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Implement mob and client melee push
New rules: Combat:MeleePush turns melee push on/off Combat:MeleePushChance is the chance that an NPC will be pushed Clients are pushed every successful hit, need to verify or disprove this
This commit is contained in:
parent
8b4d601027
commit
06f4fd49ef
@ -1,5 +1,10 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 04/30/2015 ==
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demonstar55: Implement mob and client melee push
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You can set Combat:MeleePush to false to turn off or change Combat:MeleePushChance to increase the chance an NPC can be pushed
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PCs are always pushed, need to do more testing to verify.
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== 04/22/2015 ==
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Uleat: Probable fix for 'Debug Assertion Failure' in Client::GarbleMessage() when calling the 'isalpha' macro.
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ref: https://connect.microsoft.com/VisualStudio/feedback/details/932876/calling-isdigit-with-a-signed-char-1-results-in-a-assert-failure-in-debug-compiles
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@ -1318,9 +1318,9 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 07 */ uint32 damage;
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/* 11 */ uint32 unknown11;
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/* 15 */ uint32 sequence; // see above notes in Action_Struct
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/* 19 */ uint32 unknown19;
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/* 11 */ float force;
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 23 */
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};
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@ -658,7 +658,9 @@ namespace RoF
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@ -4389,7 +4391,7 @@ namespace RoF
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IN(type);
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IN(spellid);
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IN(damage);
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emu->sequence = eq->sequence;
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IN(meleepush_xy);
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FINISH_DIRECT_DECODE();
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}
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@ -729,7 +729,9 @@ namespace RoF2
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@ -4538,7 +4540,7 @@ namespace RoF2
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IN(type);
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IN(spellid);
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IN(damage);
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emu->sequence = eq->sequence;
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IN(meleepush_xy);
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FINISH_DIRECT_DECODE();
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}
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@ -1484,9 +1484,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint32 spellid;
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/* 09 */ int32 damage;
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/* 13 */ float unknown11; // cd cc cc 3d
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/* 17 */ float sequence; // see above notes in Action_Struct
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/* 21 */ uint8 unknown19[9]; // was [9]
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/* 13 */ float force; // cd cc cc 3d
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/* 17 */ float meleepush_xy; // see above notes in Action_Struct
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/* 21 */ float meleepush_z;
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/* 25 */ uint8 unknown25[5]; // was [9]
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/* 30 */
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};
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@ -1514,9 +1514,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint32 spellid;
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/* 09 */ int32 damage;
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/* 13 */ float unknown11; // cd cc cc 3d
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/* 17 */ float sequence; // see above notes in Action_Struct
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/* 21 */ uint8 unknown19[9]; // was [9]
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/* 13 */ float force; // cd cc cc 3d
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/* 17 */ float meleepush_xy; // see above notes in Action_Struct
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/* 21 */ float meleepush_z;
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/* 25 */ uint8 unknown25[5]; // was [9]
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/* 30 */
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};
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@ -446,7 +446,9 @@ namespace SoD
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@ -1272,9 +1272,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 07 */ int32 damage;
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/* 11 */ float unknown11; // cd cc cc 3d
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/* 15 */ float sequence; // see above notes in Action_Struct
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/* 19 */ uint8 unknown19[9]; // was [9]
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/* 11 */ float force; // cd cc cc 3d
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 23 */ uint8 unknown23[5]; // was [9]
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/* 28 */
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};
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@ -426,7 +426,9 @@ namespace SoF
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@ -1249,9 +1249,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 07 */ int32 damage;
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/* 11 */ float unknown11; // cd cc cc 3d
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/* 15 */ float sequence; // see above notes in Action_Struct
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/* 19 */ uint8 unknown19[9]; // was [9]
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/* 11 */ float force; // cd cc cc 3d
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 23 */ uint8 unknown23[5]; // was [9]
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/* 28 */
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};
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@ -1101,9 +1101,9 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 07 */ uint32 damage;
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/* 11 */ uint32 unknown11;
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/* 15 */ uint32 sequence; // see above notes in Action_Struct
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/* 19 */ uint32 unknown19;
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/* 11 */ float force;
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 23 */
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};
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@ -581,7 +581,9 @@ namespace UF
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@ -3356,7 +3358,7 @@ namespace UF
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IN(type);
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IN(spellid);
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IN(damage);
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emu->sequence = eq->sequence;
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IN(meleepush_xy);
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FINISH_DIRECT_DECODE();
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}
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@ -1330,9 +1330,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 07 */ int32 damage;
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/* 11 */ float unknown11; // cd cc cc 3d
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/* 15 */ float sequence; // see above notes in Action_Struct
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/* 19 */ uint8 unknown19[9]; // was [9]
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/* 11 */ float force; // cd cc cc 3d
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 23 */ uint8 unknown23[5]; // was [9]
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/* 28 */
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};
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@ -377,7 +377,7 @@ RULE_REAL ( Combat, HitBonusPerLevel, 1.2) //You gain this % of hit for every le
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RULE_REAL ( Combat, WeaponSkillFalloff, 0.33) //For every weapon skill point that's not maxed you lose this % of hit
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RULE_REAL ( Combat, ArcheryHitPenalty, 0.25) //Archery has a hit penalty to try to help balance it with the plethora of long term +hit modifiers for it
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RULE_REAL ( Combat, AgiHitFactor, 0.01)
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RULE_REAL ( Combat, MinChancetoHit, 5.0) //Minimum % chance to hit with regular melee/ranged
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RULE_REAL ( Combat, MinChancetoHit, 5.0) //Minimum % chance to hit with regular melee/ranged
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RULE_REAL ( Combat, MaxChancetoHit, 95.0) //Maximum % chance to hit with regular melee/ranged
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RULE_INT ( Combat, MinRangedAttackDist, 25) //Minimum Distance to use Ranged Attacks
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RULE_BOOL ( Combat, ArcheryBonusRequiresStationary, true) //does the 2x archery bonus chance require a stationary npc
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@ -438,6 +438,8 @@ RULE_INT ( Combat, BerserkerFrenzyStart, 35)
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RULE_INT ( Combat, BerserkerFrenzyEnd, 45)
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RULE_BOOL ( Combat, OneProcPerWeapon, true) //If enabled, One proc per weapon per round
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RULE_BOOL ( Combat, ProjectileDmgOnImpact, true) //If enabled, projectiles (ie arrows) will hit on impact, instead of instantly.
