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  #1  
Old 08-01-2009, 10:19 PM
Secrets's Avatar
Secrets
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Join Date: May 2007
Location: b
Posts: 1,449
Default Maxlevel in addition to NPC level

This will add a maxlevel field for NPCs you want to scale dynamically to level. Currently, it does everything except set HP automatically. That will have to be set manually but can be changed by server admins. It also allows ATK to be calculated for NPCs with 0 attack also regardless of settings, and it sets generic stats for NPCS if they are 0.

If you set the field to 0, it will do nothing, so it does not affect anything past what is currently there. If someone wants to make their own formulas for generating NPCs, tweak npc.cpp. By default all stats are 75 so i'd say if you want NPCs to have custom stats, go for it or set it manually in the database, as it only checks for if stats are 0.

The minlevel field itself chooses a random number between level and maxlevel, so if you have maxlevel as 10 and level as 1, it will choose a random number between 1 and 10. There's existing calculations for min/max dmg, so I left them there.

Required SQL:

Code:
ALTER TABLE `npc_types` ADD COLUMN `maxlevel` tinyint NOT NULL DEFAULT 0;
Diff @ rev 830:

Code:
Index: beacon.cpp
===================================================================
--- beacon.cpp	(revision 830)
+++ beacon.cpp	(working copy)
@@ -45,7 +45,7 @@
 :Mob
 (
 	NULL, NULL, 0, 0, 0, INVISIBLE_MAN, 0, BT_NoTarget, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 
-	0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
+	0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
 ),
 		remove_timer(lifetime),
 		spell_timer(0)
Index: client.cpp
===================================================================
--- client.cpp	(revision 830)
+++ client.cpp	(working copy)
@@ -137,7 +137,8 @@
 	0,
 	0,
 	0,	// qglobal
-	0	//Drakelord:  slow_mitigation
+	0,	//Drakelord:  slow_mitigation
+	0	//Secrets: Maxlevel
 
 	),
 	//these must be listed in the order they appear in client.h
@@ -933,6 +934,7 @@
 void Client::ChannelMessageSend(const char* from, const char* to, int8 chan_num, int8 language, int8 lang_skill, const char* message, ...) {
 	if ((chan_num==11 && !(this->GetGM())) || (chan_num==10 && this->Admin()<80)) // dont need to send /pr & /petition to everybody
 		return;
+
 	va_list argptr;
 	char buffer[4096];
 
Index: mob.cpp
===================================================================
--- mob.cpp	(revision 830)
+++ mob.cpp	(working copy)
@@ -96,7 +96,8 @@
 		 sint16 in_hp_regen,
 		 sint16 in_mana_regen,
 		 int8	in_qglobal,
-		 float	in_slow_mitigation	//Drakelord:  Allows for mobs to mitigate how much they are slowed.
+		 float	in_slow_mitigation,	//Drakelord:  Allows for mobs to mitigate how much they are slowed.
+		 int8	in_maxlevel
 
 		 ) : 
 		attack_timer(2000),
@@ -214,6 +215,7 @@
 	mana_regen = in_mana_regen;
 	oocregen = RuleI(NPC, OOCRegen); //default Out of Combat Regen
 	slow_mitigation = in_slow_mitigation;
+	maxlevel = in_maxlevel;
 	invisible = false;
 	invisible_undead = false;
 	invisible_animals = false;
Index: mob.h
===================================================================
--- mob.h	(revision 830)
+++ mob.h	(working copy)
@@ -389,7 +389,8 @@
 		sint16	in_hp_regen,
 		sint16	in_mana_regen,
 		int8	in_qglobal,
-		float	in_slow_mitigation	//Drakelord:  Allows for mobs to mitigate how much they are slowed.
+		float	in_slow_mitigation,	//Drakelord:  Allows for mobs to mitigate how much they are slowed.
+		int8	in_maxlevel
 
