COMMITTED: Slow Mitigation
As requested, I have setup slow mitigation for mobs. I felt bad last time I submitted and Derision had to go back and change a bunch of things, so I made sure everything looked a lot cleaner this time. I have also been studying the emu code a bit more, so hopefully this submission doesn't need any changes.
~~Fully tested. Compiled and works in game.~~ How it works: Mobs have a new added column under npc_types that is a float. 0 = 0%, 1 = 100%, .5 = 50%, etc. With the way the code currently is, if you try to go past 100%, it will default to 100. However, this can easily be changed for anyone who wants to say, penalize a party for trying to slow a mob by hasting it instead. And for those that are worried, this defaults to 0 for all NPCs unless you change it in the database. *Pokes Trev* Code time~ =============================== ----SQL CHANGES---- Code:
ALTER TABLE `npc_types` ADD COLUMN `slow_mitigation` FLOAT UNSIGNED NOT NULL DEFAULT 0; Code:
mob.h Code:
mob.cpp Code:
zonedb.cpp Code:
zonedump.h Code:
npc.cpp Code:
client.cpp Code:
beacon.cpp Code:
PlayerCorpse.cpp Code:
bonuses.cpp |
I hate when forums get marked as read just because I didn't refresh for long enough! I want to read them all myself, not have them automark as read lol. I didn't see this until now. Thanks for the submission. Hopefully someone can get this tested and added on the SVN soon. If not, I will try to get to it at some point. This definitely has potential for making more customizable encounters. It will be nice to allow slows without making the fight too overly easy.
Did you poke me because you thought I would be worried about this getting added, or because I added something recently that didn't default to 0? Just curious lol. If I added something that doesn't default to 0, it should get fixed! |
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Did any of the other devs ever get a chance to look at this? Sounds like it should be a pretty good change. Bumping this so it doesn't get forgotten. I might try to add it sometime if I get time to do so. Just always so busy with other stuff that it is sometimes hard to find the time to add in submissions and fully test them.
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Since it has been so long, it will probably have to be redone a bit now to be honest, :/.
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Yeah, it will probably need minor adjustments due to changes with the npc_types table. But, it shouldn't be hard to adjust for I think. I just still haven't had the time to get to this. It would take a while to get it added in, fully tested and make sure the default doesn't affect existing encounters at all.
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if i remember correctly players where told if mobs mitigated slow. Something to the extent of "Your spell was moslty successful" if i remember correctly. And thanks been waiting on this!
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This has been added to SVN. It still does not give a message if slow is mitigated.
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If that feature is live like, I can add it in shortly. Just have to send a message really to the caster with the reply.
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My memory suggests that there were two mitigation messages:
Your slow was mostly successful. Your slow was partially successful. I don't know what mitigation percentage levels determined which of the two messages was sent, however. Whether 1-33% mitigation sending "mostly" and 34%+ "partially", or 1-50% "mostly" and 51%+ "partially", or something else, no clue. |
Think of it this way
Immune ---> Partially ---> Mostly ----> Fully 0 ---> 25% of effect --- > Half Effect ---> Full Effect |
I found this in eqstr_us.txt:
9029 Your spell was mostly successful. 9030 Your spell was partially successful. 9031 Your spell was slightly successful. 9032 Your spell may have had the opposite effect of what you desired. |
Aha, very good! Looks like increments of 25% perhaps?
Mitigate 25% - Mostly successful Mitigate 50% - Partially successful Mitigate 75% - Slightly successful Mitigate 100% - Immune Mitigate 125% - Opposite Effect (haste 25% instead of slow) |
I was thinking increments of 33.3%
0% mitigated = no message 0.1-33.3% mitigated = mostly 33.4-66.6% mitigated = partially 66.7-99.9% mitigated = slightly 100% mitigated = immune 100.1% and up mitigated = opposite effect |
Good call, good call. That looks perfectly logical to me.
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