99 Commits

Author SHA1 Message Date
KayenEQ
9e26ebb9e5 Changed SE_LimitMaxMana to SE_MeleeVulnerability - Weakness/Mitigation verse melee damage
(Despite lives SPA lable as the former it clearly is not what the effect does from all spell examples)
2014-07-08 21:09:57 -07:00
KayenEQ
41d3b177ea Renamed various Cast on Fade spell effects to more accurately describe their functions.
Missing code from prior commit.
2014-07-08 21:09:57 -07:00
KayenEQ
effe2149da Re-Implemented SE_TriggerMeleeThreshold and SE_TriggerSpellThreshold correctly - Trigger spell if owner of buff
takes more than the specified damage amount in a SINGLE hit, then fade the buff.
2014-07-08 21:09:57 -07:00
KayenEQ
1cd20c65e2 Renamed a few spell effects more appropriately. 2014-07-08 21:09:55 -07:00
KayenEQ
34bbb9236e Implemented SE_IllusionOther - Allows next Illusion buff (self only)
cast to be cast on target. (AA ProjectIllusion now uses this)
Run required SLQ to update AA.
2014-07-08 21:09:53 -07:00
KayenEQ
54d1cff546 Implemented SE_MassGroupBuff as spell effect (no longer hard coded for AA
only). Run required SQL to update AA tables.
Updated spells_new field175 -> numhits_type
2014-07-08 21:09:53 -07:00
KayenEQ
ee6a4bd244 Implemented an enumerator list for numhits type variables.
Implemented type 4 outgoing spell damage numhits type.
2014-07-08 21:09:52 -07:00
KayenEQ
b732133184 Implemention for SE_Berserk, SE_Vampirism (These are not used on live)
Fix for NPC not receiving spell bonus derived HP regen.
2014-07-08 21:09:51 -07:00
KayenEQ
3253f7494e Implemented SE_DamageModifier2 2014-07-08 21:09:51 -07:00
KayenEQ
5137b84ba8 Implemented SE_AlterNPCLevel 2014-06-13 14:51:26 -04:00
Michael Cook (mackal)
84f99b6d6b Added pointer check 2014-05-05 15:48:19 -04:00
Michael Cook (mackal)
eb33e8ae11 Melee 'facing' code updated to client derived function
These new functions are derived from the client
The need was because the old function sometimes didn't line
up with the client generated messages.
2014-05-05 15:29:29 -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
SecretsOTheP
9502f0aadf Revert "It's never ogre with these hatelist crashes.."
This reverts commit dffee38dc622254a9847e1a09d79c572d1aaf388.
2014-04-23 12:50:25 -04:00
SecretsOTheP
dffee38dc6 It's never ogre with these hatelist crashes.. 2014-04-21 22:19:12 -04:00
KayenEQ
aedd70f5fa removed commented out code. 2014-04-12 03:31:30 -04:00
KayenEQ
f9b46b46b1 Revision of slow mitigation code.
Fix for the slow mitigation spam messages
Converted value from FLOAT to INT
Use SQL to update your npc_types table
2014-04-12 00:18:19 -04:00
KayenEQ
f0a0f0677f Rule to make player cast swarm pets untargetable with F8.
New npc_types field to allow any NPC to be untargetable with F8
Swarm pets will now be heal/buffable like live.
See change log for more details.