 	);
 	virtual ~Mob();
@@ -1082,6 +1083,7 @@
 	sint16	mana_regen;
 	sint32	oocregen; //Out of Combat Regen, % per tick
 	float 	slow_mitigation;	//Allows for a slow mitigation based on a % in decimal form.  IE, 1 = 100% mitigation, .5 is 50%
+	int8	maxlevel;
 	Buffs_Struct	buffs[BUFF_COUNT];
 	StatBonuses		itembonuses;
 	StatBonuses		spellbonuses;
Index: npc.cpp
===================================================================
--- npc.cpp	(revision 830)
+++ npc.cpp	(working copy)
@@ -103,7 +103,8 @@
 	  d->hp_regen,
 	  d->mana_regen,
 	  d->qglobal,
-	  d->slow_mitigation ),
+	  d->slow_mitigation,
+	  d->maxlevel),
 	attacked_timer(CombatEventTimer_expire),
 	swarm_timer(100),
 	classattack_timer(1000),
@@ -125,7 +126,18 @@
 	NPCTypedata_ours = NULL;
 	respawn2 = in_respawn;
 	swarm_timer.Disable();
-	
+
+	// sanity check for lazy people
+	if(maxlevel < moblevel) {
+		int8 tmp = moblevel;
+		maxlevel = tmp;
+	}
+	//maxlevel stuff
+	if(maxlevel)
+	{
+	level = (MakeRandomInt(moblevel, maxlevel));
+	}
+
 	taunting = false;
 	proximity = NULL;
 	copper = 0;
@@ -249,6 +261,25 @@
 	accuracy_rating = d->accuracy_rating;
 	ATK = d->ATK;
 
+	//defaults for maxlevel
+
+	if (!ATK || ATK == 0)
+		ATK = (moblevel * 5); // attack is typically higher than stats, should make this a rule because it can and will change depending on server
+	if (!STR || STR == 0)
+        STR = 75; // these need to be reworked, till then use it on trash mobs
+	if (!STA || STA == 0) 
+        STA = 75;
+	if (!DEX || DEX == 0)
+        DEX = 75;
+	if (!AGI || AGI == 0)
+        AGI = 75;
+	if (!INT || INT == 0)
+        INT = 75;
+	if (!WIS || WIS == 0)
+        WIS = 75;
+	if (!CHA || CHA == 0)
+       CHA = 75;
+
     CalcMaxMana();
     SetMana(GetMaxMana());
 
@@ -308,19 +339,20 @@
     FR = d->FR;
     PR = d->PR;
 
-    if (!MR)
+    if (!MR || MR == 0)
         MR = (moblevel * 11)/10;
-    if (!CR)
+    if (!CR || CR == 0)
         CR = (moblevel * 11)/10;
-    if (!DR)
+    if (!DR || DR == 0)
         DR = (moblevel * 11)/10;
-    if (!FR)
+    if (!FR || FR == 0)
         FR = (moblevel * 11)/10;
-    if (!PR)
+    if (!PR || PR == 0)
         PR = (moblevel * 11)/10;
 
 	npc_aggro = d->npc_aggro;
 
+
 	AI_Start();
 
 	d_meele_texture1 = d->d_meele_texture1;
Index: PlayerCorpse.cpp
===================================================================
--- PlayerCorpse.cpp	(revision 830)
+++ PlayerCorpse.cpp	(working copy)
@@ -198,7 +198,7 @@
 	 in_npc->GetHeading(),in_npc->GetX(),in_npc->GetY(),in_npc->GetZ(),0,
 	 in_npc->GetTexture(),in_npc->GetHelmTexture(),
 	 0,0,0,0,0,0,0,0,0,
-	 0,0,0,0,0,0,0,0,0,0,0,0xff,0,0,0,0,0,0,0,0),
+	 0,0,0,0,0,0,0,0,0,0,0,0xff,0,0,0,0,0,0,0,0,0),
 	 corpse_decay_timer(in_decaytime),
 	corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
 	corpse_graveyard_timer(0)
@@ -294,6 +294,7 @@
 	0,
 	0,
 	0,	// qglobal
+	0,
 	0	//Drakelord:  slow_mitigation
 ),
 	corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
@@ -403,7 +404,7 @@
  : Mob("Unnamed_Corpse","",0,0,in_gender, in_race, in_class, BT_Humanoid, in_deity, in_level,0, in_size, 0, in_heading, in_x, in_y, in_z,0,in_texture,in_helmtexture,
 	 0,0,0,0,0,0,0,0,0,
 	 0,0,0,0,0,0,0,0,0,0,0,0xff,
-	 0,0,0,0,0,0,0,0),
+	 0,0,0,0,0,0,0,0,0),
 	corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
 	corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
 	corpse_graveyard_timer(RuleI(Zone, GraveyardTimeMS))
Index: zonedb.cpp
===================================================================
--- zonedb.cpp	(revision 830)
+++ zonedb.cpp	(working copy)
@@ -1065,7 +1065,8 @@
 			"npc_types.see_improved_hide,"
 			"npc_types.ATK,"
 			"npc_types.Accuracy,"
-			"npc_types.slow_mitigation";
+			"npc_types.slow_mitigation,"
+			"npc_types.maxlevel";
 
