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General::Server Discussion Discussion about emulator servers. Do not post support topics here. |
04-29-2008, 05:58 PM
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Sarnak
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Join Date: Dec 2007
Posts: 63
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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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04-29-2008, 06:26 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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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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04-29-2008, 07:05 PM
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Sarnak
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Join Date: Dec 2007
Posts: 63
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Thanks, would you mind extrapolating a little on that so i can get some ideas?
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04-29-2008, 08:00 PM
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Dragon
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Join Date: Feb 2002
Posts: 583
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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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04-29-2008, 08:09 PM
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Banned
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Join Date: Jan 2006
Location: /dev/null
Posts: 99
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dude that woulld be awsome as hell ~.~
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04-29-2008, 08:32 PM
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Dragon
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Join Date: Feb 2002
Posts: 583
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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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04-29-2008, 10:08 PM
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Sarnak
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Join Date: Jan 2003
Location: Grand Rapids, MI
Posts: 90
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Wiz !!!!
Long time no see man... How ya been?
Hope your well.
Krusher
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04-29-2008, 10:25 PM
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Developer
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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Thanks for the code Wiz. I can't wait to play with it. If I can get it "adapted", I'll post it up for everyone.
Thanks again!
Dax
__________________
Daxum
Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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04-30-2008, 07:33 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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Please have a look at the code - and see if it can be adapated to current, then this would be a great addition to base code.
Thanks Wiz
GeorgeS
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04-30-2008, 06:39 PM
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Discordant
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Join Date: Jun 2005
Posts: 286
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Yeah this would be incredible! Good luck on the adaption.
__________________
-Croup (the rogue)
Creator of Pandemic (PvP-Racewars)
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05-24-2008, 08:09 AM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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I don't know if anyone has already integrated Wiz's fear code, however I spent a few hours last night
and this morning on it.
Patch against 1108: http://www.rama.demon.co.uk/wizfear.patch
Full 1108 source with Wiz's fear code: http://www.rama.demon.co.uk/EQEmu-0....WizFear.tar.gz
I only did limited testing on it, so use at your own risk
Any bugs are my fault. Kudos to Wiz for releasing his source.
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05-24-2008, 10:29 AM
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Banned
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Join Date: Jan 2006
Location: /dev/null
Posts: 99
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This works great acually =). Testing it out now on my server. Thanks man.
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05-24-2008, 11:25 AM
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Banned
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Join Date: Jan 2006
Location: /dev/null
Posts: 99
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the only thing i'm having trouble with atm, is players acually getting feared. I'm looking into that now.
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05-24-2008, 01:49 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by jenco420
the only thing i'm having trouble with atm, is players acually getting feared. I'm looking into that now.
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I never tested PVP fear, but I've looked at the code a bit more. There is some
code to disallow client-to-client fear, however with that commented out, you get
a message saying your are feared, but you actually aren't.
I'm speculating that that the server needs to send an OP_Fear packet to the
client to tell it it's feared, however I don't see such an opcode anywhere in
the source or .conf files.
Maybe if someone had a packet trace of a player being feared from back when the 6.2 client or Titanium where the live clients, that may help, or maybe it is not an opcode issue at all.
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05-24-2008, 04:07 PM
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Hill Giant
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Join Date: Jun 2006
Location: San Jo, Cali
Posts: 180
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Wiz, i would just like to thank you for your generosity, really very kind
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