168 Commits

Author SHA1 Message Date
Paul Coene
e582a8d17a Change spell logic to use min_hp from spell list. 2018-08-12 15:35:38 -04:00
Michael Cook (mackal)
a6b31017e3 Remove extra z offset 2018-03-09 19:27:31 -05:00
Michael Cook (mackal)
876335bb54 Pull out forced movement from push to it's own function
Had to pull this out so we could process it before mez/stun
2018-03-08 19:42:40 -05:00
Michael Cook (mackal)
ef487112df Add FixZ() to the spell push stuff
This is done after the packet since we want the NPC to get pushed up
still. The client will still interp the fall but server side we'll be on
the ground instantly
2018-03-08 16:11:48 -05:00
Michael Cook (mackal)
ae966e546b WIP for NPC spell push, off by default for now 2018-03-07 16:50:24 -05:00
Michael Cook (mackal)
1beb221337
Pets seem to run until within 35 units of you
This was at 75 before, testing on live puts this closer to 35
2018-03-01 16:15:57 -05:00
Michael Cook (mackal)
c87380fa54 Actually fix pet warp range ... 2018-02-23 17:42:57 -05:00
Michael Cook (mackal)
959337b592 Pets should warp to owner >= 450 units Fixes #715 2018-02-23 17:09:04 -05:00
Michael Cook (mackal)
ca0b9bc374 Fix rampage behavior Fixes #716 2018-02-23 17:00:17 -05:00
Michael Cook (mackal)
cdd0b2de00 Bug fix for longer reuses 2018-02-06 13:13:13 -05:00
Michael Cook (mackal)
c5c93bb2e6 Fix distance forget aggro drop not triggering events 2018-02-04 13:23:47 -05:00
Michael Cook (mackal)
ab65bb1d57 Update #showspellslist command 2018-02-01 19:03:42 -05:00
Michael Cook (mackal)
c21293e508 Fix issue with spells that didn't make sense to be innate 2018-02-01 18:55:16 -05:00
Michael Cook (mackal)
3c794cfc07 Add Support to define a valid HP range for NPC casting
These will allow us to define a valid HP range (HP of the caster) that
an NPC will cast a spell. For example NPC casting a defensive spell at
2018-02-01 18:34:07 -05:00
Uleat
dd2b12b517 Fix for 'MobAI_DEBUG_Spells >= 10' compile failure [skip-ci] 2018-01-31 17:46:28 -05:00
Michael Cook (mackal)
03dbe47546 Skip distance check in mob spell AI for some target types
This should be good enough for now, some of the hatelist spells use 0
ranges for some reason :P

The client checks only a few target types for distance, we should
probably just match that eventually
2018-01-30 13:16:25 -05:00
Michael Cook (mackal)
6716e580f3 Make npc_spells_cache a map fixes #705
Should probably add a way to clear the cache, but we didn't do that
before so I didn't bother.
2018-01-29 23:36:05 -05:00
Michael Cook (mackal)
5d9c8c8e27 Quick fix to allow dev work to still happen on npc spells
This will allow a bit of overhead while developing NPC spell sets
2018-01-29 15:18:47 -05:00
Michael Cook (mackal)
7bd5213be4 Skip buff stack check for innates SpellType_Nukes 2018-01-29 15:16:56 -05:00
Michael Cook (mackal)
f8ce10472b Rework some Spell AI so NPCs can have spammy spells
Lots of encounters in EQ will spam spells, like dragon fear is on a very
tight timer etc. In order to eliminate the need to script all of these
encounters AI spells with a priority of '0' will be treated as "innate
spells." Devs have used this term and it is what I believe they mean by
it.