 		MakeAnyLenString(&query, "%s FROM npc_types WHERE id=%d", basic_query, id);
 
@@ -1229,6 +1230,7 @@
 				tmpNPCType->ATK = atoi(row[r++]);
 				tmpNPCType->accuracy_rating = atoi(row[r++]);
 				tmpNPCType->slow_mitigation = atoi(row[r++]);
+				tmpNPCType->maxlevel = atoi(row[r++]);
 
 				// If NPC with duplicate NPC id already in table,
 				// free item we attempted to add.
Index: zonedump.h
===================================================================
--- zonedump.h	(revision 830)
+++ zonedump.h	(working copy)
@@ -111,6 +111,7 @@
 	bool	findable;		//can be found with find command
 	bool	trackable;
 	float	slow_mitigation;	//Drakelord:  Slow mitigation % in decimal form.
+	int8	maxlevel;
 };
 
 struct ZSDump_Spawn2 {
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  #2  
Old 08-01-2009, 11:03 PM
Secrets's Avatar
Secrets
Demi-God
 
Join Date: May 2007
Location: b
Posts: 1,449
Default

I have a solution to the HP issue introduced with this code: Adding a random HP field! This allows for random HP between values.

If defined in the database, hp will be a minimum value and hpmax will be a maxhp value, in a similar fashion that level works by choosing a random number. That way fights are a wee bit more dynamic. I don't know if this is stepping too far into the custom realm where it should be posted in custom code, but..


Diff will be uploaded after I test this change.
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  #3  
Old 08-01-2009, 11:44 PM
Secrets's Avatar
Secrets
Demi-God
 
Join Date: May 2007
Location: b
Posts: 1,449
Default

Ok, here's the diff for hpmax. You will need this SQL:

ALTER TABLE `npc_types` ADD COLUMN `hpmax` tinyint NOT NULL DEFAULT 0;

And here's the diff, including the previous post. All of this is done on r830.

Code:
Index: beacon.cpp
===================================================================
--- beacon.cpp	(revision 830)
+++ beacon.cpp	(working copy)
@@ -45,7 +45,7 @@
 :Mob
 (
 	NULL, NULL, 0, 0, 0, INVISIBLE_MAN, 0, BT_NoTarget, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 
-	0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
+	0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
 ),
 		remove_timer(lifetime),
 		spell_timer(0)
Index: client.cpp
===================================================================
--- client.cpp	(revision 830)
+++ client.cpp	(working copy)
@@ -137,7 +137,9 @@
 	0,
 	0,
 	0,	// qglobal
-	0	//Drakelord:  slow_mitigation
+	0,	//Drakelord:  slow_mitigation
+	0,	//Secrets: Maxlevel
+	0	//Secrets: HPMax
 
 	),
 	//these must be listed in the order they appear in client.h
@@ -933,6 +935,7 @@
 void Client::ChannelMessageSend(const char* from, const char* to, int8 chan_num, int8 language, int8 lang_skill, const char* message, ...) {
 	if ((chan_num==11 && !(this->GetGM())) || (chan_num==10 && this->Admin()<80)) // dont need to send /pr & /petition to everybody
 		return;
+
 	va_list argptr;
 	char buffer[4096];
 
Index: mob.cpp
===================================================================
--- mob.cpp	(revision 830)
+++ mob.cpp	(working copy)
@@ -96,7 +96,9 @@
 		 sint16 in_hp_regen,
 		 sint16 in_mana_regen,
 		 int8	in_qglobal,
-		 float	in_slow_mitigation	//Drakelord:  Allows for mobs to mitigate how much they are slowed.
+		 float	in_slow_mitigation,	//Drakelord:  Allows for mobs to mitigate how much they are slowed.
+		 int8	in_maxlevel,
+		 sint32 in_hpmax
 
