Akkadius
1f39a0cb3e
Fix some NPC and Corpse falling through the ground issues
2017-07-01 03:07:45 -05:00
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
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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
7189994b78
Many lua things many many things
2017-05-19 22:50:08 -07:00
KimLS
4067397697
Merge branch 'master' into luamod
2017-05-15 23:18:28 -07:00
KimLS
28fd766278
Export many things
2017-05-15 15:46:19 -07:00
Michael Cook (mackal)
6e70d12b0a
Add Mob::SayTo_StringID so we don't have to spam
2017-05-05 23:45:14 -04:00
Michael Cook (mackal)
d6b61b9163
Implement pet regroup
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Tweaks to stop as well
2017-05-04 23:48:47 -04:00
Michael Cook (mackal)
7e2136a5a8
Implement Pet Command Stop
2017-05-04 22:28:48 -04:00
Michael Cook (mackal)
b3d8bcab4a
More pet command changes
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Tweaks to attack
Initial implementation of ghold
Tweaks to hold
2017-05-03 23:41:06 -04:00
KimLS
6d59baffaf
Basic mod setup only supports combat hooks for now I'll add a few more before i push this
2017-04-26 22:56:18 -07:00
E Spause
cb8c3595b7
SoF-era con system. New rule, UseOldConSystem to disable this functionality.
2017-04-15 13:06:46 -04:00
Michael Cook (mackal)
b4bab425f5
Refactor OP_BeginCast into it's own function
2017-04-08 02:06:49 -04:00
Michael Cook (mackal)
0ac70c5459
SE_Taunt is a flat chance not a bonus to taunt chance
2017-03-20 19:45:26 -04:00
Michael Cook (mackal)
08c2f73e37
Implement aggro meter for RoF2 (RoF wasn't tested)
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I didn't test RoF, so it's disabled for now (change AggroMeterAvaliable if you want to test)
Group member meters probably buggy ... but do later
The "lock target" feature isn't working currently either
2017-02-18 22:27:34 -05:00
Uleat
b0ad9524bc
Bot movement behavior change..still in-work
2017-01-31 20:17:54 -05:00
Michael Cook (mackal)
d8519bc270
Weapons allow NPCs to facestab
2017-01-31 17:25:05 -05:00
Uleat
da9792160d
Added Mob::HasTargetReflection()
2017-01-30 17:38:17 -05:00
Michael Cook (mackal)
37e87e8cef
Rework combat to make use of a struct to fix some bugs
2017-01-28 19:38:44 -05:00
Michael Cook (mackal)
cdf0d5deb0
Fix crash
2017-01-26 18:04:59 -05:00
Michael Cook (mackal)
e03a90b05d
Refactor CheckHitChance
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Pulled the accuracy/avoidance spell bonuses into their own functions so
we can show the total values in #showstats
2017-01-15 16:08:22 -05:00
Michael Cook (mackal)
9e824876ba
Combat Revamp - MAJOR BREAKING CHANGE
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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
Michael Cook (mackal)
f5827174ee
Make CheckHitChance much more live like
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This should be fairly close to live-like.
Based on client decompiling, Torven's write up and parses and more parses.
It will probably break your server.
2016-12-25 21:11:10 -05:00
Michael Cook (mackal)
b9fefc95e8
Enforce 4 sec Sneak Attack rule fixes #569
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Spells flagged with SNEAK_ATTACK requires you to be hidden for
about 4 seconds before you can cast them
2016-10-25 23:19:20 -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
Akkadius
2dee62c850
Refactor didn't save (oops)
2016-08-27 00:47:55 -05:00
Akkadius
db380944ac
Prevent horses (player mounts) from being depopped during a #repop
2016-08-27 00:46:45 -05:00
Paul Coene
8048239a81
Merge remote-tracking branch 'upstream/master'
2016-08-23 13:55:52 -04:00
Paul Coene
ecdc0f7096
Fixed so mobs that depop at end of pathgrid still path and depop
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whiel zones are empty. This makes these mobs no longer always appear
at start locations for the 1st person in a zone after long idle.
2016-08-23 13:54:51 -04:00
Michael Cook (mackal)
5a0d2b527b
Add a StopCasting function and make some use of it
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Unsure if all of these cases should use interrupt or stop casting
2016-08-16 17:52:14 -04:00
Michael Cook (mackal)
039e0fbb83
NPC innate procs overwrite TargetType to ST_Target
2016-08-12 21:53:14 -04:00
Michael Cook (mackal)
2bae779a9b
NPCs don't have separate buff windows
2016-08-02 16:48:58 -04:00
Michael Cook (mackal)
ef2c17748e
Implement extra spell gems!
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New limits:
Tit: 9
SoF: 9
SoD: 10
UF: 12
RoF: 12
RoF2: 12
The SoF client doesn't actually support 10 like SoF should
RoF/RoF2 actually have 4 extra broken spell gems in the UI. They don't work and
will likely crash your client
Quest stuff assumes you are passing in valid slots.
(note the old default of 10 should be 22)
There are still somethings to do like clean up the memmed spells if one switches
to an older client that doesn't support as many as their previous client.
2016-07-31 17:16:23 -04:00
Michael Cook (mackal)
2a2ce6da5d
Fix item clicks being TGBable
2016-07-29 15:14:26 -04:00
Michael Cook (mackal)
5f588934a9
Make decaying spell bonuses not depend on CaclBonuses being called some other way
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This just sets a flag that will tell us we need to recalc bonuses every tick
Before these kind of depended on it being caused some other way
2016-07-23 13:55:36 -04:00
Michael Cook (mackal)
54de212214
Implement OP_CancelSneakHide
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Didn't test every client, but they should all work
2016-06-30 17:50:31 -04:00
Michael Cook (mackal)
a64343689c
Refactor loot response a bit
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Invis is dropped after ALL error checking now
Identified all the response types
2016-06-30 14:00:18 -04:00
Uleat
cd8cd90a38
Implemented EQEmu::TextureProfile
2016-06-01 08:54:26 -04:00
Uleat
ea8f81feec
Converted enumeration MaterialSlots to EQEmu::textures::TextureSlot
2016-05-31 22:07:02 -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
ebe6f95e6e
LightSourceProfile relocation and some more formatting changes
2016-05-20 04:26:32 -04:00
KayenEQ
bee5f316b7
Fix for special attacks that was causing most of them do
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to do the HitChance roll twice.
2016-05-03 12:49:05 -04:00
KayenEQ
57b483f697
ExtraAttackOptions (for npc special attacks) additions.
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melee_damage_bonus_flat //(+/-) damage percent applied to out going damage
skilldmgtaken_bonus_flat //(+/-) mitigation percent applied to out going damage
*Note: These have not been applied to any ingame functions set.
2016-05-03 08:25:36 -04:00
Uleat
7c0eb54df6
Updated EQEmu::deity naming conventions
2016-04-22 19:41:11 -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
1b3cfc9a5c
Reworked EQDictionary into namespace EQEmu
2016-04-15 22:11:53 -04:00