Implemented npc specialability (44) COUNTER_AVOID_DAMAGE which when applied to the ATTACKING NPC will make their attacks more difficult to be avoided by riposte/dodge/parry/block.

Parama0: Negative modifer value that affects ALL avoid damage types dodge/parry/riposte/block) chance on defender. Ie (44,50 = 50 pct reduction to ALL)
Parama1: Negative modifer value that affects RIPOSTE chance on defender. Ie (44,1,0,50 = 50 pct reduction to riposte chance)
Parama2: Negative modifer value that affects PARRY chance on defender.  Ie (44,1,0,0,50 = 50 pct reduction to parry chance)
Parama3: Negative modifer value that affects BLOCK chance on defender.  Ie (44,1,0,0,0,50 = 50 pct reduction to block chance)
Parama4: Negative modifer value that affects DODGE chance on defender.  e (44,1,0,0,0,0,50 = 50 pct reduction to dodge chance)
Example of usage: Player has Improved Dodge V (+50 pct dodge chance), you want to negate this bonus you would set 44,1,0,0,0,0,50 on your NPC.

Clean up and minor fixes to AvoidDamage function.
Added support to a few AA bonuses there.
This commit is contained in:
KayenEQ
2015-02-08 20:17:51 -05:00
parent 4629c7c8c4
commit 0521cae8d0
6 changed files with 78 additions and 51 deletions
+54 -45
View File
@@ -362,13 +362,40 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
//garunteed hit
bool ghit = false;
if((attacker->spellbonuses.MeleeSkillCheck + attacker->itembonuses.MeleeSkillCheck) > 500)
if((attacker->aabonuses.MeleeSkillCheck + attacker->spellbonuses.MeleeSkillCheck + attacker->itembonuses.MeleeSkillCheck) > 500)
ghit = true;
bool InFront = false;
if (attacker->InFrontMob(this, attacker->GetX(), attacker->GetY()))
InFront = true;
/*
This special ability adds a negative modifer to the defenders riposte/block/parry/chance
therefore reducing the defenders chance to successfully avoid the melee attack. At present
time this is the only way to fine tune counter these mods on players. This may
ultimately end up being more useful as fields in npc_types.
*/
int counter_all = 0;
int counter_riposte = 0;
int counter_block = 0;
int counter_parry = 0;
int counter_dodge = 0;
if (attacker->GetSpecialAbility(COUNTER_AVOID_DAMAGE)){
counter_all = attacker->GetSpecialAbilityParam(COUNTER_AVOID_DAMAGE, 0);
counter_riposte = attacker->GetSpecialAbilityParam(COUNTER_AVOID_DAMAGE,1);
counter_block = attacker->GetSpecialAbilityParam(COUNTER_AVOID_DAMAGE, 2);
counter_parry = attacker->GetSpecialAbilityParam(COUNTER_AVOID_DAMAGE, 3);
counter_dodge = attacker->GetSpecialAbilityParam(COUNTER_AVOID_DAMAGE, 4);
}
//////////////////////////////////////////////////////////
// make enrage same as riposte
/////////////////////////////////////////////////////////
if (IsEnraged() && other->InFrontMob(this, other->GetX(), other->GetY())) {
if (IsEnraged() && InFront) {
damage = -3;
Log.Out(Logs::Detail, Logs::Combat, "I am enraged, riposting frontal attack.");
}
@@ -377,9 +404,10 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
// riposte
/////////////////////////////////////////////////////////
float riposte_chance = 0.0f;
if (CanRiposte && damage > 0 && CanThisClassRiposte() && other->InFrontMob(this, other->GetX(), other->GetY()))
if (CanRiposte && damage > 0 && CanThisClassRiposte() && InFront)
{
riposte_chance = (100.0f + (float)defender->aabonuses.RiposteChance + (float)defender->spellbonuses.RiposteChance + (float)defender->itembonuses.RiposteChance) / 100.0f;
riposte_chance = (100.0f + static_cast<float>(aabonuses.RiposteChance + spellbonuses.RiposteChance +
itembonuses.RiposteChance - counter_riposte - counter_all)) / 100.0f;
skill = GetSkill(SkillRiposte);
if (IsClient()) {
CastToClient()->CheckIncreaseSkill(SkillRiposte, other, -10);
@@ -398,28 +426,19 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
///////////////////////////////////////////////////////
bool bBlockFromRear = false;
bool bShieldBlockFromRear = false;
if (this->IsClient()) {
int aaChance = 0;
// a successful roll on this does not mean a successful block is forthcoming. only that a chance to block
// from a direction other than the rear is granted.
// a successful roll on this does not mean a successful block is forthcoming. only that a chance to block
// from a direction other than the rear is granted.
int BlockBehindChance = aabonuses.BlockBehind + spellbonuses.BlockBehind + itembonuses.BlockBehind;
//Live AA - HightenedAwareness
int BlockBehindChance = aabonuses.BlockBehind + spellbonuses.BlockBehind + itembonuses.BlockBehind;
if (BlockBehindChance && zone->random.Roll(BlockBehindChance)) {
bBlockFromRear = true;
if (spellbonuses.BlockBehind || itembonuses.BlockBehind)
bShieldBlockFromRear = true; //This bonus should allow a chance to Shield Block from behind.