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RULE_BOOL ( Combat, MeleePush, true) // enable melee push
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RULE_INT ( Combat, MeleePushChance, 50) // (NPCs) chance the target will be pushed. Made up, 100 actually isn't that bad
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RULE_CATEGORY_END()
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RULE_CATEGORY( NPC )
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@ -577,7 +579,7 @@ RULE_INT ( Console, SessionTimeOut, 600000 ) // Amount of time in ms for the con
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RULE_CATEGORY_END()
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RULE_CATEGORY( QueryServ )
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RULE_BOOL( QueryServ, PlayerLogChat, false) // Logs Player Chat
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RULE_BOOL( QueryServ, PlayerLogChat, false) // Logs Player Chat
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RULE_BOOL( QueryServ, PlayerLogTrades, false) // Logs Player Trades
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RULE_BOOL( QueryServ, PlayerLogHandins, false) // Logs Player Handins
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RULE_BOOL( QueryServ, PlayerLogNPCKills, false) // Logs Player NPC Kills
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@ -590,7 +592,7 @@ RULE_BOOL( QueryServ, PlayerLogZone, false) // Logs Player Zone Events
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RULE_BOOL( QueryServ, PlayerLogDeaths, false) // Logs Player Deaths
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RULE_BOOL( QueryServ, PlayerLogConnectDisconnect, false) // Logs Player Connect Disconnect State
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RULE_BOOL( QueryServ, PlayerLogLevels, false) // Logs Player Leveling/Deleveling
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RULE_BOOL( QueryServ, PlayerLogAARate, false) // Logs Player AA Experience Rates
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RULE_BOOL( QueryServ, PlayerLogAARate, false) // Logs Player AA Experience Rates
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RULE_BOOL( QueryServ, PlayerLogQGlobalUpdate, false) // Logs Player QGlobal Updates
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RULE_BOOL( QueryServ, PlayerLogTaskUpdates, false) // Logs Player Task Updates
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RULE_BOOL( QueryServ, PlayerLogKeyringAddition, false) // Log PLayer Keyring additions
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@ -55,3 +55,40 @@ bool EQEmu::IsSpecializedSkill(SkillUseTypes skill)
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return false;
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}
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}
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float EQEmu::GetSkillMeleePushForce(SkillUseTypes skill)
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{
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// This is the force/magnitude of the push from an attack of this skill type
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// You can find these numbers in the clients skill struct
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switch (skill) {
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case Skill1HBlunt:
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case Skill1HSlashing:
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case SkillHandtoHand:
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case SkillThrowing:
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return 0.1f;
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case Skill2HBlunt:
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case Skill2HSlashing:
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case SkillEagleStrike:
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case SkillKick:
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case SkillTigerClaw:
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//case Skill2HPiercing:
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return 0.2f;
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case SkillArchery:
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return 0.15f;
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case SkillBackstab:
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case SkillBash:
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return 0.3f;
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case SkillDragonPunch:
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case SkillRoundKick:
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return 0.25f;
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case SkillFlyingKick:
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return 0.4f;
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case Skill1HPiercing:
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case SkillFrenzy:
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return 0.05f;
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case SkillIntimidation:
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return 2.5f;
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default:
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return 0.0f;
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}
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}
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@ -270,6 +270,7 @@ typedef enum {
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namespace EQEmu {
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bool IsTradeskill(SkillUseTypes skill);
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bool IsSpecializedSkill(SkillUseTypes skill);
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float GetSkillMeleePushForce(SkillUseTypes skill);
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}
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#endif
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2
utils/sql/git/optional/2015_4_30_MeleePush.sql
Normal file
2
utils/sql/git/optional/2015_4_30_MeleePush.sql
Normal file
@ -0,0 +1,2 @@
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INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Combat:MeleePush', 'true', 'Turns on Melee Push.');
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INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Combat:MeleePushChance', '50', 'Chance that an NPC can be pushed from melee.');
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@ -3708,6 +3708,23 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
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a->type = SkillDamageTypes[skill_used]; // was 0x1c
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a->damage = damage;
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a->spellid = spell_id;
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a->meleepush_xy = attacker->GetHeading() * 2.0f;
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if (RuleB(Combat, MeleePush) && damage > 0 && !IsRooted() &&
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(IsClient() || zone->random.Roll(RuleI(Combat, MeleePushChance)))) {
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a->force = EQEmu::GetSkillMeleePushForce(skill_used);
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// update NPC stuff
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auto new_pos = glm::vec3(m_Position.x + (a->force * std::sin(a->meleepush_xy) + m_Delta.x),
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m_Position.y + (a->force * std::cos(a->meleepush_xy) + m_Delta.y), m_Position.z);
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if (zone->zonemap->CheckLoS(glm::vec3(m_Position), new_pos)) { // If we have LoS on the new loc it should be reachable.
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if (IsNPC()) {
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// Is this adequate?
