Implementing Pets (0.7.2)

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Jabantiz
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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Fri Sep 28, 2012 6:07 pm

I added encounters support so pets should now be useful, you can send them off and get xp/loot for whatever they kill, even if you don't touch the target. I also fixed it so spells whos target type is casters pet should work, however if the spell is not flagged as friendly the pet will turn and attack you.

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John Adams
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Re: Implementing Pets (0.7.2)

Post by John Adams » Fri Sep 28, 2012 10:15 pm

Fiddled with the new commands tonight, and they work great. "Get lost" is unknown, and now when I cast my pet the pet window isn't magically appearing... using a Troll Guardian, not sure if it matters (yesterday was a Human Guardian and got my pet window fine). Something to note, when pet dies (poor Bob), the NPC he was fighting doesn't seem to Hate me. I haven't tested the specifics of "protect me" vs "protect yourself" but the buttons work. I'll do more testing this weekend. Looks great though, Jab.

One more thing; did DoV client have "Pet Options" on the pet window, or was that just the AoD clients we were messing with one day? I don't see any, so assuming the latter.


PS: Feel free to remove those Handlers I added a while back, I just guessed at then from the / commands list of things without handlers. Apparently, all those others may not be needed?

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Re: Implementing Pets (0.7.2)

Post by alfa » Sat Sep 29, 2012 4:25 am

Jabantiz wrote:
alfa wrote: some mob like Zarakon, if pet is cast (event if you /pethide) Zarakon can put some fu#&!@ing dot on pet.
I thought cosmetic/diety pets couldn't be attacked? /pethide can only be used on cosmetic and diety pets I thought. I never did raiding so no clue if they can kill those pets.
First sorry, not dot, detrimental :p

Just see few mob do that, maybe it was a bug on official (I have see so mutch in raid zone script) and dev don't remove pets in iterator, as you say, diety / cosmetic pet not take damage and die just when player die, but for sure, few mobs can do that so it could just be a bug on live cause it don't make sense to do that.
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Jabantiz
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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Sun Sep 30, 2012 2:51 pm

The window we saw when messing with AoD I believe is the merc window. If you are talking about the rename and other options that was in DoV.

I have an idea on how to fix the mob not attacking the owner of the pet after the pet dies. Also need to make a new function in npc_ai or combat to clear the hate list on the pet when back off is used, currently if you hit that the mob also stops attacking. The major issue right now is as soon as the pet stops combat its health is set to 100% like all npc's, so if you hit back off the pets health is refilled. Need to make them regen health and power like the player does.

Also protect master should work, protect self won't work yet.

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Sun Sep 30, 2012 4:20 pm

Fixed all of the above issues as well as have the pet window reset when the pet dies.

As for the pet window I have always had to manually open/close it, I have not seen it open on its own once for me so far (DE Necro).

I need to figure out how to unsummon a pet now, more difficult then I had imagined it would be do to the fact that you can have a combat pet and 2 non combat pets (diety and cosmetic). Only thing I can think of right now is add 2 more pointers to keep track of each type of pet.

Also if I remeber correctly on live you could have a summoned combat pet and a charmed pet (necro summon plus charm undead) can any one confirm this for me?

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Sun Sep 30, 2012 5:38 pm

I was screwing around looking at the code with no real purpose when I discovered we have support for NPC's to cast spells. I set up a spell list in the DB (spawn_npc_spells) and made a couple lua functions to get the pet of a given spawn and to set the spell list of a given npc. The result is extremely overpowered pets, but it makes things more interesting watching my pet cast spells.

All code is on Dev SVN.

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Re: Implementing Pets (0.7.2)

Post by John Adams » Sun Sep 30, 2012 5:53 pm

Jabantiz wrote:I was screwing around looking at the code with no real purpose when I discovered we have support for NPC's to cast spells. I set up a spell list in the DB (spawn_npc_spells)
Yup, that's been in the code for years, since the LE days. Used to have that configured (along with skills and equip/bonuses) for NPCs on "TessEQ2", but when I switched to EQ2TC I never got around to setting that back up again.

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Sun Sep 30, 2012 7:51 pm

Pet window should now update pet power and npc's can regen hp/power while not in combat, the regen is only useful for pets right now.

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Re: Implementing Pets (0.7.2)

Post by John Adams » Sun Sep 30, 2012 8:51 pm

Jabantiz wrote:As for the pet window I have always had to manually open/close it, I have not seen it open on its own once for me so far (DE Necro).
You're saying in EQ2 Live, Pet classes cast their pets and the pet window needs to be opened manually? That would be dumb. If it's an Emu thing that's fine, but I didn't thin that's how Live worked.

When I collected my Frostfang 1-20 logs last year, I did it on a pet class, and rest assured I would have bitched loudly if I had to hit a key to get a pet window open each time. PS: I do not use Custom UIs, only default.

But, what do I know?

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Sun Sep 30, 2012 9:43 pm

I mean on the emu, haven't had it open on its own.

I logged on to live and got out my necro after about 45 mins of setting everything back up again so I wouldn't die right away I tested the summon and charmed pets, I was able to have both so as of right now it looks like you can have 1 summoned, 1 charmed, 1 diety, and 1 cosmetic all out at the same time (2 combat and 2 non combat). The pet window shows the summoned pet when you have both a charmed and summoned, the commands effect both though.

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Re: Implementing Pets (0.7.2)

Post by John Adams » Mon Oct 01, 2012 11:52 am

Wow, 4 pets would make me daffy.

Then of course, I can hide some right? heh

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Mon Oct 01, 2012 4:02 pm

You can hide the non combat pets.

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Wed Oct 03, 2012 5:07 pm

I added support for charmed pets. They work well with summoned pets and are released when the owner dies/camps/zone.

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Re: Implementing Pets (0.7.2)

Post by Zcoretri » Wed Oct 03, 2012 5:40 pm

Awesome stuff Jabantiz!

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Thu Oct 04, 2012 5:11 pm

Added support for the get lost command, all of the commands from the pet window should now work.

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