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-   -   LUA Example #1 - Scaling an NPC (https://www.eqemulator.org/forums/showthread.php?t=37030)

Secrets 07-01-2013 08:40 PM

LUA Example #1 - Scaling an NPC
 
This is a module to scale an NPC, it goes in the lua_modules folder in the root directory of your EQEmu install. It should be called lua_scale.lua if you are testing out the example.

Code:

local scale_npc = {}

function scale_npc.scaleme(npc, level, zoneid, instanceid, scalerate, loottableid)

        --Set up static constants, these are close to PEQ values:
        local hpval = ((level * (11 + level)) * scalerate) / 100
        local manaval = ((level * (11 + level))  * scalerate) / 100
        local endurval = ((level * (11 + level))  * scalerate) / 100
        local min_dmg = (((level + 2) + level)  * scalerate) / 100
        local max_dmg = (((level * 2) + level)  * scalerate) / 100
        local ac = ((28 + (4 * level))  * scalerate) / 100
        local hp_regen_rate = (((level / 5) + 1) * scalerate) / 100
        local mana_regen_rate = (((level / 5) + 1)  * scalerate) / 100
        local rawstats        = ((75 + (level * 2)) * scalerate) / 100

        --[[
        Lua supports nice looking comments too, so why not tell people we are starting the actual scaling here?
        Maybe include instance version at some point to the equation? :)
        --]]
       
        npc:AddLootTable(loottableid)
        npc:ModifyNPCStat("str", tostring(rawstats))
        npc:ModifyNPCStat("sta", tostring(rawstats))
        npc:ModifyNPCStat("agi", tostring(rawstats))
        npc:ModifyNPCStat("dex", tostring(rawstats))
        npc:ModifyNPCStat("wis", tostring(rawstats))
        npc:ModifyNPCStat("int", tostring(rawstats))
        npc:ModifyNPCStat("cha", tostring(rawstats))
        npc:ModifyNPCStat("ac", tostring(ac))
        npc:ModifyNPCStat("max_hp", tostring(hpval))
        npc:ModifyNPCStat("mana", tostring(manaval))
        npc:ModifyNPCStat("min_hit", tostring(min_dmg))
        npc:ModifyNPCStat("max_hit", tostring(max_dmg))
        npc:ModifyNPCStat("hp_regen", tostring(hp_regen_rate))
        npc:ModifyNPCStat("mana_regen", tostring(hp_regen_rate))
        npc:ModifyNPCStat("level", tostring(level))
        npc:ModifyNPCStat("healscale", tostring(healscale))
        npc:ModifyNPCStat("spellscale", tostring(spellscale))
        npc:Heal()
end

return scale_npc;

Note that LUA automatically converts string to int, but not int to string. You need to use conversion functions to do so.

Here is an example to scale an NPC by saying an integer to it.

Code:

function event_say(e)
e.self:Say("Scaleme!")
--This will scale an NPC to a level that you specify:
local luascale = require("lua_scale")
--Params: NPC to scale, Message, ZoneID, InstanceID, Scalerate, LootTable to assign
luascale.scaleme(e.self, e.message, eq.get_zone_id(), eq.get_zone_instance_id(), 100, 1)
end

More as I write them. PEQ has some good examples too, you should download their nightly repository here: https://drive.google.com/folderview?...p=sharing#list

wolfwalkereci 07-02-2013 11:31 AM

Thanks for that example.

KLS 07-03-2013 08:10 PM

Just to add to the example you can take it and do something like:

Code:

function NPC:Scale(level, zoneid, instanceid, scalerate, loottableid)
        --Set up static constants, these are close to PEQ values:
        local hpval = ((level * (11 + level)) * scalerate) / 100
        local manaval = ((level * (11 + level))  * scalerate) / 100
        local endurval = ((level * (11 + level))  * scalerate) / 100
        local min_dmg = (((level + 2) + level)  * scalerate) / 100
        local max_dmg = (((level * 2) + level)  * scalerate) / 100
        local ac = ((28 + (4 * level))  * scalerate) / 100
        local hp_regen_rate = (((level / 5) + 1) * scalerate) / 100
        local mana_regen_rate = (((level / 5) + 1)  * scalerate) / 100
        local rawstats        = ((75 + (level * 2)) * scalerate) / 100

