[Feature] Add Defensive Proc Rules for Level Gap Penalty (#3580)

# Notes
- Allows operators to modify the level gap penalty and level gap required for the penalty for defensive procs' level gap penalty.
- Setting `Spells:DefensiveProcPenaltyLevelGap` to `-1` will disable the penalty.
This commit is contained in:
Alex King 2023-09-17 14:15:51 -04:00 committed by GitHub
parent 604c7ad4ab
commit 06337fe762
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2 changed files with 22 additions and 17 deletions

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@ -454,6 +454,8 @@ RULE_INT(Spells, ResurrectionEffectBlock, 2, "0 = allow overwrites/rule disabled
RULE_BOOL(Spells, WaterMatchRequiredForLoS, true, "Enable/Disable the requirement of both the attacker/victim being both in or out of water for spells LoS to pass.")
RULE_INT(Spells, WizardCritMinimumRandomRatio, 20, "The minimum value for the random range which Wizards and Caster DPS Mercs innately have for spell crit ratio. Set to 20 for vanilla values.")
RULE_INT(Spells, WizardCritMaximumRandomRatio, 70, "The maximum value for the random range which Wizards and Caster DPS Mercs innately have for spell crit ratio. Set to 70 for vanilla values.")
RULE_INT(Spells, DefensiveProcPenaltyLevelGap, 6, "Defensive Proc Penalty Level Gap where procs start losing their proc rate at RuleR(Spells, DefensiveProcPenaltyModifier)% per level difference")
RULE_REAL(Spells, DefensiveProcPenaltyLevelGapModifier, 10.0f, "Defensive Proc Penalty Level Gap Modifier where procs start losing their proc rate at defined % after RuleI(Spells, DefensiveProcLevelGap) level difference")
RULE_CATEGORY_END()
RULE_CATEGORY(Combat)

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@ -4539,8 +4539,8 @@ float Mob::GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 h
}
// argument 'weapon' not used
void Mob::TryDefensiveProc(Mob *on, uint16 hand) {
void Mob::TryDefensiveProc(Mob *on, uint16 hand)
{
if (!on) {
SetTarget(nullptr);
LogError("A null Mob object was passed to Mob::TryDefensiveProc for evaluation!");
@ -4552,23 +4552,26 @@ void Mob::TryDefensiveProc(Mob *on, uint16 hand) {
}
if (!on->HasDied() && on->GetHP() > 0) {
float ProcChance, ProcBonus;
on->GetDefensiveProcChances(ProcBonus, ProcChance, hand, this);
float proc_chance, proc_bonus;
on->GetDefensiveProcChances(proc_bonus, proc_chance, hand, this);
if (hand == EQ::invslot::slotSecondary) {
ProcChance /= 2;
proc_chance /= 2;
}
int level_penalty = 0;
int level_diff = GetLevel() - on->GetLevel();
if (level_diff > 6) {//10% penalty per level if > 6 levels over target.
level_penalty = (level_diff - 6) * 10;
int level_penalty = 0;
int level_diff = GetLevel() - on->GetLevel();
int penalty_level_gap = RuleI(Spells, DefensiveProcPenaltyLevelGap);
if (
penalty_level_gap >= 0 &&
level_diff > penalty_level_gap
) {//10% penalty per level if > penalty_level_gap levels over target.
level_penalty = (level_diff - penalty_level_gap) * RuleR(Spells, DefensiveProcPenaltyLevelGapModifier);
}
ProcChance -= ProcChance*level_penalty / 100;
proc_chance -= proc_chance * level_penalty / 100;
if (ProcChance < 0) {
if (proc_chance < 0) {
return;
}
@ -4576,7 +4579,7 @@ void Mob::TryDefensiveProc(Mob *on, uint16 hand) {
for (int i = 0; i < MAX_PROCS; i++) {
if (IsValidSpell(DefensiveProcs[i].spellID)) {
if (!IsProcLimitTimerActive(DefensiveProcs[i].base_spellID, DefensiveProcs[i].proc_reuse_time, ProcType::DEFENSIVE_PROC)) {
float chance = ProcChance * (static_cast<float>(DefensiveProcs[i].chance) / 100.0f);
float chance = proc_chance * (static_cast<float>(DefensiveProcs[i].chance) / 100.0f);
if (zone->random.Roll(chance)) {
ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on);
CheckNumHitsRemaining(NumHit::DefensiveSpellProcs, 0, DefensiveProcs[i].base_spellID);
@ -4589,14 +4592,14 @@ void Mob::TryDefensiveProc(Mob *on, uint16 hand) {
//AA Procs
if (IsOfClientBot()) {
for (int i = 0; i < MAX_AA_PROCS; i += 4) {
int32 aa_rank_id = aabonuses.DefensiveProc[i + +SBIndex::COMBAT_PROC_ORIGIN_ID];
int32 aa_spell_id = aabonuses.DefensiveProc[i + SBIndex::COMBAT_PROC_SPELL_ID];
int32 aa_proc_chance = 100 + aabonuses.DefensiveProc[i + SBIndex::COMBAT_PROC_RATE_MOD];
int32 aa_rank_id = aabonuses.DefensiveProc[i + +SBIndex::COMBAT_PROC_ORIGIN_ID];
int32 aa_spell_id = aabonuses.DefensiveProc[i + SBIndex::COMBAT_PROC_SPELL_ID];
int32 aa_proc_chance = 100 + aabonuses.DefensiveProc[i + SBIndex::COMBAT_PROC_RATE_MOD];
uint32 aa_proc_reuse_timer = aabonuses.DefensiveProc[i + SBIndex::COMBAT_PROC_REUSE_TIMER];
if (aa_rank_id) {
if (!IsProcLimitTimerActive(-aa_rank_id, aa_proc_reuse_timer, ProcType::DEFENSIVE_PROC)) {
float chance = ProcChance * (static_cast<float>(aa_proc_chance) / 100.0f);
float chance = proc_chance * (static_cast<float>(aa_proc_chance) / 100.0f);
if (zone->random.Roll(chance) && IsValidSpell(aa_spell_id)) {
ExecWeaponProc(nullptr, aa_spell_id, on);
SetProcLimitTimer(-aa_rank_id, aa_proc_reuse_timer, ProcType::DEFENSIVE_PROC);