Combat Revamp Discussion

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alfa
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Re: Combat Revamp Discussion

Post by alfa » Fri Mar 22, 2013 7:00 pm

No problem, if you can, keep it up, I have some things to repport but want to make small movie (more easy for explain) I will do after sleep (yes for me it's 3 am).
But seem to be a good base :)
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Re: Combat Revamp Discussion

Post by John Adams » Sat Mar 23, 2013 10:17 am

Jab, I am excited to see what you're doing with Combat/AI. I agree, the previous code is kinda all over the place, which is exactly why I am looking forward to a massive cleanup. Combat has been revamped a few times in Emu's history, the reason being it is one of the most critical systems we need for success. Hopefully, this will be the last time, and the code will make more sense.

Thanks for looking into it, as always.


PS: Let me know when you'll want load testing done on this again, I'll organize another mass-login effort like we did last week.

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Re: Combat Revamp Discussion

Post by JCL » Sat Mar 23, 2013 10:28 pm

I would love to finally see functioning combat! That is the main reason I stopped testing. I just could not test the quests with combat the way it was. I will definitely keep an eye out so I can come back and test again... of course assuming I have a functioning client since I don't have a back up or any discs :(

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Re: Combat Revamp Discussion

Post by Jabantiz » Tue May 07, 2013 5:54 pm

Fixed a few of the lingering bugs today, I hope...

The player hp should now be updated accurately in the ui, also a possible fix for stuck in combat after revive when you died in combat, not 100% fixed but happens far less often now.

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Re: Combat Revamp Discussion

Post by Jabantiz » Thu May 23, 2013 9:53 pm

Removed the lua code from the default AI and created a new LuaBrain class that will handle lua ai, all you need to do is set the spawn to use the lua brain with the new SetLuaBrain() lua function. Here are all the AI related functions I have added today.

Please note that I am not actively developing lua ai, added these functions to help with a content obstacle.

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Re: Combat Revamp Discussion

Post by Jabantiz » Thu Sep 19, 2013 8:58 pm

Updated the xp req for next level based off of this wikia page. You will need to change your level to get the new values, new characters will work fine.

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Re: Combat Revamp Discussion

Post by Jabantiz » Thu Jan 02, 2014 7:43 pm

Long over due but NPC's should be able to cast buffs now, this includes pet spells. It will only work if the spell if flagged as a toggle spell. Nothing special to set up just add the spell to the NPC's spell list and they will try to cast it when not in combat.

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Re: Combat Revamp Discussion

Post by Jabantiz » Sat Apr 19, 2014 7:40 pm

Jabantiz wrote:Long over due but NPC's should be able to cast buffs now, this includes pet spells. It will only work if the spell if flagged as a toggle spell. Nothing special to set up just add the spell to the NPC's spell list and they will try to cast it when not in combat.
This exposed a crash bug when /reload spells is used, thought I had fixed it a while ago but the fix I tried wasn't 100%. Spent most of the day tracking it down and turns out the NPC's were holding onto the old spell pointers that were no longer valid after a reload so it would have been possible for it to happen at any time a NPC tried to cast, on my local server I had a spawn set up to self buff so it happened after almost every reload.

Changed the order of some of the load functions used in the reload and also nuke all NPC spells and reload them after the spell system is reloaded. Code on Dev SVN.

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Re: Combat Revamp Discussion

Post by Jabantiz » Tue Aug 05, 2014 4:13 pm

Added in equations for primary stat bonus and mitigation, gave mobs stats equal to the cap for there level and it has made NPC's more difficult, unfortunately it has made them to hard, I was unable to hit the mob at all. It looks like our defense equations don't work so well when the NPC actually has stats.

I am going to have to review all the equations in the combat process to see what can be done to make it more live like. May also tackle the character sheet and info struct to make them easier to understand as most of the stats are stored in the info struct.

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Re: Combat Revamp Discussion

Post by Jabantiz » Fri Aug 22, 2014 11:29 am

Jabantiz wrote:I am going to have to review all the equations in the combat process to see what can be done to make it more live like. May also tackle the character sheet and info struct to make them easier to understand as most of the stats are stored in the info struct.
This is going to have to go on the back burner again because there is just to much data that needs to be gathered from live, other sets of data that need to be gathered as well, no info on the web to help. This will take a lot more time then I can commit to it right now.

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Re: Combat Revamp Discussion

Post by Scribble » Tue Aug 23, 2016 6:38 am

Jabantiz wrote:Long over due but NPC's should be able to cast buffs now, this includes pet spells. It will only work if the spell if flagged as a toggle spell. Nothing special to set up just add the spell to the NPC's spell list and they will try to cast it when not in combat.

Can someone explain this to me like I'm five? How do you flag as a toggle spell? Just import certain spell for various pets and they will cast it whenever not in combat? So Regen for earth pet is possible or instance?
Doing some research on trying to make it possible for pets to cast random class related beneficial spells to master's group members when not in combat.
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Re: Combat Revamp Discussion

Post by Jabantiz » Tue Aug 23, 2016 3:51 pm

Set `duration_until_cancel` in the spells table to 1, you should also set the rest of it like a buff so friendly_spell = 1 and target = self

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Re: Combat Revamp Discussion

Post by Scribble » Tue Aug 23, 2016 8:34 pm

Jabantiz wrote:Set `duration_until_cancel` in the spells table to 1, you should also set the rest of it like a buff so friendly_spell = 1 and target = self

I thank you for the reply. I think you're just out of my league when it comes to explaining this . I just need to sit down and figure it out. Hopefully when I get into the midst of this your statement dawns on me.
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Re: Combat Revamp Discussion

Post by Gangrenous » Wed Aug 24, 2016 6:57 am

Yell at me tonight, I can explain it. I was thinking about making some of the guards at the Antonica gate casters. We can play with it.
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Re: Combat Revamp Discussion

Post by Scribble » Wed Aug 24, 2016 11:00 am

Gangrenous wrote:Yell at me tonight, I can explain it. I was thinking about making some of the guards at the Antonica gate casters. We can play with it.
Sounds like a plan.
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