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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.
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-1
@@ -308,7 +308,9 @@ public:
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void SetTargetable(bool on);
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bool IsTargetable() const { return m_targetable; }
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bool HasShieldEquiped() const { return has_shieldequiped; }
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inline void ShieldEquiped(bool val) { has_shieldequiped = val; }
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inline void SetShieldEquiped(bool val) { has_shieldequiped = val; }
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bool HasTwoHandBluntEquiped() const { return has_twohandbluntequiped; }
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inline void SetTwoHandBluntEquiped(bool val) { has_twohandbluntequiped = val; }
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virtual uint16 GetSkill(SkillUseTypes skill_num) const { return 0; }
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virtual uint32 GetEquipment(uint8 material_slot) const { return(0); }
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virtual int32 GetEquipmentMaterial(uint8 material_slot) const;
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@@ -1150,6 +1152,7 @@ protected:
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uint16 viral_spells[MAX_SPELL_TRIGGER*2]; // Stores the spell ids of the viruses on target and caster ids
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bool offhand;
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bool has_shieldequiped;
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bool has_twohandbluntequiped;
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bool has_numhits;
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bool has_MGB;
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bool has_ProjectIllusion;
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