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.
Updated mechanics to be consistent with live regarding how invisible breaks when the client is the target of a spell.
Invisible will drop whenever a client is hit with a detrimental spell, regardless of if resisted, if it does damage or AOE.
Hide skill now also follows the same rules as above.
Implemented support for Rogue AA - Nerves of Steel which gives a chance for hide NOT to break
when client is hit with an AOE spell.
Also found the cause of bard song tick increase and removed
the uneeded code
Also removed the IsBardSong check from GetFocusEffect, it really
shouldn't be needed, but will need to keep an eye out. The focus
effects should most often limit out the bard songs anyways
Changes Speed from float to int. EQ client deals with int step locs better than it does floats according to Haynar's testing.
This also contains mob runspeed changes. I recommend you set runspeeds to start in the DB 1.25 for NPCs below 1.25 which will match player runspeeds almost equally. Existing DBs will need to be updated.
General Cleanup of MobAI functions. Mobs now change their heading on AIMovement timers if their targets' heading has changed since that time. This prevents players from being able to land backstabs inbetween mob swings.
Charmed/feared players now send the appropriate packet, there was a missing CastToClient() in spells that was missing.
Mob runspeed can no longer be snared to 0%, instead, 1% of their base runspeed is the maximum. Roots apply as roots instead of a modifier under this code.
There is going to be bugs with this code. It's better we push through it than revert it. Sanctuary has been running this for a good week and we've worked through the issues.
Misc updates:
Exported some variables to perl, including:
EVENT_ITE_CLICK_CAST:
EVENT_ITEM_CLICK:
spell_id - returns the spell_id of the click effect.
return value - cancels the cast.
EVENT_DROP_ITEM:
quantity - returns the # of items dropped in the packet. If the item has charges, charges are returned here instead.
itemname - name of the item being dropped
itemid - id of the item being droppped
spell_id - spell_id associated with the item's click effect.
slotid - the inventory slot id of the item being dropped.
return value - cancels the item from being dropped.
Added Perl function: CalcEXP. Calculates the experience you would gain for an NPC that cons a specific con value to you.
Fixed a bug where you would receive the group experience bonus and group experience messages for simply being in a group, regardless of the player being in the same zone as you.
Changes:
Mods are now saved for in the DB so they are loaded on zone
This allows long duration buffs from bards that get mods to keep their mods
Ex. Selo's, Symphony of Battle
Instrument mods are applied to basically anything that is an instrument skill
The only exception to this is discs (ex. Puretone is Singing but always 10)
Singing spells from procs (Ex. Storm Blade) that are instrument skills should
inherit their buffs instrument mod. Doom effects should also. This isn't
implemented yet.