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Teleport(new_pos);
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SendPosUpdate();
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}
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} else {
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a->force = 0.0f; // we couldn't move there, so lets not
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}
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}
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//Note: if players can become pets, they will not receive damage messages of their own
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//this was done to simplify the code here (since we can only effectively skip one mob on queue)
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@ -189,8 +189,8 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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if (!IsPowerDistModSpell(spell_id))
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SetSpellPowerDistanceMod(0);
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bool SE_SpellTrigger_HasCast = false;
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bool SE_SpellTrigger_HasCast = false;
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// iterate through the effects in the spell
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for (i = 0; i < EFFECT_COUNT; i++)
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@ -424,11 +424,11 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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}
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case SE_Succor:
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{
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{
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float x, y, z, heading;
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const char *target_zone;
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x = static_cast<float>(spell.base[1]);
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y = static_cast<float>(spell.base[0]);
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z = static_cast<float>(spell.base[2]);
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@ -872,7 +872,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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if(buffs[buffslot].ticsremaining > RuleI(Character, MaxFearDurationForPlayerCharacter))
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buffs[buffslot].ticsremaining = RuleI(Character, MaxFearDurationForPlayerCharacter);
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}
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if(RuleB(Combat, EnableFearPathing)){
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if(IsClient())
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@ -921,7 +921,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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cd->source = action->source;
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cd->type = action->type;
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cd->spellid = action->spell;
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cd->sequence = action->sequence;
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cd->meleepush_xy = action->sequence;
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CastToClient()->QueuePacket(action_packet);
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if(caster->IsClient() && caster != this)
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@ -970,7 +970,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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cd->source = action->source;
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cd->type = action->type;
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cd->spellid = action->spell;
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cd->sequence = action->sequence;
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cd->meleepush_xy = action->sequence;
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CastToClient()->QueuePacket(action_packet);
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if(caster->IsClient() && caster != this)
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@ -1006,7 +1006,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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cd->source = action->source;
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cd->type = action->type;
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cd->spellid = action->spell;
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cd->sequence = action->sequence;
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cd->meleepush_xy = action->sequence;
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CastToClient()->QueuePacket(action_packet);
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if(caster->IsClient() && caster != this)
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@ -1291,7 +1291,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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#ifdef SPELL_EFFECT_SPAM
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snprintf(effect_desc, _EDLEN, "Spell Absorb Rune: %+i", effect_value);
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#endif
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if(effect_value > 0)
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if(effect_value > 0)
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buffs[buffslot].magic_rune = effect_value;
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break;
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@ -1329,12 +1329,12 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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case SE_DistanceRemoval:
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{
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buffs[buffslot].caston_x = int(GetX());
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buffs[buffslot].caston_y = int(GetY());
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buffs[buffslot].caston_z = int(GetZ());
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buffs[buffslot].caston_x = int(GetX());
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buffs[buffslot].caston_y = int(GetY());
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buffs[buffslot].caston_z = int(GetZ());
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break;
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}
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case SE_Levitate:
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{
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#ifdef SPELL_EFFECT_SPAM
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@ -1349,13 +1349,13 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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case SE_DeathSave: {
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int16 mod = 0;
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if(caster) {
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mod = caster->aabonuses.UnfailingDivinity +
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caster->itembonuses.UnfailingDivinity +
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caster->spellbonuses.UnfailingDivinity;
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}
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|
||||
buffs[buffslot].ExtraDIChance = mod;
|
||||
break;
|
||||
}
|
||||
@ -1440,7 +1440,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
|
||||
|
||||
for(int x = EmuConstants::MATERIAL_BEGIN; x <= EmuConstants::MATERIAL_TINT_END; x++)
|
||||
SendWearChange(x);
|
||||
|
||||
|
||||
if(caster && (caster->spellbonuses.IllusionPersistence || caster->aabonuses.IllusionPersistence
|
||||
|| caster->itembonuses.IllusionPersistence))
|
||||
buffs[buffslot].persistant_buff = 1;
|
||||
@ -1555,8 +1555,8 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
|
||||
{
|
||||
uint16 pet_spellid = CastToNPC()->GetPetSpellID();
|
||||
uint16 pet_ActSpellCost = caster->GetActSpellCost(pet_spellid, spells[pet_spellid].mana);
|
||||
int16 ImprovedReclaimMod = caster->spellbonuses.ImprovedReclaimEnergy +
|
||||
caster->itembonuses.ImprovedReclaimEnergy +
|
||||
int16 ImprovedReclaimMod = caster->spellbonuses.ImprovedReclaimEnergy +
|
||||
caster->itembonuses.ImprovedReclaimEnergy +
|
||||
caster->aabonuses.ImprovedReclaimEnergy;
|
||||
|
||||
if (!ImprovedReclaimMod)
|
||||
@ -1666,9 +1666,9 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
|
||||
// Only allow 2 size changes from Base Size
|
||||
float modifyAmount = (static_cast<float>(effect_value) / 100.0f);
|
||||
float maxModAmount = GetBaseSize() * modifyAmount * modifyAmount;
|
||||
if ((GetSize() <= GetBaseSize() && GetSize() > maxModAmount) ||
|
||||
if ((GetSize() <= GetBaseSize() && GetSize() > maxModAmount) ||
|
||||
(GetSize() >= GetBaseSize() && GetSize() < maxModAmount) ||
|
||||
(GetSize() <= GetBaseSize() && maxModAmount > 1.0f) ||
|
||||
(GetSize() <= GetBaseSize() && maxModAmount > 1.0f) ||
|
||||
(GetSize() >= GetBaseSize() && maxModAmount < 1.0f))
|
||||
{
|
||||
ChangeSize(GetSize() * modifyAmount);
|
||||
@ -1684,7 +1684,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
|
||||
rooted = true;
|
||||
|
||||
if (caster){
|
||||
buffs[buffslot].RootBreakChance = caster->aabonuses.RootBreakChance +
|
||||
buffs[buffslot].RootBreakChance = caster->aabonuses.RootBreakChance +
|
||||
caster->itembonuses.RootBreakChance +
|
||||
caster->spellbonuses.RootBreakChance;
|
||||
}
|
||||
@ -2249,7 +2249,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
|
||||
float range = 0.0f;
|
||||
if (spells[spell_id].base2[i])
|
||||
range = (float)spells[spell_id].base[i];
|
||||
|
||||
|
||||
entity_list.AETaunt(caster->CastToClient(), range);
|
||||
}
|
||||
break;
|
||||
@ -2540,7 +2540,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
|
||||
int mana_damage = 0;
|
||||
int32 mana_to_use = GetMana() - spell.base[i];
|
||||
if(mana_to_use > -1) {
|
||||
SetMana(GetMana() - spell.base[i]);
|
||||
SetMana(GetMana() - spell.base[i]);
|
||||
TryTriggerOnValueAmount(false, true);
|
||||
// we take full dmg(-10 to make the damage the right sign)
|
||||
mana_damage = spell.base[i] / -10 * spell.base2[i];
|
||||
@ -2661,7 +2661,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
|
||||
{
|
||||
if (IsNPC()){
|
||||
caster->Taunt(this->CastToNPC(), false, static_cast<float>(spell.base[i]));
|
||||
|
||||
|
||||
if (spell.base2[i] > 0)
|
||||
CastToNPC()->SetHateAmountOnEnt(caster, (CastToNPC()->GetHateAmount(caster) + spell.base2[i]));
|
||||
}
|
||||
@ -2972,7 +2972,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
|
||||
case SE_TriggerOnReqTarget:
|
||||
case SE_LimitRace:
|
||||
case SE_FcLimitUse:
|
||||
case SE_FcMute:
|
||||
case SE_FcMute:
|
||||
case SE_LimitUseType:
|
||||
case SE_FcStunTimeMod:
|
||||
case SE_StunBashChance:
|
||||
@ -2981,9 +2981,9 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
|
||||
case SE_LimitCastTimeMax:
|
||||
case SE_TriggerOnReqCaster:
|
||||
case SE_FrenziedDevastation:
|
||||
case SE_AStacker:
|
||||
case SE_BStacker:
|
||||
case SE_CStacker:
|
||||
case SE_AStacker:
|
||||
case SE_BStacker:
|
||||
case SE_CStacker:
|
||||
case SE_DStacker:
|
||||
case SE_DoubleRiposte:
|
||||
case SE_Berserk:
|
||||
@ -3473,7 +3473,7 @@ void Mob::DoBuffTic(uint16 spell_id, int slot, uint32 ticsremaining, uint8 caste
|
||||
effect_value = CalcSpellEffectValue(spell_id, i, caster_level, caster, ticsremaining);
|
||||
//Handle client cast DOTs here.