You can run update npc_spells_entries set priority = priority + 1 where priority >= 0;
to disable the behavior.
2018-01-28 18:06:54 -05:00
Michael Cook (mackal)
e7ce79261d Add a timer to rate limit the hatelist check 2018-01-18 15:54:53 -05:00
Michael Cook (mackal)
d8bbb428d8 Add hatelist removal for far distances and time 2018-01-18 15:44:51 -05:00
Akkadius
40ebee9ff4 Noudess: This makes newly spawned NPCs have a chance to cast 2018-01-13 22:14:21 -06:00
Paul Coene
fb2f8327e2 This patches gross pet errors in Z. 2018-01-10 14:13:52 -05:00
Paul Coene
9c6dbe699f Mobs no longer root feared enemies. 2017-12-10 10:55:25 -05:00
Chris Miles
712fe1f6ec
Merge branch 'master' into master 2017-11-21 21:26:52 -06:00
Paul Coene
5880593cb1 MoveTo while saving guard position no longer hops. 2017-11-17 13:12:26 -05:00
Chris Miles
a721179aa8 Merge pull request #667 from noudess/master
Roam Box code was changing z every loop through.
2017-10-25 00:30:16 -05:00
Paul Coene
7dd904c8d1 Roam Box code was changing z every loop through. 2017-10-16 16:39:22 -04:00
Akkadius
f29fe17496 Potential pathing crash fix 2017-10-16 13:46:09 -05:00
Paul Coene
5285e8a163 Rooted mobs cast spells instead of doing nothing. 2017-10-02 14:40:21 -04:00
Akkadius
e3972cc9e6 Update another Z Offset location for pathing 2017-09-17 10:16:13 -05:00
Akkadius
b0a3e9205f [FixZ] Smooth out close combat npc/pet hopping 2017-08-21 02:42:50 -05:00
Paul Coene
0fc72875b2 Modify roam boxes to correctly modify and use destination Z 2017-07-31 09:21:49 -04:00
Akkadius
0b489bc507 LoS Drop when close adjustment 2017-07-16 04:36:36 -05:00
Akkadius
b2b447516d Make a FixZ call at waypoint arrive so bad grids don't make NPC's hop 2017-07-16 03:31:26 -05:00
Akkadius
6c1efd74cb Resolve an issue with NPC's not returning back to guard point when once engaged and dropped aggro 2017-07-14 21:45:38 -05:00
Akkadius
aae1d2f049 Better Z compensation on hills, while engaged and NPC's quickly recover if they go underground 2017-07-08 22:17:39 -05:00
Akkadius
786e03b0ac One more check 2017-07-06 10:33:03 -05:00
Akkadius
f8b5637112 Fix close combat positioning issues 2017-07-06 10:13:33 -05:00
Akkadius
94b5684b42 Fix fighting on hill issues 2017-07-05 18:59:43 -05:00
Akkadius
c3c60b331a Resolve issues with NPC's hopping to the ceiling in small corridors
Improved grounding issues with NPC's during combat
Improved scenarios where NPC's need to be dragged out of the ground - they should correct themselves far more consistently
	- Scenarios where an NPC is coming up from the bottom floor, or from the top floor, they will correct much better
	- A video of these tests can be found here: https://www.youtube.com/watch?v=HtC7bVNM7ZQ&feature=youtu.be
2017-07-01 15:57:41 -05:00
Akkadius
9b1a449fba Fix Z when following during pull, not when engaged and stationary or moving slightly 2017-06-28 21:44:31 -05:00
Akkadius
4d2825d817 Make sure we also fix Z when mobs flee up/down stairs 2017-06-28 16:43:38 -05:00
Akkadius
539fa8b262 Fixed issues with Z correctness when NPCs are pathing on normal grids
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
Michael Cook (mackal)
d6b61b9163 Implement pet regroup
Tweaks to stop as well
2017-05-04 23:48:47 -04:00
Michael Cook (mackal)
0e96e6689a Pet stop does not clear aggro 2017-05-04 23:08:46 -04:00
Michael Cook (mackal)
7e2136a5a8 Implement Pet Command Stop 2017-05-04 22:28:48 -04:00
KimLS
004c0f7858 Merge fix 2017-04-15 12:18:50 -07:00
E Spause
1f065d7d3d Woops 2017-04-15 13:06:56 -04:00