}
}
if (BlockBehindChance && zone->random.Roll(BlockBehindChance))
bBlockFromRear = true;
float block_chance = 0.0f;
if (damage > 0 && CanThisClassBlock() && (other->InFrontMob(this, other->GetX(), other->GetY()) || bBlockFromRear)) {
block_chance = (100.0f + (float)spellbonuses.IncreaseBlockChance + (float)itembonuses.IncreaseBlockChance) / 100.0f;
if (damage > 0 && CanThisClassBlock() && (InFront || bBlockFromRear)) {
block_chance = (100.0f + static_cast<float>(aabonuses.IncreaseBlockChance + spellbonuses.IncreaseBlockChance +
itembonuses.IncreaseBlockChance - counter_block - counter_all)) / 100.0f;
skill = CastToClient()->GetSkill(SkillBlock);
if (IsClient()) {
CastToClient()->CheckIncreaseSkill(SkillBlock, other, -10);
@@ -435,32 +454,20 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
RollTable[1] = RollTable[0];
}
if(damage > 0 && HasShieldEquiped() && (aabonuses.ShieldBlock || spellbonuses.ShieldBlock || itembonuses.ShieldBlock)
&& (other->InFrontMob(this, other->GetX(), other->GetY()) || bShieldBlockFromRear)) {
float bonusShieldBlock = 0.0f;
bonusShieldBlock = static_cast<float>(aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock);
RollTable[1] += bonusShieldBlock;
}
if(IsClient() && damage > 0 && (aabonuses.TwoHandBluntBlock || spellbonuses.TwoHandBluntBlock || itembonuses.TwoHandBluntBlock)
&& (other->InFrontMob(this, other->GetX(), other->GetY()) || bShieldBlockFromRear)) {
if(CastToClient()->m_inv.GetItem(MainPrimary)) {
float bonusStaffBlock = 0.0f;
if (CastToClient()->m_inv.GetItem(MainPrimary)->GetItem()->ItemType == ItemType2HBlunt){
bonusStaffBlock = static_cast<float>(aabonuses.TwoHandBluntBlock + spellbonuses.TwoHandBluntBlock + itembonuses.TwoHandBluntBlock);
RollTable[1] += bonusStaffBlock;
}
}
}
//Try Shield Block OR TwoHandBluntBlockCheck
if(damage > 0 && HasShieldEquiped() && (aabonuses.ShieldBlock || spellbonuses.ShieldBlock || itembonuses.ShieldBlock) && (InFront || bBlockFromRear))
RollTable[1] += static_cast<float>(aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock - counter_block - counter_all);
else if(damage > 0 && HasTwoHandBluntEquiped() && (aabonuses.TwoHandBluntBlock || spellbonuses.TwoHandBluntBlock || itembonuses.TwoHandBluntBlock) && (InFront || bBlockFromRear))
RollTable[1] += static_cast<float>(aabonuses.TwoHandBluntBlock + spellbonuses.TwoHandBluntBlock + itembonuses.TwoHandBluntBlock - counter_block - counter_all);
//////////////////////////////////////////////////////
// parry
//////////////////////////////////////////////////////
float parry_chance = 0.0f;
if (damage > 0 && CanThisClassParry() && other->InFrontMob(this, other->GetX(), other->GetY()))
{
parry_chance = (100.0f + (float)defender->spellbonuses.ParryChance + (float)defender->itembonuses.ParryChance) / 100.0f;
if (damage > 0 && CanThisClassParry() && InFront){
parry_chance = (100.0f + static_cast<float>(aabonuses.ParryChance + itembonuses.ParryChance +
itembonuses.ParryChance - counter_parry - counter_all)) / 100.0f;
skill = CastToClient()->GetSkill(SkillParry);
if (IsClient()) {
CastToClient()->CheckIncreaseSkill(SkillParry, other, -10);
@@ -481,9 +488,11 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
// dodge
////////////////////////////////////////////////////////
float dodge_chance = 0.0f;
if (damage > 0 && CanThisClassDodge() && other->InFrontMob(this, other->GetX(), other->GetY()))
{
dodge_chance = (100.0f + (float)defender->spellbonuses.DodgeChance + (float)defender->itembonuses.DodgeChance) / 100.0f;
if (damage > 0 && CanThisClassDodge() && InFront){
dodge_chance = (100.0f + static_cast<float>(aabonuses.DodgeChance + spellbonuses.DodgeChance +
itembonuses.DodgeChance - counter_dodge - counter_all)) / 100.0f;
skill = CastToClient()->GetSkill(SkillDodge);
if (IsClient()) {
CastToClient()->CheckIncreaseSkill(SkillDodge, other, -10);