4-22-2015

Discussion in 'Changelog' started by robregen, Apr 22, 2015.

  1. robregen

    robregen Administrator Staff Member

    Messages:
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    Torven
    ** NPC special attack modifications, dual wield chance calculations, no magic weapon disarms **
    * NPC monks will no longer be granted innate dual wield without being specifically flagged.
    * Flurries now do a main hand and offhand attack round instead of just two mainhand swings, and trigger the special ability timer.
    * Rampage now does a full main hand and offhand attack round, instead of merely one attack swing, and trigger the special ability timer.
    * Rampage now hits the rampage tank from any distance instead of being limited by combat range.
    * Area (Wild) Rampage now does a full main hand and offhand attack round, instead of merely one attack swing.
    * Area Rampage string changed to 'Rampage' as old clients do not have 'Wild Rampage' strings.
    * Area Rampage now defaults to hitting unlmited (well, 250) targets instead of 1.
    * NPCs may now only do one special attack (flurry, ramp, wild ramp) per combat round.
    * NPC and pet dual wield chance changed to conform to my parse data. Chance has been increased by roughly 33%.
    * Pet double attack chance chnaged to conform to my parse data. Lower level pets will double a bit more often and PoP era pets will double a bit less often.
    * NPC special ability 'quad attack' has been changed work just like 'dual wield' to do a main hand attack + off hand attack (with double attack checks) instead of a random chance to perform four main hand attacks independant of the offhand which could lead to rounds larger than 4 swings. The 'dualwield' flag actually forces the offhand to attack without a weapon, not merely enables an NPC to wield a weapon in the offhand as the name suggests,resulting in behavior one would expect 'quad attack' to do. Since all NPCs are granted the ability to wield a weapon in the offhand if they possess two one-handers, a true dual wield flag would be redundant. Ideally one of these two flags would be removed and the remaining one renamed to 'innate dual wield'.
    * NPC triple attack chance changed to be a 10% chance on a successful main hand double attack. NPCs flagged with this and who also dual wield can now possibly do 5 attack rounds, which would be rare due to needing successful dual wield, two double attack, and triple attack rolls. (this is how AK/old eq worked)
    * Disarm will now fail to work on NPCs wielding magic weapons.
    * #showstats now includes double attack chance and dual wield chance
    * allow 0 mana 'nuke' AI spells with debuff/dot to always cast
    Robregen
    * add boolean rule for forage need water/food and common food/water. Both are set to false as default.
    * (Uleat) Added some nullptr checks for ItemInst* in a few places
    * (Uleat) Patchwork of changes..mostly related tracing a cursor queue bug
    * (Uleat) Removed iter_inst and iter_contents typedefs

    Database:
    Robregen
    * Encyclopedia necrotheurgia should now have a focus effect (minion of shadow) [edit] *pet focus is handled by the code. the item focus visibility will be removed at next week restart.*
    * Uncut Hyacinth should no longer show a charge
    * flower in mistmoore should now respawn in 1 minute.
    * reduce aggro range for Misty Thicket guards to 60.
    * Crafting Stalking Probe should now produce 5 charges.
    * Slightly increase loot chances for mugs and gems on Seafurries in OoT.
    * Forage Items has been redone throughout Classic, Cabillis, Shar Vahl, Shadeweaver, Field of Bone, and PoK. Most "Common Items" should no longer be forage in Shadeweaver, Shar Vahl, Field of Bone, Plane of Hate, and Kedge.
     
    Last edited: Apr 22, 2015