|
||||
if (caster && effect_value < 0){
|
||||
|
||||
|
||||
if (IsDetrimentalSpell(spell_id)){
|
||||
if (caster->IsClient()){
|
||||
if (!caster->CastToClient()->GetFeigned())
|
||||
@ -3715,7 +3715,7 @@ void Mob::DoBuffTic(uint16 spell_id, int slot, uint32 ticsremaining, uint8 caste
|
||||
{
|
||||
if (spellbonuses.DistanceRemoval){
|
||||
|
||||
int distance = ((int(GetX()) - buffs[slot].caston_x) * (int(GetX()) - buffs[slot].caston_x)) +
|
||||
int distance = ((int(GetX()) - buffs[slot].caston_x) * (int(GetX()) - buffs[slot].caston_x)) +
|
||||
((int(GetY()) - buffs[slot].caston_y) * (int(GetY()) - buffs[slot].caston_y)) +
|
||||
((int(GetZ()) - buffs[slot].caston_z) * (int(GetZ()) - buffs[slot].caston_z));
|
||||
|
||||
@ -3729,12 +3729,12 @@ void Mob::DoBuffTic(uint16 spell_id, int slot, uint32 ticsremaining, uint8 caste
|
||||
}
|
||||
|
||||
case SE_AddHateOverTimePct:
|
||||
{
|
||||
{
|
||||
if (IsNPC()){
|
||||
uint32 new_hate = CastToNPC()->GetHateAmount(caster) * (100 + spell.base[i]) / 100;
|
||||
if (new_hate <= 0)
|
||||
new_hate = 1;
|
||||
|
||||
|
||||
CastToNPC()->SetHateAmountOnEnt(caster, new_hate);
|
||||
}
|
||||
break;
|
||||
@ -4136,9 +4136,9 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
|
||||
|
||||
uint32 buff_max = GetMaxTotalSlots();
|
||||
bool found_numhits = false;
|
||||
|
||||
|
||||
for(uint32 d = 0; d < buff_max; d++) {
|
||||
|
||||
|
||||
if(IsValidSpell(buffs[d].spellid) && (buffs[d].numhits > 0)) {
|
||||
Numhits(true);
|
||||
found_numhits = true;
|
||||
@ -4148,7 +4148,7 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
|
||||
if (!found_numhits)
|
||||
Numhits(false);
|
||||
}
|
||||
|
||||
|
||||
if (spells[buffs[slot].spellid].NimbusEffect > 0)
|
||||
RemoveNimbusEffect(spells[buffs[slot].spellid].NimbusEffect);
|
||||
|
||||
@ -4204,15 +4204,15 @@ int32 Client::GetAAEffectDataBySlot(uint32 aa_ID, uint32 slot_id, bool GetEffect
|
||||
base1 = iter->second.base1;
|
||||
base2 = iter->second.base2;
|
||||
slot = iter->second.slot;
|
||||
|
||||
|
||||
if (slot && slot == slot_id) {
|
||||
|
||||
if (GetEffect)
|
||||
return effect;
|
||||
|
||||
|
||||
if (GetBase1)
|
||||
return base1;
|
||||
|
||||
|
||||
if (GetBase2)
|
||||
return base2;
|
||||
}
|
||||
@ -4236,7 +4236,7 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
|
||||
uint32 slot = 0;
|
||||
|
||||
bool LimitFailure = false;
|
||||
bool LimitInclude[MaxLimitInclude] = { false };
|
||||
bool LimitInclude[MaxLimitInclude] = { false };
|
||||
/* Certain limits require only one of several Include conditions to be true. Ie. Add damage to fire OR ice spells.
|
||||
0/1 SE_LimitResist
|
||||
2/3 SE_LimitSpell
|
||||
@ -4247,7 +4247,7 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
|
||||
12/13 SE_LimitSpellClass:
|
||||
14/15 SE_LimitSpellSubClass:
|
||||
Remember: Update MaxLimitInclude in spdat.h if adding new limits that require Includes
|
||||
*/
|
||||
*/
|
||||
int FocusCount = 0;
|
||||
|
||||
std::map<uint32, std::map<uint32, AA_Ability> >::const_iterator find_iter = aa_effects.find(aa_ID);
|
||||
@ -4262,7 +4262,7 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
|
||||
base1 = iter->second.base1;
|
||||
base2 = iter->second.base2;
|
||||
slot = iter->second.slot;
|
||||
|
||||
|
||||
/*
|
||||
AA Foci's can contain multiple focus effects within the same AA.
|
||||
To handle this we will not automatically return zero if a limit is found.
