Handling a pet proc

Discussions of the design and development of in-game content.

Moderator: Team Members

Post Reply
User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Handling a pet proc

Post by Gangrenous » Tue May 17, 2016 1:54 pm

How are we handling things like a pet procing? Lua ? C++? NPC spells? I am talking something like a pet procing a spell around 1%-3% of the time?
Resident Dirty Hippy

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: Handling a pet proc

Post by Jabantiz » Tue May 17, 2016 7:13 pm

It would be npc spells and the spell's lua script

User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Re: Handling a pet proc

Post by Gangrenous » Tue May 17, 2016 7:23 pm

Roger that.
Resident Dirty Hippy

User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Re: Handling a pet proc

Post by Gangrenous » Tue Aug 09, 2016 5:36 pm

Question, on the npc primary and second spell list. Can I get some verification? So you have a spell list in spawn_npc_spells, lets say an list of 1 with 10 spells. You then assign the spawn_npc to a primary list of 1. Are the NPC's supposed to buff using these or use them for combat? I have tried multiple NPC's in this manner, and set the cast percentage to 100% and they never cast anything. Is there more restrictions on them casting? Do they possibly observe class restrictions on spells?
Resident Dirty Hippy

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: Handling a pet proc

Post by Jabantiz » Tue Aug 09, 2016 5:41 pm

They mainly use combat spells, they will buff but they determine buff spells by friendly, toggle, and until canceled all being true. I do not believe they observe the restrictions on the spells but it has been so long I will have to double check that.

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: Handling a pet proc

Post by Jabantiz » Tue Aug 09, 2016 6:03 pm

Just gave a NPC Solar Flare and tested and he does cast it, a lot actually.
EQ2_000043.jpg
You do not have the required permissions to view the files attached to this post.

User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Re: Handling a pet proc

Post by Gangrenous » Tue Aug 09, 2016 8:32 pm

Yeah, I figured out my issue, at least I lucked out on what was causing it. On the AddControlEffect function, it must not be 100%, or something. I did a AddControlEffect(Target, 5) and have the NPC reporting back to me when it passes it and the NPC rarely seems rooted. I will keep working with it, but something seems wonky to me. If I change it to mez, it seems to cast about every time but with root, rarely if I have ever seen it. Maybe it has a short, like really short duration? I also changed it to fear but never have seen the mob run, there again fear may have never been implemented.
Resident Dirty Hippy

User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Re: Handling a pet proc

Post by Gangrenous » Tue Aug 09, 2016 8:43 pm

Yeah I think fear must not be implemented. It seems the mob quits attacking, but still follows around my pet like it has aggro. It does not reverse path though.
Resident Dirty Hippy

User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Re: Handling a pet proc

Post by Gangrenous » Wed Aug 10, 2016 4:23 pm

Was fear in EQ2 like Fear2 in EQ? Normal fear in EQ the NPC's would reverse path away from you. With fear 2 in EQ the mob would just not attack, like they were stunned.
Resident Dirty Hippy

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: Handling a pet proc

Post by Jabantiz » Wed Aug 10, 2016 5:42 pm

Fear is not implemented.

Fear in EQ2 picks a random direction runs there and then picks another random direction once there, and so on, because of this we need to know the level geometry on the server otherwise it is easy for the spawn to run through a wall and end up below ground making you unable to fight it any longer and the npc can continue hit the player from below.

We can fear a player though as the client handles the movement for us after we send the correct packet.

User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Re: Handling a pet proc

Post by Gangrenous » Wed Aug 10, 2016 6:01 pm

Gotcha, yeah I would rather have it right rather than the mobs running through walls and such.
Resident Dirty Hippy

Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests