540 Commits

Author SHA1 Message Date
Michael Cook (mackal)
f08799f7ff Add mez break message 2014-04-22 00:48:46 -04:00
Akkadius
11d5e4b6ca Fix for the Fix for the Fix: Rule Combat:OneProcPerWeapon was created so that you can revert to the original proc functionality
for custom servers that have balanced their content around having more than 1 aug proc on weapons. By having this rule set to 'false' you revert this functionality.
	This rule is set to 'true' by default as the original functionality from Live was intended to be
2014-04-05 18:09:12 -05:00
Michael Cook (mackal)
07625336fd Allow multiple aug procs if Combat:OneProcPerWeapon is false 2014-04-05 18:47:14 -04:00
SecretsOTheP
35fad4d5a7 Added a rule to enable multiple procs from the same weapon's other slots if a proc is deemed to trigger, Defaults to true. 2014-04-05 17:18:19 -04:00
KayenEQ
cbe0e94ca7 Implemented SE_NegateIfCombat 2014-03-27 23:23:15 -04:00
KayenEQ
02e291d4e8 Further refinements to root, charm, mez and fear behaviors.
Updates to a few rule due to new/corrected parse data.

All behaviors defined from weeks of extensive live parsing

Root Break Chance from DD now will scale based on level difference.

Root has a baseline aproximately 6% chance to break per check when target has
at 0% chance to resist spells.(ie green cons 60 levels lower with tash).

Fear has an approximately 70% chance to trigger a resist check each tick
to determine if it will fade early. (no baseline break chance)

Charisma less than 100, gives -20 resist mod to intial fear casts
Charisma from 100 to 255 will progressively reduce this mod to 0.
Charisma DOES NOT effect UNDEAD fears

Charmisma less than 75 significantly increase CHARM/MEZ/LULL resist rates.

Mez spells will now also use charisma resist check, as they do on live.
2014-03-20 00:53:49 -04:00
Alex
f809f503c9 Merge pull request #131 from Siroro/master
Pull Request from Siroro/Server
2014-03-17 22:34:20 -07:00
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
ukmeth0d
3ec1c894ee Fixed 2H Blunt Animation to match Live
Melee bots (with no mana) will now sit when not full HP and out of combat.
2014-03-07 01:34:30 +01:00
KayenEQ
55f5d4affa SE_Root and SE_RootBreakChance updates 2014-03-06 07:36:47 -05:00
KayenEQ
ea677389ad Root spell revision
Optional SQL
2014-03-04 06:42:41 -05:00
Michael Cook (mackal)
a67aed9538 Implemented deadly strikes and increase rogue throwing crit rate
New rules:
	Combat:RogueCritThrowingChance, Combat:RogueDeadlyStrikeChance, Combat:RogueDeadlyStrikeMod
Rogue throwing crit rate is rather ridiculous. These rules might need tweaking
but they gave me fairly live-like results, even with AA added
2014-03-03 14:59:39 -05:00
Michael Cook (mackal)
00068158c1 Melee Crits, HoTs, DoTs messages should now filter correctly
Clients that also support seeing others DoTs will now see them
if they don't filter them.

    Note: HoTs 'mine only' doesn't seem to be different from 'show'
2014-03-02 22:10:32 -05:00
Michael Cook (mackal)
d46912fcdf Fix issue with mob procing 2014-02-28 22:06:10 -05:00
Michael Cook (mackal)
5c7484cea2 Switched some heal messages to StringIDs 2014-02-28 17:43:37 -05:00
Michael Cook (mackal)
c030cfe0ad Fix zone crash with TryWeaponProc 2014-02-28 02:56:36 -05:00
Siroro
a490b2ff22 Fixed augs having 100% proc rate 2014-02-27 12:00:06 +00:00
Michael Cook (mackal)
01bd8bd9fa Reworked Weapon Procing
Broke up the logic to be a bit easier to follow
Procs should happen in the order that they do on live
Proc rates for spell buff procs should be more consistent with live
2014-02-27 03:19:25 -05:00
KayenEQ
205dd8a1e5 Clean up and revision of proc chance bonuses
Combat Effects and WeaponProc bonuses will no longer affect melee spell procs
2014-02-26 05:16:37 -05:00
KayenEQ
8caac162b2 Spell effect addition / fixes 2014-02-26 00:09:59 -05:00
KayenEQ
0caa1fd40b new spell effects
buff struct/tables - required sql
Removed: death_save_chance and deathsave_aa_chance (no longer used)
Added: dot_rune, caston_x, caston_y, caston_z
minor fixes
2014-02-20 01:04:34 -05:00
Michael Cook (mackal)
754d70d513 Merge branch 'master' of github.com:EQEmu/Server 2014-02-19 20:37:26 -05:00
Michael Cook (mackal)
eb3a11b49a NPC vs Client damage revamp
Shot list of things that changed:
AC Softcap is based on your defensive skill (the scaling factors
are based on at least previously stated dev quotes)
The over AC Softcap returns are now based on exact calculations
made with the Armor of Wisdom AA.
Shielding item bonus and Melee mitigation spell bonus (nerfs)
NPCs damage will now correctly follow the
"damage base + (damage interval * [1, 20])" formula.