 		 ) : 
 		attack_timer(2000),
@@ -214,6 +216,8 @@
 	mana_regen = in_mana_regen;
 	oocregen = RuleI(NPC, OOCRegen); //default Out of Combat Regen
 	slow_mitigation = in_slow_mitigation;
+	maxlevel = in_maxlevel;
+	hpmax = in_hpmax;
 	invisible = false;
 	invisible_undead = false;
 	invisible_animals = false;
Index: mob.h
===================================================================
--- mob.h	(revision 830)
+++ mob.h	(working copy)
@@ -389,7 +389,9 @@
 		sint16	in_hp_regen,
 		sint16	in_mana_regen,
 		int8	in_qglobal,
-		float	in_slow_mitigation	//Drakelord:  Allows for mobs to mitigate how much they are slowed.
+		float	in_slow_mitigation,	//Drakelord:  Allows for mobs to mitigate how much they are slowed.
+		int8	in_maxlevel,
+		sint32	in_hpmax
 
 	);
 	virtual ~Mob();
@@ -1082,6 +1084,8 @@
 	sint16	mana_regen;
 	sint32	oocregen; //Out of Combat Regen, % per tick
 	float 	slow_mitigation;	//Allows for a slow mitigation based on a % in decimal form.  IE, 1 = 100% mitigation, .5 is 50%
+	int8	maxlevel;
+	sint32	hpmax;
 	Buffs_Struct	buffs[BUFF_COUNT];
 	StatBonuses		itembonuses;
 	StatBonuses		spellbonuses;
Index: npc.cpp
===================================================================
--- npc.cpp	(revision 830)
+++ npc.cpp	(working copy)
@@ -103,7 +103,9 @@
 	  d->hp_regen,
 	  d->mana_regen,
 	  d->qglobal,
-	  d->slow_mitigation ),
+	  d->slow_mitigation,
+	  d->maxlevel, 
+	  d->hpmax),
 	attacked_timer(CombatEventTimer_expire),
 	swarm_timer(100),
 	classattack_timer(1000),
@@ -125,7 +127,30 @@
 	NPCTypedata_ours = NULL;
 	respawn2 = in_respawn;
 	swarm_timer.Disable();
-	
+	// sanity check for lazy people
+	if(hpmax < max_hp) {
+		sint32 tmp = max_hp;
+		hpmax = tmp;
+	}
+
+	// sanity check for lazy people
+	if(maxlevel < moblevel) {
+		int8 tmp = moblevel;
+		maxlevel = tmp;
+	}
+	//maxlevel stuff
+	if(maxlevel)
+	{
+	level = (MakeRandomInt(moblevel, maxlevel));
+	}
+	if(hpmax)
+	{
+		max_hp = (MakeRandomInt(max_hp, hpmax));
+		base_hp = max_hp;
+		cur_hp = max_hp;
+	}
+
+
 	taunting = false;
 	proximity = NULL;
 	copper = 0;
@@ -249,6 +274,25 @@
 	accuracy_rating = d->accuracy_rating;
 	ATK = d->ATK;
 
+	//defaults for maxlevel
+
+	if (!ATK || ATK == 0)
+		ATK = (moblevel * 5); // attack is typically higher than stats, should make this a rule because it can and will change depending on server
+	if (!STR || STR == 0)
+        STR = 75; // these need to be reworked, till then use it on trash mobs
+	if (!STA || STA == 0) 
+        STA = 75;
+	if (!DEX || DEX == 0)
+        DEX = 75;
+	if (!AGI || AGI == 0)
+        AGI = 75;
+	if (!INT || INT == 0)
+        INT = 75;
+	if (!WIS || WIS == 0)
+        WIS = 75;
+	if (!CHA || CHA == 0)
+       CHA = 75;
+
     CalcMaxMana();
     SetMana(GetMaxMana());
 
@@ -308,19 +352,20 @@
     FR = d->FR;
     PR = d->PR;
 
-    if (!MR)
+    if (!MR || MR == 0)
         MR = (moblevel * 11)/10;
-    if (!CR)
+    if (!CR || CR == 0)
         CR = (moblevel * 11)/10;
-    if (!DR)
+    if (!DR || DR == 0)
         DR = (moblevel * 11)/10;
-    if (!FR)
+    if (!FR || FR == 0)
         FR = (moblevel * 11)/10;
-    if (!PR)
+    if (!PR || PR == 0)
         PR = (moblevel * 11)/10;
 
 	npc_aggro = d->npc_aggro;
 
