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[Commands] #tune command rewrite (#1677)
* tune updates * Update tune.cpp * tune update * updates * updates * less zero * update * up * u * Update tune.cpp * Update tune.cpp * avoidance working * accuracy * save1 * Update tune.cpp * override * Removed Old Tune Code * cleanup1 * up * finished v1 * Update command.cpp * Update command.cpp * spellfix * Update command.cpp * remove test command * added SYNC comments Hopefully if anyone changes these functions they will change the corresponding tune * Tune_ to Tune Co-authored-by: Akkadius <akkadius1@gmail.com>
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-9
@@ -1132,7 +1132,7 @@ public:
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void SendItemAnimation(Mob *to, const EQ::ItemData *item, EQ::skills::SkillType skillInUse, float velocity = 4.0);
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inline int& GetNextIncHPEvent() { return nextinchpevent; }
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void SetNextIncHPEvent( int inchpevent );
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inline bool DivineAura() const { return spellbonuses.DivineAura; }
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inline bool Sanctuary() const { return spellbonuses.Sanctuary; }
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@@ -1226,14 +1226,38 @@ public:
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bool mod_will_aggro(Mob *attacker, Mob *on);
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//Command #Tune functions
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int32 Tune_MeleeMitigation(Mob* GM, Mob *attacker, int32 damage, int32 minhit, ExtraAttackOptions *opts = nullptr, int Msg =0, int ac_override=0, int atk_override=0, int add_ac=0, int add_atk = 0);
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virtual int32 Tune_GetMeleeMitDmg(Mob* GM, Mob *attacker, int32 damage, int32 minhit, float mit_rating, float atk_rating);
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uint32 Tune_GetMeanDamage(Mob* GM, Mob *attacker, int32 damage, int32 minhit, ExtraAttackOptions *opts = nullptr, int Msg = 0,int ac_override=0, int atk_override=0, int add_ac=0, int add_atk = 0);
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void Tune_FindATKByPctMitigation(Mob* defender, Mob *attacker, float pct_mitigation, int interval = 50, int max_loop = 100, int ac_override=0,int Msg =0);
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void Tune_FindACByPctMitigation(Mob* defender, Mob *attacker, float pct_mitigation, int interval = 50, int max_loop = 100, int atk_override=0,int Msg =0);
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float Tune_CheckHitChance(Mob* defender, Mob* attacker, EQ::skills::SkillType skillinuse, int Hand, int16 chance_mod, int Msg = 1, int acc_override = 0, int avoid_override = 0, int add_acc = 0, int add_avoid = 0);
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void Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_chance, int interval, int max_loop, int avoid_override, int Msg = 0);
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void Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_chance, int interval, int max_loop, int acc_override, int Msg = 0);
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void TuneGetStats(Mob* defender, Mob *attacker);
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void TuneGetACByPctMitigation(Mob* defender, Mob *attacker, float pct_mitigation, int interval = 10, int max_loop = 1000, int atk_override = 0, int Msg = 0);
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void TuneGetATKByPctMitigation(Mob* defender, Mob *attacker, float pct_mitigation, int interval = 10, int max_loop = 1000, int ac_override = 0, int Msg = 0);
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void TuneGetAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_chance, int interval, int max_loop, int accuracy_override, int Msg);
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void TuneGetAccuracyByHitChance(Mob* defender, Mob *attacker, float hit_chance, int interval, int max_loop, int avoidance_override, int Msg);
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/*support functions*/
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int TuneClientGetMeanDamage(Mob* other, int ac_override = 0, int atk_override = 0, int add_ac = 0, int add_atk = 0);
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int TuneClientGetMaxDamage(Mob* other);
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int TuneClientGetMinDamage(Mob* other, int max_hit);
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float TuneGetACMitigationPct(Mob* defender, Mob *attacker);
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int TuneGetOffense(Mob* defender, Mob *attacker, int atk_override = 0);
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int TuneGetAccuracy(Mob* defender, Mob *attacker, int accuracy_override = 0, int add_accuracy = 0);
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int TuneGetAvoidance(Mob* defender, Mob *attacker, int avoidance_override = 0, int add_avoidance = 0);
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float TuneGetHitChance(Mob* defender, Mob *attacker, int avoidance_override = 0, int accuracy_override = 0, int add_avoidance = 0, int add_accuracy = 0);
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float TuneGetAvoidMeleeChance(Mob* defender, Mob *attacker, int type);
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int TuneCalcEvasionBonus(int final_avoidance, int base_avoidance);
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/*modified combat code - These SYNC to attack.cpp, relevant changes to these functions in attack.cpp should be changed to the below as well*/
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int TuneNPCAttack(Mob* other, bool no_avoid = true, bool no_hit_chance = true, int hit_chance_bonus = 10000, int ac_override = 0, int atk_override = 0, int add_ac = 0, int add_atk = 0,
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bool get_offense = false, bool get_accuracy = false, int avoidance_override = 0, int accuracy_override = 0, int add_avoidance = 0, int add_accuracy = 0);
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int TuneClientAttack(Mob* other, bool no_avoid = true, bool no_hit_chance = true, int hit_chance_bonus = 10000, int ac_override = 0, int atk_override = 0, int add_ac = 0, int add_atk = 0,
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bool get_offense = false, bool get_accuracy = false, int avoidance_override = 0, int accuracy_override = 0, int add_avoidance = 0, int add_accuracy = 0);
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void TuneDoAttack(Mob *other, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr, bool no_avoid = true, bool no_hit_chance = true, int ac_override = 0, int add_ac = 0,
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int avoidance_override = 0, int accuracy_override = 0, int add_avoidance = 0, int add_accuracy = 0);
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void TuneMeleeMitigation(Mob *attacker, DamageHitInfo &hit, int ac_override, int add_ac);
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int Tuneoffense(EQ::skills::SkillType skill, int atk_override = 0, int add_atk = 0);
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int TuneACSum(bool skip_caps=false, int ac_override = 0, int add_ac = 0);
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int TuneGetTotalToHit(EQ::skills::SkillType skill, int chance_mod, int accuracy_override = 0, int add_accurracy = 0); // compute_tohit + spell bonuses
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int Tunecompute_tohit(EQ::skills::SkillType skillinuse, int accuracy_override = 0, int add_accuracy = 0);
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int TuneGetTotalDefense(int avoidance_override = 0, int add_avoidance = 0);
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int Tunecompute_defense(int avoidance_override = 0, int add_avoidance = 0);
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bool TuneCheckHitChance(Mob* other, DamageHitInfo &hit, int avoidance_override = 0, int add_avoidance = 0);
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EQ::skills::SkillType TuneAttackAnimation(int Hand, const EQ::ItemInstance* weapon, EQ::skills::SkillType skillinuse = EQ::skills::Skill1HBlunt);
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//aa new
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uint32 GetAA(uint32 rank_id, uint32 *charges = nullptr) const;
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