|
||||
@ -4283,7 +4283,7 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
|
||||
if (LimitFailure){
|
||||
value = 0;
|
||||
LimitFailure = false;
|
||||
|
||||
|
||||
for(int e = 0; e < MaxLimitInclude; e++) {
|
||||
LimitInclude[e] = false; //Reset array
|
||||
}
|
||||
@ -4322,7 +4322,7 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
|
||||
LimitFailure = true;
|
||||
|
||||
break;
|
||||
|
||||
|
||||
case SE_LimitMaxLevel:
|
||||
spell_level = spell.classes[(GetClass()%16) - 1];
|
||||
lvldiff = spell_level - base1;
|
||||
@ -4333,7 +4333,7 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
|
||||
if(lvlModifier < 1)
|
||||
LimitFailure = true;
|
||||
}
|
||||
else
|
||||
else
|
||||
LimitFailure = true;
|
||||
}
|
||||
break;
|
||||
@ -4357,7 +4357,7 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
|
||||
if(base1 < 0) { //Exclude
|
||||
if (spell_id == -base1)
|
||||
LimitFailure = true;
|
||||
}
|
||||
}
|
||||
else {
|
||||
LimitInclude[2] = true;
|
||||
if (spell_id == base1) //Include
|
||||
@ -4450,7 +4450,7 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
|
||||
if(base1 < 0) { //Exclude
|
||||
if (CheckSpellCategory(spell_id, base1, SE_LimitSpellClass))
|
||||
return(0);
|
||||
}
|
||||
}
|
||||
else {
|
||||
LimitInclude[12] = true;
|
||||
if (CheckSpellCategory(spell_id, base1, SE_LimitSpellClass)) //Include
|
||||
@ -4462,7 +4462,7 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
|
||||
if(base1 < 0) { //Exclude
|
||||
if (CheckSpellCategory(spell_id, base1, SE_LimitSpellSubclass))
|
||||
return(0);
|
||||
}
|
||||
}
|
||||
else {
|
||||
LimitInclude[14] = true;
|
||||
if (CheckSpellCategory(spell_id, base1, SE_LimitSpellSubclass)) //Include
|
||||
@ -4599,7 +4599,7 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
|
||||
|
||||
//Note if using these as AA, make sure this is first focus used.
|
||||
case SE_SympatheticProc:
|
||||
if(type == focusSympatheticProc)
|
||||
if(type == focusSympatheticProc)
|
||||
value = base2;
|
||||
break;
|
||||
|
||||
@ -4657,12 +4657,12 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
|
||||
if(type == focusIncreaseNumHits)
|
||||
value = base1;
|
||||
break;
|
||||
|
||||
|
||||
case SE_FcLimitUse:
|
||||
if(type == focusFcLimitUse)
|
||||
value = base1;
|
||||
break;
|
||||
|
||||
|
||||
case SE_FcMute:
|
||||
if(type == focusFcMute)
|
||||
value = base1;
|
||||
@ -4683,7 +4683,7 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
|
||||
|
||||
if (LimitFailure)
|
||||
return 0;
|
||||
|
||||
|
||||
return(value*lvlModifier/100);
|
||||
}
|
||||
|
||||
@ -4694,7 +4694,7 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
|
||||
if(!IsValidSpell(focus_id) || !IsValidSpell(spell_id))
|
||||
return 0;
|
||||
|
||||
|
||||
|
||||
const SPDat_Spell_Struct &focus_spell = spells[focus_id];
|
||||
const SPDat_Spell_Struct &spell = spells[spell_id];
|
||||
|
||||
@ -4704,7 +4704,7 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
|
||||
int lvldiff = 0;
|
||||
uint32 Caston_spell_id = 0;
|
||||
|
||||
bool LimitInclude[MaxLimitInclude] = { false };
|
||||
bool LimitInclude[MaxLimitInclude] = { false };
|
||||
/* Certain limits require only one of several Include conditions to be true. Ie. Add damage to fire OR ice spells.
|
||||
0/1 SE_LimitResist
|
||||
2/3 SE_LimitSpell
|
||||
@ -4715,15 +4715,15 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
|
||||
12/13 SE_LimitSpellClass:
|
||||
14/15 SE_LimitSpellSubClass:
|
||||
Remember: Update MaxLimitInclude in spdat.h if adding new limits that require Includes
|
||||
*/
|
||||
|
||||
*/
|
||||
|
||||
for (int i = 0; i < EFFECT_COUNT; i++) {
|
||||
|
||||
switch (focus_spell.effectid[i]) {
|
||||
|
||||
|
||||
case SE_Blank:
|
||||
break;
|
||||
|
||||
|
||||
case SE_LimitResist:
|
||||
if(focus_spell.base[i] < 0){
|
||||
if (spell.resisttype == -focus_spell.base[i]) //Exclude
|
||||
@ -4735,7 +4735,7 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
|
||||
LimitInclude[1] = true;
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
case SE_LimitInstant:
|
||||
if(focus_spell.base[i] == 1 && spell.buffduration) //Fail if not instant
|
||||
return 0;
|
||||
@ -4760,7 +4760,7 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
|
||||
return 0;
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
case SE_LimitMinLevel:
|
||||
if (IsNPC())
|
||||
break;
|
||||
@ -4777,12 +4777,12 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
|
||||
if (spells[spell_id].cast_time > (uint16)focus_spell.base[i])
|
||||
return(0);
|
||||
break;
|
||||
|
||||
|
||||
case SE_LimitSpell:
|
||||
if(focus_spell.base[i] < 0) { //Exclude
|
||||
if (spell_id == -focus_spell.base[i])
|
||||
return(0);
|
||||
}
|
||||
}
|
||||
else {
|
||||
LimitInclude[2] = true;
|
||||
if (spell_id == focus_spell.base[i]) //Include
|
||||
@ -4871,7 +4871,7 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
|
||||
LimitInclude[11] = true;
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
case SE_LimitClass:
|
||||
//Do not use this limit more then once per spell. If multiple class, treat value like items would.
