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08-01-2009, 10:19 PM
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Demi-God
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Join Date: May 2007
Location: b
Posts: 1,449
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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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08-01-2009, 11:03 PM
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Demi-God
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Join Date: May 2007
Location: b
Posts: 1,449
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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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08-01-2009, 11:44 PM
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Demi-God
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Join Date: May 2007
Location: b
Posts: 1,449
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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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08-02-2009, 12:06 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Quote:
Originally Posted by Secrets
I don't know if this is stepping too far into the custom realm where it should be posted in custom code, but..
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Not at all, this will help world builders for both legit and custom servers alike.
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08-03-2009, 06:42 PM
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Sarnak
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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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08-03-2009, 10:54 PM
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Demi-God
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Join Date: May 2007
Location: b
Posts: 1,449
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Quote:
Originally Posted by Wesell
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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I wanted the fields to be independant of each other.
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08-04-2009, 12:55 AM
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Sarnak
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Join Date: Mar 2009
Location: none
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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