Go Back   EQEmulator Home > EQEmulator Forums > General > General::Server Discussion

General::Server Discussion Discussion about emulator servers.
Do not post support topics here.

Reply
 
Thread Tools Display Modes
  #1  
Old 06-01-2008, 06:18 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Basically when a mob checks if it want to flee it first checks the special attacks for 'f' if that exists it wont run.

Then it checks that it is able to run based on the fleeing timer, it's something like can only start fleeing every 2 seconds or something.

Then it checks if it's HP ratio is less than the hp ratio of the rule.

Then it checks if it's target is less than 20% hp if it is it cancels the impending flee.
Reply With Quote
  #2  
Old 06-01-2008, 06:35 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Thanks, so the "f" option not only makes the mob immune to fleeing damage, but it also disables the mob from fleeing all together? That is exactly what I needed, thanks! I will test that out!

And thanks JA! I didn't notice these at first:

RULE_BOOL ( Combat, EnableFearPathing, true)
RULE_INT ( Combat, FleeHPRatio, 25)
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #3  
Old 06-01-2008, 06:46 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Those new rules are another thing that should probably be added to the change log so ops know to add them in. So far, the new rules I am aware of are the following and all need to be added to have the options of adjusting them in 1110:

Code:
RULE_BOOL ( Combat, EnableFearPathing, true)
RULE_INT ( Combat, FleeHPRatio, 25)

RULE_INT ( Zone, MQWarpExemptStatus, -1 ) //Lieka:  Required status level to exempt the MQWarpDetector.  Set to -1 to disable this feature.
RULE_INT ( Zone, MQZoneExemptStatus, -1 ) //Lieka:  Required status level to exempt the MQZoneDetector.  Set to -1 to disable this feature.
RULE_INT ( Zone, MQGateExemptStatus, -1 ) //Lieka:  Required status level to exempt the MQGateDetector.  Set to -1 to disable this feature.
RULE_INT ( Zone, MQGhostExemptStatus, -1 ) //Lieka:  Required status level to exempt the MGhostDetector.  Set to -1 to disable this feature.
RULE_BOOL ( Zone, EnableMQWarpDetector, true ) //Lieka:  Enable the MQWarp Detector.  Set to False to disable this feature.
RULE_BOOL ( Zone, EnableMQZoneDetector, true ) //Lieka:  Enable the MQZone Detector.  Set to False to disable this feature.
RULE_BOOL ( Zone, EnableMQGateDetector, true ) //Lieka:  Enable the MQGate Detector.  Set to False to disable this feature.
RULE_BOOL ( Zone, EnableMQGhostDetector, true ) //Lieka:  Enable the MQGhost Detector.  Set to False to disable this feature.
RULE_REAL ( Zone, MQWarpDetectorDistance, 4900 ) //Lieka:  Distance a player must travel between client to server location updates before a warp is registered.  30 allows for beyond GM speed without lag.
RULE_REAL ( Zone, MQWarpLagThreshold, 140 ) //Lieka:  Distance beyond the Zone:MQWarpDetectorDistance that a player must travel within the MQWarpThresholdTimer amount of time before tripping the MQWarp detector.  Set to 0 to disable this feature.
RULE_REAL ( Zone, MQWarpThresholdTimer, 90000 ) //Lieka:  Amount of time before the warp_threshold resets to the Zone:MQWarpLagThreshold value.  Default: 90000 (900 seconds/15 minutes).  Set to -1 to disable this feature.
Note that this is directly from the ruletypes.h file and NOT the SQL you need to add directly to your rules table. But, this is a list of the newly added rules and adding them in manually or updating the change log with the correct sql statements shouldn't be too hard from this list. Also note that the setting in the rules listed here for "MQWarpDetectorDistance, 4900" should probably be more like 30 than 4900. I have mine set to 100 and it seems to be detecting nicely and probably minimum false positives.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #4  
Old 06-01-2008, 07:47 PM
Wiz
Dragon
 
Join Date: Feb 2002
Posts: 583
Default

Glad to see you got everything working properly. Enjoy your brand new functioning major spell line.
Reply With Quote
  #5  
Old 06-01-2008, 09:05 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

You don't need to add the rules really, only if you want them to differ from the defaults which I suspect most people don't in this case. Immune Fleeing simply makes it so the npc wont run away when low hp, nothing less nothing more.

It seems with the upcoming changes to azone we should also be able to produce some reliable maps. I know it produces good tutorialb.eqg, lavastorm.eqg and eastwastes.sd3 maps which have all been problem maps in the past.

And yeah I usually include the rule changes but forgot this time, sorry. =(
Reply With Quote
  #6  
Old 06-01-2008, 09:39 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

NP KLS. I am sure most of it works without the rules. I was just noting it to help keep everyone's server having up to date rules table.

And Wiz, thanks a ton for this code! I really love seeing other server admins sharing the custom code changes they have made. I think sharing like that can only help make this community and emulator better overall. It really is amazing how far this emulator has come in the past 6 years. I remember checking it out when it first started and it was barely even playable. There is no way it could have come so far these past few years without help from people like you, Wiz. So, again, thanks!

KLS, if there is any way you can think of that I could help with getting new map files created, let me know, please! Like, if you guys figure out a way to do it, but need help cranking out the 400+ zones worth of maps, I can help. I am pretty technical and am anal about making sure things are done correctly. I am VERY excited at the possibility of a new way to create .map files. I assume it will allow us to create them for all zones including the newest Titanium zones which currently lack maps. THAT would be amazing! There are quite a few zones that I would love to use on my custom server and so, obviously I can't wait to get my hands on the .map files for them! Exciting stuff hehe. LOL, I almost want to get one of them customized just so it is ready as soon as the .map file is available for it (dreadspire).
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #7  
Old 06-02-2008, 02:45 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

trevius, a way that I always get a complete list of current rules in the DB is to use 2 commands:

#rules reset - resets all rules to default values
#rules store default - saves the current ruleset to the DB as "default"


Works for me.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 11:56 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3