|
||||
if (!PassLimitClass(focus_spell.base[i], GetClass()))
|
||||
@ -4989,7 +4989,7 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
|
||||
if (type == focusSpellHaste && focus_spell.base[i] > value)
|
||||
value = focus_spell.base[i];
|
||||
break;
|
||||
|
||||
|
||||
case SE_IncreaseSpellDuration:
|
||||
if (type == focusSpellDuration && focus_spell.base[i] > value)
|
||||
value = focus_spell.base[i];
|
||||
@ -5161,14 +5161,14 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
|
||||
Log.Out(Logs::General, Logs::Normal, "CalcFocusEffect: unknown effectid %d", focus_spell.effectid[i]);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
for(int e = 0; e < MaxLimitInclude; e+=2) {
|
||||
if (LimitInclude[e] && !LimitInclude[e+1])
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
if (Caston_spell_id){
|
||||
if(IsValidSpell(Caston_spell_id) && (Caston_spell_id != spell_id))
|
||||
SpellFinished(Caston_spell_id, this, 10, 0, -1, spells[Caston_spell_id].ResistDiff);
|
||||
@ -5260,7 +5260,7 @@ uint16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
|
||||
}
|
||||
}
|
||||
|
||||
/*Note: At present, ff designing custom AA to have a sympathetic proc effect, only use one focus
|
||||
/*Note: At present, ff designing custom AA to have a sympathetic proc effect, only use one focus
|
||||
effect within the aa_effects data for each AA*[No live AA's use this effect to my knowledge]*/
|
||||
if (aabonuses.FocusEffects[type]){
|
||||
|
||||
@ -5557,10 +5557,10 @@ int16 NPC::GetFocusEffect(focusType type, uint16 spell_id) {
|
||||
//item focus
|
||||
for(int i = 0; i < EmuConstants::EQUIPMENT_SIZE; i++){
|
||||
const Item_Struct *cur = database.GetItem(equipment[i]);
|
||||
|
||||
|
||||
if(!cur)
|
||||
continue;
|
||||
|
||||
|
||||
TempItem = cur;
|
||||
|
||||
if (TempItem && TempItem->Focus.Effect > 0 && TempItem->Focus.Effect != SPELL_UNKNOWN) {
|
||||
@ -5590,7 +5590,7 @@ int16 NPC::GetFocusEffect(focusType type, uint16 spell_id) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(UsedItem && rand_effectiveness && focus_max_real != 0)
|
||||
realTotal = CalcFocusEffect(type, UsedFocusID, spell_id);
|
||||
}
|
||||
@ -5909,21 +5909,21 @@ float Mob::GetSympatheticProcChances(uint16 spell_id, int16 ProcRateMod, int32 I
|
||||
int32 total_cast_time = 0;
|
||||
float cast_time_mod = 0.0f;
|
||||
ProcRateMod -= 100;
|
||||
|
||||
|
||||
|
||||
if (spells[spell_id].recast_time >= spells[spell_id].recovery_time)
|
||||
total_cast_time = spells[spell_id].recast_time + spells[spell_id].cast_time;
|
||||
else
|
||||
total_cast_time = spells[spell_id].recovery_time + spells[spell_id].cast_time;
|
||||
|
||||
if (total_cast_time > 0 && total_cast_time <= 2500)
|
||||
cast_time_mod = 0.25f;
|
||||
else if (total_cast_time > 2500 && total_cast_time < 7000)
|
||||
cast_time_mod = 0.167f*((static_cast<float>(total_cast_time) - 1000.0f)/1000.0f);
|
||||
else
|
||||
cast_time_mod = static_cast<float>(total_cast_time) / 7000.0f;
|
||||
|
||||
ProcChance = (RuleR(Casting, AvgSpellProcsPerMinute)/100.0f) * (static_cast<float>(100.0f + ProcRateMod) / 10.0f)
|
||||
if (total_cast_time > 0 && total_cast_time <= 2500)
|
||||
cast_time_mod = 0.25f;
|
||||
else if (total_cast_time > 2500 && total_cast_time < 7000)
|
||||
cast_time_mod = 0.167f*((static_cast<float>(total_cast_time) - 1000.0f)/1000.0f);
|
||||
else
|
||||
cast_time_mod = static_cast<float>(total_cast_time) / 7000.0f;
|
||||
|
||||
ProcChance = (RuleR(Casting, AvgSpellProcsPerMinute)/100.0f) * (static_cast<float>(100.0f + ProcRateMod) / 10.0f)
|
||||
* cast_time_mod * (static_cast<float>(100.0f + ItemProcRate)/100.0f);
|
||||
|
||||
return ProcChance;
|
||||
@ -6063,7 +6063,7 @@ int32 Mob::GetFocusIncoming(focusType type, int effect, Mob *caster, uint32 spel
|
||||
CheckNumHitsRemaining(NumHit::MatchingSpells, tmp_buffslot);
|
||||
}
|
||||
|
||||
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
@ -6147,8 +6147,8 @@ uint16 Mob::GetSpellEffectResistChance(uint16 spell_id)
|
||||
|
||||
bool Mob::TryDispel(uint8 caster_level, uint8 buff_level, int level_modifier){
|
||||
|
||||
/*Live 5-20-14 Patch Note: Updated all spells which use Remove Detrimental and
|
||||
Cancel Beneficial spell effects to use a new method. The chances for those spells to
|
||||
/*Live 5-20-14 Patch Note: Updated all spells which use Remove Detrimental and
|
||||
Cancel Beneficial spell effects to use a new method. The chances for those spells to
|
||||
affect their targets have not changed unless otherwise noted.*/
|
||||
|
||||
/*This should provide a somewhat accurate conversion between pre 5/14 base values and post.
|
||||
@ -6160,7 +6160,7 @@ bool Mob::TryDispel(uint8 caster_level, uint8 buff_level, int level_modifier){
|
||||
//Effect value of dispels are treated as a level modifier.
|
||||
//Values for scaling were obtain from live parses, best estimates.
