQ
62e48e7701 Merge git://github.com/EQEmu/Server into AISpellEffects 2014-04-27 03:29:15 -04:00
cavedude00
d8ad337c0e Fixed a zone crash in spawn_conditions.
spawn_events changes, fixes, and additions.
2014-04-25 12:40:25 -07:00
KayenEQ
d64f762277 Developement Branch AISpellEffects.
Debug crash on NPC death.
2014-04-25 08:52:49 -04:00
KimLS
629f9863ae Merge branch 'master' into raycast 2014-03-01 17:49:21 -08:00
cavedude00
1d6bd3cc5e Better flee runspeed calculation.
Added two new NPC special_abilities, ALWAYS_FLEE and FLEE_PERCENT.
Fixed an issue where a NPC could get stuck on a single coord in a rectangular roambox.
Added mindelay to spawngroup to allow for greater control of the roambox delay. SQL is required.
2014-02-26 18:06:16 -08:00
Michael Cook (mackal)
33a8a398fe Add SpellType_Root to EngagedCast check 2014-02-24 01:24:27 -05:00
Michael Cook (mackal)
60c280a521 Debuff/Slow on random mob on hatelist 2014-02-24 00:43:24 -05:00
Michael Cook (mackal)
837c02ffd6 Mobs cast root on random person on hatelist 2014-02-24 00:37:38 -05:00
Michael Cook (mackal)
6b94e08404 Make the random addition to time_cancast actually useful
It was in ms so adding 0-4 ms doesn't really do much
2014-02-24 00:27:26 -05:00
Michael Cook (mackal)
1f471aa9f9 Remove dist in Mob casting AI for roots 2014-02-24 00:22:02 -05:00
KimLS
951c321ba6 Partial port of der's map rewrite, no new azone format yet but it's coming. Will convert legacy map formats on the fly atm. 2014-02-23 21:17:28 -08:00
KayenEQ
0fc7dade47 Spell Effect additions
Minor fixes
2014-02-18 21:59:33 -05:00
Michael Cook (mackal)
ab4c9581ad Fix NPC rampage to be more in-line with live
New rules:
RuleI: Combat, DefaultRampageTargets
	Set to 1
	If the specatk db entry has no extra param it will use this
RuleB: Combat, RampageHitsTargets
	Defaults to false
	If true, if number hit is still less than RampageTargets, try tank

If you want the old behavior still set DefaultRampageTargets to 3 and
RampageHitsTargets to true
2014-02-18 18:22:19 -05:00
Michael Cook (mackal)
a503c1af97 Fix Mob double/triple/quad check to work if a lower one isn't set 2014-02-17 20:38:40 -05:00
Michael Cook (mackal)
53a14381ba Only build flurry attack opts on success 2014-02-17 19:38:37 -05:00
Michael Cook (mackal)
169b9161b9 Performance: Changed RampageArray to be a vector of IDs 2014-02-17 17:34:02 -05:00
SecretsOTheP
f074ead7f6 demonstar55's entity list changes (slightly modified) and a crash fix for the #repop command used in rapid succession. 2014-02-10 10:39:12 -05:00
Michael Cook (mackal)
85d6db1de1 Switched some things to StringID defines 2014-01-24 02:05:26 -05:00
Michael Cook (mackal)
a1cb8d7ae7 Turn on NPC charm casting 2014-01-19 00:45:50 -05:00
Michael Cook (mackal)
12681f4623 Improve feign_memory_list thanks to C++11 2014-01-15 21:06:18 -05:00
Michael Cook (mackal)
4216627604 Prefer prefix ++/-- on non-primitive types
Postfix ++/-- might cause the creation of a tmp instance
that might be optimized out. Mights are bad. Prefix doesn't
have this problem.
2014-01-13 22:14:02 -05:00
Michael Cook (mackal)
cd2825288d Fix issue with SpellType_Charm case in AICastSpell 2013-12-04 00:52:12 -05:00
Michael Cook
4fdcf604f2 Added #showspellslist command to show us a mob's spells 2013-12-03 15:57:50 -05:00
Sorvani
86bba4ff0e changed aggro_range to leach_range and tether_range appropriately 2013-11-18 13:53:21 -06:00
Sorvani
65e36e02fb fixed leash and tether to correctly used specified range. 2013-11-17 20:55:44 -06:00
Michael Cook
d83b94d231 Revert "Fixed non-attacking related movement while mobs are snared"
Did some testing, this isn't exactly the case on live.

This reverts commit ed6c46f7ffa2a8155e0f22cc52730762df7aee35.
2013-11-11 21:06:48 -05:00
Michael Cook (mackal)
ed6c46f7ff Fixed non-attacking related movement while mobs are snared
On live a nec/shd normal splitting involved snaring the mob you want
and FDing after they moved enough. The non-snared mobs would return home
and the snared mob would just sit there until it was no longer snared.
There is even a nice flash video! http://www.dzert.com/downloads/eq/fd02.swf
This might need some tweaking, but I'm not sure of any instances where it would
break things...
2013-11-11 18:18:12 -05:00
Uleat
e3805d5920 Converted SkillType typedef enumeration to SkillUseTypes enumeration 2013-10-27 13:03:41 -04:00
Uleat
3e6be197e6 Changed ItemTypes to ItemUseTypes 2013-10-27 09:04:52 -04:00
Uleat
0d5fc26841 Converted MATERIAL defines to MaterialUseSlots enumeration 2013-10-27 08:01:37 -04:00
KimLS
fcd9b525a8 Removed Common Profiler and Zone Profiler. They're well past outdated status and are just code bloat. 2013-08-29 15:46:40 -07:00
KimLS
239d4afb13 NPC Special Attacks should all work right: also huge explanation in changelog.txt 2013-07-11 13:44:45 -07:00
KimLS
3992ac02bb Rampage, Area Rampage, Flurry got new customizable effects. Part of that was adding a new set of stuff to attack. 2013-07-08 14:37:01 -07:00
KimLS
2f335372a0 Few warning and lua fixes, fix for summon not working on new system. Need to look at enrage as it doesn't appear to work right either and think it's timing related 2013-07-07 15:22:20 -07:00
KimLS
63d678ce29 Replaced npcspecialatk with special_attacks, needs more testing also gotta export new api for it as I can't remove the legacy one. Too many quests rely on the legacy functionality. 2013-07-06 03:45:06 -07:00
KimLS
a3e24b6854 Merge from master 2013-05-23 12:50:34 -07:00
KimLS
efe7092995 Merge and a few cleanup / bug fixes 2013-05-23 12:35:00 -07:00
KimLS
e6fba5ba82 Merging 2013-05-23 00:31:02 -07:00
Arthur Ice
ea2a1651d5 Merge branch 'master' into StringFormatting
Conflicts:
	common/debug.cpp
2013-05-22 18:07:39 -07:00
Michael Cook
0fdfe025cb Remove 'using namespaces std' fixes #61 2013-05-22 16:17:19 -04:00
Arthur Ice
f1a487f606 Merge branch 'master' into StringFormatting.
Cleaned up the problems. Tested on Linux. Still need to test on windows.

Conflicts:
	common/CMakeLists.txt
	common/MiscFunctions.cpp
	common/MiscFunctions.h
	common/debug.cpp
	world/Adventure.cpp
2013-05-19 18:56:21 -07:00