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  #1  
Old 04-29-2008, 05:58 PM
Cvinion
Sarnak
 
Join Date: Dec 2007
Posts: 63
Default So you're server doesn't have fear

So as it stands now Fear is the most overpowered spell in terms of EQEMU, and from my experience I have had multiple servers remove fear from the game, I was wondering what does the community think is a good fix for this fear problem that stands as a daunting task for the necromancer community.

Also I'de love to hear what other servers have done to fix, re-mold, or change the necromancer and his fear ability to better round off the class, I know some servers have some pretty amazing things working and im trying to brainstorm ideas.

So thank you in advance, to the community who is always there to help.
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  #2  
Old 04-29-2008, 06:26 PM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default

from what I know there is no fixing to fear unless world wide (all zones) fear nodes pathing is implemented, which is at beast very tideious work.
or some algoritm is writen which would cuase to mobs to intelegently "run way" wihotu goign throw walls

as far as necros go - on my server necro is redesigned in such way that it is not a class who makes its power stand on fear kiting
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  #3  
Old 04-29-2008, 07:05 PM
Cvinion
Sarnak
 
Join Date: Dec 2007
Posts: 63
Default

Thanks, would you mind extrapolating a little on that so i can get some ideas?
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  #4  
Old 04-29-2008, 08:00 PM
Wiz
Dragon
 
Join Date: Feb 2002
Posts: 583
Default

On Shards of Dalaya we have fear code that only uses the base map files and will work in any zone with one. It would require a good deal of adaptation to work on non-SoD EQEmu but I'm willing to share it if you like.
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  #5  
Old 04-29-2008, 08:09 PM
jenco420
Banned
 
Join Date: Jan 2006
Location: /dev/null
Posts: 99
Default

dude that woulld be awsome as hell ~.~
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  #6  
Old 04-29-2008, 08:32 PM
Wiz
Dragon
 
Join Date: Feb 2002
Posts: 583
Default

Here are all the vital snippets. Like I said though, it'll take a good bit of adaption, but this contains everything you need to get fear working. With it a feared creature will flee in a random direction, avoiding walls, cliffs and pits.

Code:
void Mob::CalculateNewFearpoint()
{
	int loop = 0;
	float ranx, rany, ranz;
	curfp = false;
	while (loop < 100) //Max 100 tries
	{
		int ran = 250 - (loop*2);
		loop++;
		ranx = GetX()+rand()%ran-rand()%ran;
		rany = GetY()+rand()%ran-rand()%ran;
		ranz = FindGroundZ(ranx,rany);
		if (ranz == -999999)
			continue;
		float fdist = ranz - GetZ();
		if (fdist >= -12 && fdist <= 12 && CheckCoordLosNoZLeaps(GetX(),GetY(),GetZ(),ranx,rany,ranz))
		{
			curfp = true;
			break;
		}
	}
	if (curfp)
	{
		fear_walkto_x = ranx;
		fear_walkto_y = rany;
		fear_walkto_z = ranz;
	}
	else //Break fear
	{
		BuffFadeByEffect(SE_Fear);
	}
}
Code:
float Mob::FindGroundZ(float new_x, float new_y, float z_offset)
{
	float ret = -999999;
	if (zone->map != 0)
	{
		NodeRef pnode = zone->map->SeekNode( zone->map->GetRoot(), new_x, new_y );
		if (pnode != NODE_NONE)
		{
			VERTEX me;
			me.x = new_x;
			me.y = new_y;
			me.z = z_pos+z_offset;
			VERTEX hit;
			FACE *onhit;
			float best_z = zone->map->FindBestZ(pnode, me, &hit, &onhit);
			if (best_z != -999999)
			{
				ret = best_z;
			}
		}
	}
	return ret;
}
Code:
bool Entity::CheckCoordLosNoZLeaps(float cur_x, float cur_y, float cur_z, float trg_x, float trg_y, float trg_z, float perwalk)
{
	if(zone->map == NULL) {
		return(true);
	}
	VERTEX myloc;
	VERTEX oloc;
	VERTEX hit;

	myloc.x = cur_x;
	myloc.y = cur_y;
	myloc.z = cur_z+5;

	oloc.x = trg_x;
	oloc.y = trg_y;
	oloc.z = trg_z+5;

	if (myloc.x == oloc.x && myloc.y == oloc.y && myloc.z == oloc.z)
		return true;

	FACE *onhit;

	if (!zone->map->LineIntersectsZoneNoZLeaps(myloc,oloc,perwalk,&hit,&onhit))
		return true;
	return false;
}
Code:
bool Map::LineIntersectsZoneNoZLeaps(VERTEX start, VERTEX end, float step_mag, VERTEX *result, FACE **on) {
	float z = -999999;
	VERTEX step;
	VERTEX cur;
	cur.x = start.x;
	cur.y = start.y;
	cur.z = start.z;
	
	step.x = end.x - start.x;
	step.y = end.y - start.y;
	step.z = end.z - start.z;
	float factor = step_mag / sqrt(step.x*step.x + step.y*step.y + step.z*step.z);

	step.x *= factor;
	step.y *= factor;
	step.z *= factor;

	int steps = 0;

	if (step.x > 0 && step.x < 0.001f)
		step.x = 0.001f;
	if (step.y > 0 && step.y < 0.001f)
		step.y = 0.001f;
	if (step.z > 0 && step.z < 0.001f)
		step.z = 0.001f;
	if (step.x < 0 && step.x > -0.001f)
		step.x = -0.001f;
	if (step.y < 0 && step.y > -0.001f)
		step.y = -0.001f;
	if (step.z < 0 && step.z > -0.001f)
		step.z = -0.001f;
	
	NodeRef cnode, lnode;
	lnode = NULL;
	int i = 0;
	//while we are not past end
	//always do this once, even if start == end.
	while(cur.x != end.x || cur.y != end.y || cur.z != end.z)
	{
		steps++;
		cnode = SeekNode(GetRoot(), cur.x, cur.y);
		if (cnode == NODE_NONE)
		{
			return(true);
		}		
		VERTEX me;
		me.x = cur.x;
		me.y = cur.y;
		me.z = cur.z;
		VERTEX hit;
		FACE *onhit;
		float best_z = zone->map->FindBestZ(cnode, me, &hit, &onhit);
		float diff = best_z-z;
		diff *= sign(diff);
		if (z == -999999 || best_z == -999999 || diff < 12.0)
			z = best_z;
		else
			return(true);
		//look at current location
		if(cnode != NODE_NONE && cnode != lnode) {
			if(LineIntersectsNode(cnode, start, end, result, on))
			{
				return(true);
			}
			lnode = cnode;
		}
		
		//move 1 step
		if (cur.x != end.x)
			cur.x += step.x;
		if (cur.y != end.y)
			cur.y += step.y;
		if (cur.z != end.z)
			cur.z += step.z;
		
		//watch for end conditions
		if ( (cur.x > end.x && end.x >= start.x) || (cur.x < end.x && end.x <= start.x) || (step.x == 0) ) {
			cur.x = end.x;
		}
		if ( (cur.y > end.y && end.y >= start.y) || (cur.y < end.y && end.y <= start.y) || (step.y == 0) ) {
			cur.y = end.y;
		}
		if ( (cur.z > end.z && end.z >= start.z) || (cur.z < end.z && end.z < start.z) || (step.z == 0) ) {
			cur.z = end.z;
		}
	}
	
	//walked entire line and didnt run into anything...
	return(false);
}
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