|
||||
|
||||
caster_level += level_modifier - 1;
|
||||
caster_level += level_modifier - 1;
|
||||
int dispel_chance = 32; //Baseline chance if no level difference and no modifier
|
||||
int level_diff = caster_level - buff_level;
|
||||
|
||||
@ -6201,7 +6201,7 @@ bool Mob::ImprovedTaunt(){
|
||||
else {
|
||||
if(!TryFadeEffect(spellbonuses.ImprovedTaunt[2]))
|
||||
BuffFadeBySlot(spellbonuses.ImprovedTaunt[2], true); //If caster killed removed effect.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -6267,7 +6267,7 @@ bool Mob::PassCastRestriction(bool UseCastRestriction, int16 value, bool IsDama
|
||||
Range 845 - 847 : UNKNOWN
|
||||
Range 10000 - 11000 : Limit to Race [base2 - 10000 = Race] (*Not on live: Too useful a function to not implement)
|
||||
THIS IS A WORK IN PROGRESS
|
||||
*/
|
||||
*/
|
||||
|
||||
if (value <= 0)
|
||||
return true;
|
||||
@ -6276,174 +6276,174 @@ bool Mob::PassCastRestriction(bool UseCastRestriction, int16 value, bool IsDama
|
||||
|
||||
switch(value)
|
||||
{
|
||||
case 100:
|
||||
case 100:
|
||||
if ((GetBodyType() == BT_Animal) || (GetBodyType() == BT_Humanoid))
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 101:
|
||||
case 101:
|
||||
if (GetBodyType() == BT_Dragon || GetBodyType() == BT_VeliousDragon || GetBodyType() == BT_Dragon3)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 102:
|
||||
case 102:
|
||||
if ((GetBodyType() == BT_Animal) || (GetBodyType() == BT_Insect))
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 104:
|
||||
case 104:
|
||||
if (GetBodyType() == BT_Animal)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 105:
|
||||
case 105:
|
||||
if (GetBodyType() == BT_Plant)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 106:
|
||||
case 106:
|
||||
if (GetBodyType() == BT_Giant)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 108:
|
||||
case 108:
|
||||
if ((GetBodyType() != BT_Animal) || (GetBodyType() != BT_Humanoid))
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 109:
|
||||
case 109:
|
||||
if ((GetRace() == 520) ||(GetRace() == 79))
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 111:
|
||||
case 111:
|
||||
if ((GetRace() == 527) ||(GetRace() == 11))
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 112:
|
||||
case 112:
|
||||
if ((GetRace() == 456) ||(GetRace() == 28))
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 113:
|
||||
case 113:
|
||||
if ((GetRace() == 456) ||(GetRace() == 48))
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 114:
|
||||
case 114:
|
||||
if (GetRace() == 526)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 115:
|
||||
case 115:
|
||||
if (GetRace() == 522)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 117:
|
||||
case 117:
|
||||
if ((GetBodyType() == BT_Animal) || (GetBodyType() == BT_Plant))
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 118:
|
||||
case 118:
|
||||
if (GetBodyType() == BT_Summoned)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 119:
|
||||
case 119:
|
||||
if (IsPet() && ((GetRace() == 212) || ((GetRace() == 75) && GetTexture() == 1)))
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 120:
|
||||
case 120:
|
||||
if (GetBodyType() == BT_Undead)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 121:
|
||||
case 121:
|
||||
if (GetBodyType() != BT_Undead)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 122:
|
||||
case 122:
|
||||
if ((GetRace() == 473) || (GetRace() == 425))
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 123:
|
||||
case 123:
|
||||
if (GetBodyType() == BT_Humanoid)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 124:
|
||||
case 124:
|
||||
if ((GetBodyType() == BT_Undead) && (GetHPRatio() < 10))
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 125:
|
||||
case 125:
|
||||
if ((GetRace() == 457 || GetRace() == 88) && (GetHPRatio() < 10))
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 126:
|
||||
case 126:
|
||||
if ((GetRace() == 581 || GetRace() == 69) && (GetHPRatio() < 10))
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 201:
|
||||
case 201:
|
||||
if (GetHPRatio() > 75)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 204:
|
||||
case 204:
|
||||
if (GetHPRatio() < 20)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 216:
|
||||
case 216:
|
||||
if (!IsEngaged())
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 250:
|
||||
case 250:
|
||||
if (GetHPRatio() < 35)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 304:
|
||||
if (IsClient() &&
|
||||
case 304:
|
||||
if (IsClient() &&
|
||||
((GetClass() == WARRIOR) || (GetClass() == BARD) || (GetClass() == SHADOWKNIGHT) || (GetClass() == PALADIN) || (GetClass() == CLERIC)
|
||||
|| (GetClass() == RANGER) || (GetClass() == SHAMAN) || (GetClass() == ROGUE) || (GetClass() == BERSERKER)))
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 701:
|
||||
case 701:
|
||||
if (!IsPet())
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 818:
|
||||
case 818:
|
||||
if (GetBodyType() == BT_Undead)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 819:
|
||||
case 819:
|
||||
if (GetBodyType() != BT_Undead)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 842:
|
||||
case 842:
|
||||
if (GetBodyType() == BT_Humanoid && GetLevel() <= 84)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 843:
|
||||
case 843:
|
||||
if (GetBodyType() == BT_Humanoid && GetLevel() <= 86)
|
||||
return true;
|
||||
break;
|
||||
|
||||
case 844:
|
||||
case 844:
|
||||
if (GetBodyType() == BT_Humanoid && GetLevel() <= 88)
|
||||
return true;
|
||||
break;
|
||||
@ -6452,7 +6452,7 @@ bool Mob::PassCastRestriction(bool UseCastRestriction, int16 value, bool IsDama
|
||||
//Limit to amount of pets
|
||||
if (value >= 221 && value <= 249){
|
||||
int count = hate_list.GetSummonedPetCountOnHateList(this);
|
||||
|
||||
|
||||
for (int base2_value = 221; base2_value <= 249; ++base2_value){
|
||||
if (value == base2_value){
|
||||
if (count >= (base2_value - 220)){
|
||||
@ -6476,12 +6476,12 @@ bool Mob::PassCastRestriction(bool UseCastRestriction, int16 value, bool IsDama
|
||||
} //End Damage
|
||||
|
||||
if (!IsDamage || UseCastRestriction) {
|
||||
|
||||
|
||||
//Heal only if HP within specified range. [Doesn't follow a set forumla for all values...]
|
||||
if (value >= 400 && value <= 408){
|
||||
for (int base2_value = 400; base2_value <= 408; ++base2_value){
|
||||
if (value == base2_value){
|
||||
|
||||
|
||||
if (value == 400 && GetHPRatio() <= 25)
|
||||
return true;
|
||||
|
||||
@ -6492,11 +6492,11 @@ bool Mob::PassCastRestriction(bool UseCastRestriction, int16 value, bool IsDama
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
else if (value >= 500 && value <= 549){
|
||||
for (int base2_value = 500; base2_value <= 520; ++base2_value){
|
||||
if (value == base2_value){
|
||||
if (GetHPRatio() < (base2_value - 500)*5)
|
||||
if (GetHPRatio() < (base2_value - 500)*5)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@ -6507,8 +6507,8 @@ bool Mob::PassCastRestriction(bool UseCastRestriction, int16 value, bool IsDama
|
||||
return true;
|
||||
}
|
||||
} // End Heal
|
||||
|
||||
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -6521,18 +6521,18 @@ bool Mob::TrySpellProjectile(Mob* spell_target, uint16 spell_id, float speed){
|
||||
and you lose your mana. If there is LOS the bolt will lock onto your target and the damage is applied when it hits the target.
|
||||
-If your target moves the bolt moves with it in any direction or angle (consistent with other projectiles).