Note: The method used here to prevent
targeting is a hack but the only side
effect it turns affected NPC's names Yellow.
2014-04-10 00:47:20 -04:00
Uleat
8e55b6618e Dual Wield changes - see posting linked in changelog.txt 2014-04-06 05:39:37 -04:00
KayenEQ
2cdd50b9e9 -Implemented live like spell projectiles (ie mage bolts).
-See function in spells.cpp for more info on bolt behavior.
-This works reasonably well, but still room for improvements.
-Rules are for setting what item id is used for the projectile
since live uses an item id from SOF+ I added alternate item graphic
for titanium clients.
-Note: Max number of projectiles (set at 10) is a made up value in most
situations it would be nearly impossible to have more than 3 bolts
in the air at the same time. This values gives enough wiggle room that no
server should have an issue though.
-Small fix to SE_CompleteHeal
2014-04-03 04:25:45 -04:00
Trevius
bb541eeb60 Fixed potential endless quest loop with EVENT_COMBAT and WipeHateList(). 2014-04-01 23:00:15 -05:00
KayenEQ
21bdc8c5b6 Coverted melee and magic runes to use bonuses.
Removed all the old rune flags now that none of them are used.
Fixed issues where runes would not fade properly if damage = remaing rune amount
Fixed issue where runes would stop absorbing damage if you had multiple runes.
2014-03-12 05:14:19 -04:00
KimLS
39abb4f50c Changed how item faction bonuses are cleared. 2014-03-10 16:43:33 -07:00
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
2a28e88bcf not_reflectable -> reflectable 2014-02-22 02:23:37 -05:00
KayenEQ
0fc7dade47 Spell Effect additions
Minor fixes
2014-02-18 21:59:33 -05:00
KayenEQ
49df0a5d33 fixes 2014-02-15 08:16:41 -05:00
KayenEQ
5344679c7c Fixes for numhits system
Implementation of new spell table fields
Update and further implemention of CastRestriction
2014-02-13 07:41:57 -05:00
KimLS
275f9d6aaf Changed SpecialAttacks to an array instead of a map. Basic access was causing a hotspot. Brief testing doesn't show any obvious bugs but let me know if any prop up. 2014-02-12 15:26:08 -08:00
Michael Cook (mackal)
6a8a6e530b Some clean up related to the entity_list changes 2014-02-10 12:16:14 -05:00
Michael Cook (mackal)
ce4f4995b5 Merge with master 2014-02-10 12:04:35 -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
KayenEQ
72cec5608d Revision to spell damage calculations 2014-02-02 23:23:41 -05:00
Michael Cook (mackal)
de55f99174 Send the stun effect that goes around their head 2014-01-28 00:42:48 -05:00
KayenEQ
d98ed8f419 New spell effects 2014-01-27 05:17:52 -05:00
KayenEQ
38c5c79218 Numhits system revised 2014-01-20 21:27:53 -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
KayenEQ
32359da1cc Spell effect updates 2014-01-13 05:03:21 -05:00
Michael Cook (mackal)
5ac23a2f8f Added facing check to auto attack LoS code
The Mob::InFrontMob check uses 56 degrees which is where the
client will generate the "You cannon see your target." message.
There were still a few weird angles that I was able to still
attack, but in like 99% of the cases it should work ...
2013-12-20 17:47:28 -05:00
KayenEQ
bfb17a2fb5 Kayen: Implemented SE_ArcheryDoubleAttack (Chance to do an extra archery attack)
Kayen: Implemented SE_ShieldEquipDmgMod (Increase damage in primary hand if shield equiped)
Kayen: Implemented SE_ShieldEquipHateMod (Increase hate generated if shield equiped)
Kayen: Implemented SE_TriggerOnAmountValue (Trigger spell if HP/Mana/End bellow X value or num pet on target)
2013-12-17 21:51:13 -05:00
KayenEQ
52722dc0c8 Kayen: Implemented SE_ReduceHealing (Reduces amount of healing on target by X amount)
Kayen: Implemented SE_CastonFocusEffect (Triggers spell as part of a focus, when that focus effect is used)
Kayen: Implemented SE_IncreaseHitDmgTaken (Effect is triggered when X amount of damage is taken)
Kayen: More fixes for various spell triggers/procs to now properly use their resist modifier.
2013-12-15 03:15:39 -05:00
KayenEQ
9781af5696 Merge branch 'master' of github.com:KayenEQ/Server
Conflicts:
	changelog.txt
2013-12-13 22:47:04 -05:00
KayenEQ
f6d5e8031f Kayen: Implemented additional functionality for SE_CurrentHP utilizing base2 values. (ie limit to body type)
Kayen: Implemented SE_MitigateMeleeDamageSP (Partial Melee Rune that only is lowered if melee hits are over X amount of damage)
Kayen: Implemented SE_SpellOnAmtDmgTaken (Effect is triggered when X amount of damage is taken)
Kayen: Fix for various spell triggers/procs to now properly use their resist modifier.
Kayen: Fix to mob->ModSkillDmgTaken(skill_num, value), setting value to -1 will now properly effect all skills.
2013-12-13 21:29:35 -05:00
Michael Cook
c70ea4a621 Fix haste caps
Before these were mostly guess work, now based on what clients report
since they do their own calculations so are most likely correct.
2013-12-11 15:44:59 -05:00
Michael Cook
09dd3c1b37 Fixed an issue that arose from 78ab3471
Reworked how Mob::_GetMovementSpeed worked to fix an issue of walking
with a sufficiently high movemod.

Added a rule Character:BaseRunSpeedCap (default 158) to control the
cap on runspeed from buffs. Hardcapped to 225 for sanity's sake.
2013-11-17 19:37:49 -05:00
Michael Cook
79c53a41a8 Add some sanity for bard songs in snares ... 2013-11-12 22:32:03 -05:00
Michael Cook
78ab347171 Fix walk speed calculation
Walk speed should be calculated as a movement speed reduction that
stacks with snares so it's possible to snare a mob FD and have it
not be able to walk back.
2013-11-11 23:55:43 -05:00
Uleat
e3805d5920 Converted SkillType typedef enumeration to SkillUseTypes enumeration 2013-10-27 13:03:41 -04:00