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Handling a pet proc

Posted: Tue May 17, 2016 1:54 pm
by Gangrenous
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?

Re: Handling a pet proc

Posted: Tue May 17, 2016 7:13 pm
by Jabantiz
It would be npc spells and the spell's lua script

Re: Handling a pet proc

Posted: Tue May 17, 2016 7:23 pm
by Gangrenous
Roger that.

Re: Handling a pet proc

Posted: Tue Aug 09, 2016 5:36 pm
by Gangrenous
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?

Re: Handling a pet proc

Posted: Tue Aug 09, 2016 5:41 pm
by Jabantiz
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.

Re: Handling a pet proc

Posted: Tue Aug 09, 2016 6:03 pm
by Jabantiz
Just gave a NPC Solar Flare and tested and he does cast it, a lot actually.
EQ2_000043.jpg

Re: Handling a pet proc

Posted: Tue Aug 09, 2016 8:32 pm
by Gangrenous
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.

Re: Handling a pet proc

Posted: Tue Aug 09, 2016 8:43 pm
by Gangrenous
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.

Re: Handling a pet proc

Posted: Wed Aug 10, 2016 4:23 pm
by Gangrenous
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.

Re: Handling a pet proc

Posted: Wed Aug 10, 2016 5:42 pm
by Jabantiz
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.

Re: Handling a pet proc

Posted: Wed Aug 10, 2016 6:01 pm
by Gangrenous
Gotcha, yeah I would rather have it right rather than the mobs running through walls and such.