|
||||
-The way this is written once a bolt is cast a the distance from the initial cast to the target repeatedly
|
||||
check and if target is moving recalculates at what predicted time the bolt should hit that target in client_process
|
||||
check and if target is moving recalculates at what predicted time the bolt should hit that target in client_process
|
||||
When bolt hits its predicted point the damage is then done to target.
|
||||
Note: Projectile speed of 1 takes 3 seconds to go 100 distance units. Calculations are based on this constant.
|
||||
Live Bolt speed: Projectile speed of X takes 5 seconds to go 300 distance units.
|
||||
Live Bolt speed: Projectile speed of X takes 5 seconds to go 300 distance units.
|
||||
Pending Implementation: What this code can not do is prevent damage if the bolt hits a barrier after passing the initial LOS check
|
||||
because the target has moved while the bolt is in motion. (it is rare to actual get this to occur on live in normal game play)
|
||||
*/
|
||||
|
||||
if (!spell_target)
|
||||
return false;
|
||||
|
||||
uint8 anim = spells[spell_id].CastingAnim;
|
||||
|
||||
uint8 anim = spells[spell_id].CastingAnim;
|
||||
int slot = -1;
|
||||
|
||||
//Make sure there is an avialable bolt to be cast.
|
||||
@ -6545,9 +6545,9 @@ bool Mob::TrySpellProjectile(Mob* spell_target, uint16 spell_id, float speed){
|
||||
|
||||
if (slot < 0)
|
||||
return false;
|
||||
|
||||
|
||||
if (CheckLosFN(spell_target)) {
|
||||
|
||||
|
||||
float speed_mod = speed * 0.45f; //Constant for adjusting speeds to match calculated impact time.
|
||||
float distance = spell_target->CalculateDistance(GetX(), GetY(), GetZ());
|
||||
float hit = 60.0f + (distance / speed_mod);
|
||||
@ -6570,18 +6570,18 @@ bool Mob::TrySpellProjectile(Mob* spell_target, uint16 spell_id, float speed){
|
||||
ProjectileAnimation(spell_target,0, false, speed,0,0,0, spells[spell_id].player_1);
|
||||
}
|
||||
|
||||
//This allows limited support for server using older spell files that do not contain data for bolt graphics.
|
||||
//This allows limited support for server using older spell files that do not contain data for bolt graphics.
|
||||
else {
|
||||
//Only use fire graphic for fire spells.
|
||||
if (spells[spell_id].resisttype == RESIST_FIRE) {
|
||||
|
||||
|
||||
if (IsClient()){
|
||||
if (CastToClient()->GetClientVersionBit() <= 4) //Titanium needs alternate graphic.
|
||||
ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_Titanium)), false, speed);
|
||||
else
|
||||
else
|
||||
ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_SOF)), false, speed);
|
||||
}
|
||||
|
||||
|
||||
else
|
||||
ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_NPC)), false, speed);
|
||||
}
|
||||
@ -6627,7 +6627,7 @@ void Mob::ResourceTap(int32 damage, uint16 spellid)
|
||||
}
|
||||
|
||||
void Mob::TryTriggerThreshHold(int32 damage, int effect_id, Mob* attacker){
|
||||
|
||||
|
||||
if (damage <= 0)
|
||||
return;
|
||||
|
||||
@ -6649,15 +6649,15 @@ void Mob::TryTriggerThreshHold(int32 damage, int effect_id, Mob* attacker){
|
||||
uint16 spell_id = spells[buffs[slot].spellid].base[i];
|
||||
|
||||
if (damage > spells[buffs[slot].spellid].base2[i]){
|
||||
|
||||
|
||||
BuffFadeBySlot(slot);
|
||||
|
||||
if (IsValidSpell(spell_id)) {
|
||||
|
||||
if (IsBeneficialSpell(spell_id))
|
||||
if (IsBeneficialSpell(spell_id))
|
||||
SpellFinished(spell_id, this, 10, 0, -1, spells[spell_id].ResistDiff);
|
||||
|
||||
else if(attacker)
|
||||
|
||||
else if(attacker)
|
||||
SpellFinished(spell_id, attacker, 10, 0, -1, spells[spell_id].ResistDiff);
|
||||
}
|
||||
}
|
||||
@ -6734,7 +6734,7 @@ void Mob::CalcSpellPowerDistanceMod(uint16 spell_id, float range, Mob* caster)
|
||||
float dist_from_min = distance - spells[spell_id].min_dist;
|
||||
float mod = spells[spell_id].min_dist_mod + (dist_from_min * (dm_mod_interval/dm_range));
|
||||
mod *= 100.0f;
|
||||
|
||||
|
||||
SetSpellPowerDistanceMod(static_cast<int>(mod));
|
||||
}
|
||||
}
|
||||
|
||||
@ -2563,7 +2563,7 @@ void Mob::BardPulse(uint16 spell_id, Mob *caster) {
|
||||
cd->source = action->source;
|
||||
cd->type = DamageTypeSpell;
|
||||
cd->spellid = action->spell;
|
||||
cd->sequence = action->sequence;
|
||||
cd->meleepush_xy = action->sequence;
|
||||
cd->damage = 0;
|
||||
if(!IsEffectInSpell(spell_id, SE_BindAffinity))
|
||||
{
|
||||
@ -3827,7 +3827,7 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
|
||||
cd->source = action->source;
|
||||
cd->type = action->type;
|
||||
cd->spellid = action->spell;
|
||||
cd->sequence = action->sequence;
|
||||
cd->meleepush_xy = action->sequence;
|
||||
cd->damage = 0;
|
||||
if(!IsEffectInSpell(spell_id, SE_BindAffinity))
|
||||
{
|
||||
|
||||
@ -192,7 +192,7 @@ void Trap::Trigger(Mob* trigger)
|
||||
int dmg = zone->random.Int(effectvalue, effectvalue2);
|
||||
trigger->SetHP(trigger->GetHP() - dmg);
|
||||
a->damage = dmg;
|
||||
a->sequence = zone->random.Int(0, 1234567);
|
||||
a->meleepush_xy = zone->random.Int(0, 1234567);
|
||||
a->source = GetHiddenTrigger()!=nullptr ? GetHiddenTrigger()->GetID() : trigger->GetID();
|
||||
a->spellid = 0;
|
||||
a->target = trigger->GetID();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user