These changes might seem a little weird but I didn't want to change
any of the other damage situations since they were fairly good, but
they still could use a revamp as well.

New rules:
RULE_BOOL ( Combat, OldACSoftcapRules, false) // use old softcaps
RULE_BOOL ( Combat, UseOldDamageIntervalRules, false) // use old damage formulas for everything
RULE_REAL ( Combat, WarACSoftcapReturn, 0.3448) // new AC returns
RULE_REAL ( Combat, ClrRngMnkBrdACSoftcapReturn, 0.3030)
RULE_REAL ( Combat, PalShdACSoftcapReturn, 0.3226)
RULE_REAL ( Combat, DruNecWizEncMagACSoftcapReturn, 0.2000)
RULE_REAL ( Combat, RogShmBstBerACSoftcapReturn, 0.2500)
RULE_REAL ( Combat, SoftcapFactor, 1.88)

If you want to use the old calculations only, set
Combat:OldACSoftcapRules and Combat:UseOldDamageIntervalRules to true
2014-02-19 20:29:19 -05:00
KayenEQ
58c5003ad5 fix 2014-02-18 23:26:09 -05:00
KayenEQ
0fc7dade47 Spell Effect additions
Minor fixes
2014-02-18 21:59:33 -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
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)
4a54e262f6 Bash/Kick stun will respect UNSTUNABLE now 2014-01-28 22:14:31 -05:00
Michael Cook (mackal)
bd0c325762 Revamped Kick/Bash stun a little
Before bash/kick's ability to stun was completely useless
at higher levels, it also never stunned for any duration.

Bash/Kick will always stun if the target is under the
base immunity level (kick the attacker needs to be over 55 as well)

If over base immunity, there is a chance to stun, defaults to
Combat:NPCBashKickStunChance  (15%)

A Kick/Bash stun will last for 0-2 seconds
2014-01-28 17:14:27 -05:00
KayenEQ
d98ed8f419 New spell effects 2014-01-27 05:17:52 -05:00
KayenEQ
0166486e07 Minor fix to numhits update
New spell effect
2014-01-23 21:34:47 -05:00
KayenEQ
38c5c79218 Numhits system revised 2014-01-20 21:27:53 -05:00
Michael Cook (mackal)
3970bb5955 Export death event variables to Perl (Kingly Krab)
http://www.eqemulator.org/forums/showpost.php?p=227770&postcount=9
2014-01-20 02:01:52 -05:00
KayenEQ
32359da1cc Spell effect updates 2014-01-13 05:03:21 -05:00
Michael Cook (mackal)
50caef0086 Implement persist death spell field 2014-01-07 23:29:46 -05:00
Michael Cook (mackal)
b0e50f13c9 Switched some stuff that made sense to Mob::InFrontMob 2013-12-20 18:43:52 -05:00
JJ
9fff694382 Update per discussion on bfb17a2fb53f3924cfaee2a271cb8be036cbae62 2013-12-19 19:39:34 -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
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
76ec6e4da2 Fixed crippling blow issues with berserker frenzy
Also added two rules to control when to enter/exit berserker frenzy
2013-12-11 01:49:51 -05:00
Michael Cook
d95fdda30f Fix procing off of unattackable things
This /might/ be a little restrictive, but it should prevent easy
farming of bone chips from Boneshear etc
2013-12-03 16:12:13 -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
vexyl
a694cf3079 Fix for healing unconscious players. 2013-10-26 13:46:03 -07:00
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
Tabasco
936c8cce4b Fixed a regression with level 10 and 20 hit caps. 2013-08-01 14:41:27 -05:00
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
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
f46f7bd528 event_death_complete 2013-06-27 15:07:28 -07:00