+
 	AI_Start();
 
 	d_meele_texture1 = d->d_meele_texture1;
Index: PlayerCorpse.cpp
===================================================================
--- PlayerCorpse.cpp	(revision 830)
+++ PlayerCorpse.cpp	(working copy)
@@ -198,7 +198,7 @@
 	 in_npc->GetHeading(),in_npc->GetX(),in_npc->GetY(),in_npc->GetZ(),0,
 	 in_npc->GetTexture(),in_npc->GetHelmTexture(),
 	 0,0,0,0,0,0,0,0,0,
-	 0,0,0,0,0,0,0,0,0,0,0,0xff,0,0,0,0,0,0,0,0),
+	 0,0,0,0,0,0,0,0,0,0,0,0xff,0,0,0,0,0,0,0,0,0,0),
 	 corpse_decay_timer(in_decaytime),
 	corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
 	corpse_graveyard_timer(0)
@@ -294,6 +294,8 @@
 	0,
 	0,
 	0,	// qglobal
+	0,
+	0,
 	0	//Drakelord:  slow_mitigation
 ),
 	corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
@@ -403,7 +405,7 @@
  : Mob("Unnamed_Corpse","",0,0,in_gender, in_race, in_class, BT_Humanoid, in_deity, in_level,0, in_size, 0, in_heading, in_x, in_y, in_z,0,in_texture,in_helmtexture,
 	 0,0,0,0,0,0,0,0,0,
 	 0,0,0,0,0,0,0,0,0,0,0,0xff,
-	 0,0,0,0,0,0,0,0),
+	 0,0,0,0,0,0,0,0,0,0),
 	corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
 	corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
 	corpse_graveyard_timer(RuleI(Zone, GraveyardTimeMS))
Index: zonedb.cpp
===================================================================
--- zonedb.cpp	(revision 830)
+++ zonedb.cpp	(working copy)
@@ -1065,7 +1065,9 @@
 			"npc_types.see_improved_hide,"
 			"npc_types.ATK,"
 			"npc_types.Accuracy,"
-			"npc_types.slow_mitigation";
+			"npc_types.slow_mitigation,"
+			"npc_types.maxlevel,"
+			"npc_types.hpmax";
 
 		MakeAnyLenString(&query, "%s FROM npc_types WHERE id=%d", basic_query, id);
 
@@ -1229,6 +1231,8 @@
 				tmpNPCType->ATK = atoi(row[r++]);
 				tmpNPCType->accuracy_rating = atoi(row[r++]);
 				tmpNPCType->slow_mitigation = atoi(row[r++]);
+				tmpNPCType->maxlevel = atoi(row[r++]);
+				tmpNPCType->hpmax = atoi(row[r++]);
 
 				// If NPC with duplicate NPC id already in table,
 				// free item we attempted to add.
Index: zonedump.h
===================================================================
--- zonedump.h	(revision 830)
+++ zonedump.h	(working copy)
@@ -111,6 +111,8 @@
 	bool	findable;		//can be found with find command
 	bool	trackable;
 	float	slow_mitigation;	//Drakelord:  Slow mitigation % in decimal form.
+	int8	maxlevel;
+	sint32	hpmax;	
 };
 
 struct ZSDump_Spawn2 {
This will not affect any previous mobs. The only thing it will effect is things with the hpmax field. Same goes for maxlevel.
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  #4  
Old 08-02-2009, 12:06 AM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
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Quote:
Originally Posted by Secrets View Post
I don't know if this is stepping too far into the custom realm where it should be posted in custom code, but..
Not at all, this will help world builders for both legit and custom servers alike.
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  #5  
Old 08-03-2009, 06:42 PM
Wesell
Sarnak
 
Join Date: Mar 2009
Location: none
Posts: 30
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Wouldn't it make more sense if the level and HP were based on the same random number so that higher level mobs have more HP and vice versa.

Code:
max_hp = max_hp + ((level - moblevel)/(maxlevel - moblevel))*(hpmax - max_hp)
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  #6  
Old 08-03-2009, 10:54 PM
Secrets's Avatar
Secrets
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Join Date: May 2007
Location: b
Posts: 1,449
Default

Quote:
Originally Posted by Wesell View Post
Wouldn't it make more sense if the level and HP were based on the same random number so that higher level mobs have more HP and vice versa.

Code:
max_hp = max_hp + ((level - moblevel)/(maxlevel - moblevel))*(hpmax - max_hp)
I wanted the fields to be independant of each other.
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  #7  
Old 08-04-2009, 12:55 AM
Wesell
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Join Date: Mar 2009
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Posts: 30
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Oh, in that case you still have a problem with HP not being adjusted for level which will have a profound effect at lower levels.
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