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Rework quiver haste
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@ -450,7 +450,7 @@ RULE_REAL (Combat,TauntSkillFalloff, 0.33)//For every taunt skill point that's n
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RULE_BOOL (Combat,EXPFromDmgShield, false) //Determine if damage from a damage shield counts for EXP gain.
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RULE_INT(Combat, MonkACBonusWeight, 15)
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RULE_INT(Combat, ClientStunLevel, 55) //This is the level where client kicks and bashes can stun the target
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RULE_INT(Combat, QuiverWRHasteDiv, 3) //Weight Reduction is divided by this to get haste contribution for quivers
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RULE_INT(Combat, QuiverHasteCap, 1000) //Quiver haste cap 1000 on live for a while, currently 700 on live
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RULE_BOOL(Combat, UseArcheryBonusRoll, false) //Make the 51+ archery bonus require an actual roll
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RULE_INT(Combat, ArcheryBonusChance, 50)
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RULE_INT(Combat, BerserkerFrenzyStart, 35)
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@ -4649,28 +4649,31 @@ void Client::SetAttackTimer()
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int hhe = itembonuses.HundredHands + spellbonuses.HundredHands;
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int speed = 0;
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int delay = 36;
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float quiver_haste = 0.0f;
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int delay = 3600;
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//if we have no weapon..
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if (ItemToUse == nullptr) {
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//above checks ensure ranged weapons do not fall into here
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// Work out if we're a monk
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if (GetClass() == MONK || GetClass() == BEASTLORD)
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delay = GetMonkHandToHandDelay();
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delay = 100 * GetMonkHandToHandDelay();
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} else {
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//we have a weapon, use its delay
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delay = ItemToUse->Delay;
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if (ItemToUse->ItemType == ItemTypeBow || ItemToUse->ItemType == ItemTypeLargeThrowing)
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quiver_haste = GetQuiverHaste();
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delay = 100 * ItemToUse->Delay;
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}
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speed = delay / haste_mod;
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if (ItemToUse && ItemToUse->ItemType == ItemTypeBow) {
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// Live actually had a bug here where they would return the non-modified attack speed
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// rather than the cap ...
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speed = std::max(speed - GetQuiverHaste(speed), RuleI(Combat, QuiverHasteCap));
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} else {
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if (RuleB(Spells, Jun182014HundredHandsRevamp))
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speed = static_cast<int>(speed + ((hhe / 1000.0f) * speed));
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else
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speed = static_cast<int>(speed + ((hhe / 100.0f) * delay));
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}
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if (RuleB(Spells, Jun182014HundredHandsRevamp))
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speed = static_cast<int>(((delay / haste_mod) + ((hhe / 1000.0f) * (delay / haste_mod))) * 100);
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else
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speed = static_cast<int>(((delay / haste_mod) + ((hhe / 100.0f) * delay)) * 100);
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// this is probably wrong
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if (quiver_haste > 0)
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speed *= quiver_haste;
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TimerToUse->SetAtTrigger(std::max(RuleI(Combat, MinHastedDelay), speed), true, true);
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}
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}
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@ -8356,21 +8356,19 @@ void Client::ShowNumHits()
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return;
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}
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float Client::GetQuiverHaste()
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int Client::GetQuiverHaste(int delay)
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{
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float quiver_haste = 0;
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const ItemInst *pi = nullptr;
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for (int r = EmuConstants::GENERAL_BEGIN; r <= EmuConstants::GENERAL_END; r++) {
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const ItemInst *pi = GetInv().GetItem(r);
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if (!pi)
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continue;
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if (pi->IsType(ItemClassContainer) && pi->GetItem()->BagType == BagTypeQuiver) {
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float temp_wr = (pi->GetItem()->BagWR / RuleI(Combat, QuiverWRHasteDiv));
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quiver_haste = std::max(temp_wr, quiver_haste);
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}
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pi = GetInv().GetItem(r);
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if (pi && pi->IsType(ItemClassContainer) && pi->GetItem()->BagType == BagTypeQuiver &&
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pi->GetItem()->BagWR > 0)
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break;
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if (r == EmuConstants::GENERAL_END)
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// we will get here if we don't find a valid quiver
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return 0;
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}
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if (quiver_haste > 0)
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quiver_haste = 1.0f / (1.0f + static_cast<float>(quiver_haste) / 100.0f);
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return quiver_haste;
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return (pi->GetItem()->BagWR * 0.0025f * delay) + 1;
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}
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void Client::SendColoredText(uint32 color, std::string message)
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@ -226,7 +226,7 @@ public:
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virtual inline bool IsBerserk() { return berserk; }
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virtual int32 GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit, float mit_rating, float atk_rating);
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virtual void SetAttackTimer();
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float GetQuiverHaste();
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int GetQuiverHaste(int delay);
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void DoAttackRounds(Mob *target, int hand, bool IsFromSpell = false);
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void AI_Init();
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