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Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |
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09-12-2008, 10:08 PM
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Sarnak
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Join Date: Sep 2008
Location: Home
Posts: 31
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Definitely agreeing with you on the buff limits. No mob gave out everything, that their class had access to. 3-4 meshes well with my limited charming experience.
The spells, that seemed to be usually cast, were SoW and HP/AC buffs (Inner Fire for shamans, Courage line for cleric mobs, druid skin line). The Tnarg line (the hp buff that doesn't stack with the 'shielding' line hp/ac/mr self-buffs) I think I've seen a few times as well. Damage shields also were favored.
What certainly wasn't there, was any of the stat buffs (Str, Sta, ...). I might have seen haste a time or two (though that could have been an enchanter mob buffing), but I'm really not sure.
But as you said, the 3-4 spell limit seemed to pretty much hold.
Also, the list of actively SoW casting mobs is years old, in some places (I haven't revisited some of these zones in years). I agree with the LoY zones not really being all that buff crazy. (They loved their malo debuff, and also the low level slows, never really what they could have done purely based on their level.) A rethinking of that design aspect, starting with LoY, perhaps?
Also, since I completely forgot about it with the list, yes, OoW had mobs with innate run3 (and higher, in some zones and later expansions). There was no buffing, for that run speed increase. (At least, it couldn't be dispelled. If they just used a buff with the un-dispellable flag, or actually changed the run-speed, no idea.)
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09-13-2008, 03:28 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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When I get done with the merchant lists, I'll do the default npc lists over again, this time with the proper buffs, They'll all default to SOW, but I'll have an additional shaman one with no SoW (this will be for both PEQ and my db), for the few places that don't use it.
Also if you can remember anything about what damage, etc. spells those npcs like to cast, that would help also, as I think they got too many attack spells too. I'm sure there are many spells the NPCs cast, and shouldn't be casting.
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09-23-2008, 01:39 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Here is the revised 'default NPC' and 'default pet NPC' spell list insert - also has the shaman sow list at 720. I made one mistake and this is I took sow off default shamans and kept sow on the new shaman list < it should be the other way around (easy to fix).
You need to first delete what you have;
Code:
DELETE FROM npc_spells_entries
where (npc_spells_id >=1 and npc_spells_id <=12)
or (npc_spells_id >=514 and npc_spells_id <=524);
Then run the insert.
When you get done, you can go into a zone and #showbuffs will reveal 3-4 buffs (or less).
buffing spam is gone with this fix.
It's only for PEQ database, will not work on AX_CLASSIC, as 514-524 are bots. I already have added them to the posted AX_CLASSIC update.
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09-23-2008, 02:27 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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bots are 701-712
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09-23-2008, 03:17 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Congdar
bots are 701-712
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That's for PEQ- I made them 513-524 since the pet list is at 213-224 on my DB.
On PEQ 513 -524 is default pet NPC.
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09-29-2008, 11:51 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Here's a better idea to what I originally had in mind - All these code snipets I'm posted are already tested for a while now, I sort of wanted to make sure i wasn't 'blunder posting' first.
Since really we are talking about Shamans Sow in dungeons, Why not disable all speed movement spells in dungeons , then add extra run speed to choice mobs?
around Line 164 in MobAI.cpp replace this;
Code:
if (
(spells[AIspells[i].spellid].targettype == ST_Target || tar == this)
&& tar->DontBuffMeBefore() < Timer::GetCurrentTime()
&& !tar->IsImmuneToSpell(AIspells[i].spellid, this)
&& tar->CanBuffStack(AIspells[i].spellid, GetLevel(), true) >= 0
&& !(tar->IsPet() && tar->GetOwner()->IsClient() && this != tar) //no buffing PC's pets, but they can buff themself
) {
AIDoSpellCast(i, tar, mana_cost, &tar->pDontBuffMeBefore);
return true;
}
With this;
Code:
if (
(spells[AIspells[i].spellid].targettype == ST_Target || tar == this)
&& tar->DontBuffMeBefore() < Timer::GetCurrentTime()
&& !tar->IsImmuneToSpell(AIspells[i].spellid, this)
&& tar->CanBuffStack(AIspells[i].spellid, GetLevel(), true) >= 0
&& !(tar->IsPet() && tar->GetOwner()->IsClient() && this != tar) //no buffing PC's pets, but they can buff themself
) {
if(IsEffectInSpell(AIspells[i].spellid, SE_Levitate) && !zone->CanLevitate() ||
IsEffectInSpell(AIspells[i].spellid, SE_MovementSpeed) && !zone->CanCastOutdoor()){ //Angelox
break;
}
AIDoSpellCast(i, tar, mana_cost, &tar->pDontBuffMeBefore);
return true;
}
I included Levitate also.
I then went through the dungeons where I knew shamans could sow, and ran Querys like this one;
Code:
UPDATE npc_types SET runspeed='1.9' WHERE (ID>='65000' AND ID<='65999') and class='10'; ##GukTop Shamans
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