        --[[
        Lua supports nice looking comments too, so why not tell people we are starting the actual scaling here?
        Maybe include instance version at some point to the equation? :)
        --]]
       
        self:AddLootTable(loottableid)
        self:ModifyNPCStat("str", tostring(rawstats))
        self:ModifyNPCStat("sta", tostring(rawstats))
        self:ModifyNPCStat("agi", tostring(rawstats))
        self:ModifyNPCStat("dex", tostring(rawstats))
        self:ModifyNPCStat("wis", tostring(rawstats))
        self:ModifyNPCStat("int", tostring(rawstats))
        self:ModifyNPCStat("cha", tostring(rawstats))
        self:ModifyNPCStat("ac", tostring(ac))
        self:ModifyNPCStat("max_hp", tostring(hpval))
        self:ModifyNPCStat("mana", tostring(manaval))
        self:ModifyNPCStat("min_hit", tostring(min_dmg))
        self:ModifyNPCStat("max_hit", tostring(max_dmg))
        self:ModifyNPCStat("hp_regen", tostring(hp_regen_rate))
        self:ModifyNPCStat("mana_regen", tostring(hp_regen_rate))
        self:ModifyNPCStat("level", tostring(level))
        self:ModifyNPCStat("healscale", tostring(healscale))
        self:ModifyNPCStat("spellscale", tostring(spellscale))
        self:Heal()
end

and in your global/script_init.lua add
require("lua_scale")

Then you could literally do

Code:

function event_say(e)
        e.self:Say("Scaleme!")
        e.self:Scale(e.message, eq.get_zone_id(), eq.get_zone_instance_id(), 100, 1)
end

Inheritance issues can sometimes make it a bit tricky though as these wont be in the metatable lookup that deals with inheritance.

Secrets 07-03-2013 11:52 PM

Quote:

Originally Posted by KLS (Post 222193)
Just to add to the example you can take it and do something like:

Code:

function NPC:Scale(level, zoneid, instanceid, scalerate, loottableid)
        --Set up static constants, these are close to PEQ values:
        local hpval = ((level * (11 + level)) * scalerate) / 100
        local manaval = ((level * (11 + level))  * scalerate) / 100
        local endurval = ((level * (11 + level))  * scalerate) / 100
        local min_dmg = (((level + 2) + level)  * scalerate) / 100
        local max_dmg = (((level * 2) + level)  * scalerate) / 100
        local ac = ((28 + (4 * level))  * scalerate) / 100
        local hp_regen_rate = (((level / 5) + 1) * scalerate) / 100
        local mana_regen_rate = (((level / 5) + 1)  * scalerate) / 100
        local rawstats        = ((75 + (level * 2)) * scalerate) / 100

        --[[
        Lua supports nice looking comments too, so why not tell people we are starting the actual scaling here?
        Maybe include instance version at some point to the equation? :)
        --]]
       
        self:AddLootTable(loottableid)
        self:ModifyNPCStat("str", tostring(rawstats))
        self:ModifyNPCStat("sta", tostring(rawstats))
        self:ModifyNPCStat("agi", tostring(rawstats))
        self:ModifyNPCStat("dex", tostring(rawstats))
        self:ModifyNPCStat("wis", tostring(rawstats))
        self:ModifyNPCStat("int", tostring(rawstats))
        self:ModifyNPCStat("cha", tostring(rawstats))
        self:ModifyNPCStat("ac", tostring(ac))
        self:ModifyNPCStat("max_hp", tostring(hpval))
        self:ModifyNPCStat("mana", tostring(manaval))
        self:ModifyNPCStat("min_hit", tostring(min_dmg))
        self:ModifyNPCStat("max_hit", tostring(max_dmg))
        self:ModifyNPCStat("hp_regen", tostring(hp_regen_rate))
        self:ModifyNPCStat("mana_regen", tostring(hp_regen_rate))
        self:ModifyNPCStat("level", tostring(level))
        self:ModifyNPCStat("healscale", tostring(healscale))
        self:ModifyNPCStat("spellscale", tostring(spellscale))
        self:Heal()
end

and in your global/script_init.lua add
require("lua_scale")

Then you could literally do

Code:

function event_say(e)
        e.self:Say("Scaleme!")
        e.self:Scale(e.message, eq.get_zone_id(), eq.get_zone_instance_id(), 100, 1)
end

Inheritance issues can sometimes make it a bit tricky though as these wont be in the metatable lookup that deals with inheritance.

Interesting addition, KLS.

Hopefully this will cut down the need for so many functions that we generally export to perl - except they'll be faster.


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