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
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.
Added column triggered_number. If this is set, then the trap will despawn after it has been triggered this number of times. If 0, the trap will never despawn on its own.
Added group column. This allows developers to group traps together in a similar way as spawngroups for NPCs. When a trap that is grouped is despawned in anyway, a random trap in the group will take its place. Grouped traps do not have to be at the same coords or have the same type. This can allow for some spawning diversity if so required. If set to 0, the trap is not grouped and will always respawn.
Added column despawn_when_triggered. If set to 1, then a trap will despawn when a player triggers it. If 0, then there will be a 5 second reset time and then the same trap will again be active. (Assuming triggered_number has not been reached.) The player that triggered the trap will not re-trigger it until they have left and re-enetered the trap's radius.
Traps will no longer trigger on players that are currently zoning. This fixes some weirdness and at least one crash. The trap can trigger however after the connection is been completed. If a player camped out in a trap radius they can potentially still be hit.
Alarm type traps were not using effectvalue2 to determine who should be aggroed. This is now fixed.
Traps will no longer be broken by #repop, #depopzone, or #reloadworld. All 3 commands will now have the same effect on traps as they do for NPCs.
Added command #reloadtraps. This reloads all of the traps in the zone.
Added command #trapinfo. This gives some information about the traps currently spawned in the zone.
Added Traps logsys category
Required SQL:
utils/sql/git/required/2017_10_26_traps.sql
Client updates nearby clients more often because they will disappear after 10 seconds without a position update to the client
This results in a massive reduction in unnecessary traffic as we only update clients of their relevance around them
This also resembles live-like packet sending behavior of positions
- Before when reverse aggro checks were done (client to NPC), checks would happen every 750 millseconds where a client would
check an entire entity list with distance calcs and other checks for aggro, with many clients in a zone and many NPC's this would
add a lot of unecessary overhead. A temporary adjustment on 3/25 was made and upped the check to 6 seconds.
- Now, there is a new methodology to scanning. The client will build a cache list of NPC's within close range as defined in new rule:
RULE_INT(Range, ClientNPCScan, 300) and will also get any NPC that has an aggro range beyond that defined range to use in
the frequent checks for aggro, the result is far less overhead
- Client scanning changes when moving versus not moving, the client will scan aggro every 500 milliseconds while moving, and
3000 millseconds aggro check when not moving, with a 6000ms re-fetch for close NPC's
- A demo of these changes can be found here:
https://youtu.be/aGroiwLSTVU
*OLD AI: Swarm pet would lock on to target until target died, then depop as soon as target died.
*NEW AI: Swarm pet will attack cast on target, NOT perma locked it can change targets if attacked
by something else that generate more hate. When target dies swarm pet will follow owner, if owner is
attacked by something else the swarm pet will attack it (until duration timer despawns the pet).
Updated perl quest function: MakeTempPet(Tspell_id, name=nullptr, duration=0, target=nullptr, sticktarg=0)
Implemented perl quest function: Mob::TypesTempPet(npctypesid, name=nullptr, duration=0, follow=0, target=nullptr, sticktarg=0)
Note: 'sticktarg' field will cause the swarm pet to use the OLD AI
Rule to use OLD AI only - default is disabled.
Optional SQL: utils/sql/git/optional/2014_11_15_SwarmPetTargetLock.sql