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SE_Taunt is a flat chance not a bonus to taunt chance
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@ -843,7 +843,7 @@ public:
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void StartEnrage();
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void ProcessEnrage();
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bool IsEnraged();
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void Taunt(NPC* who, bool always_succeed, float chance_bonus=0, bool FromSpell=false, int32 bonus_hate=0);
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void Taunt(NPC *who, bool always_succeed, int chance_bonus = 0, bool FromSpell = false, int32 bonus_hate = 0);
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virtual void AI_Init();
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virtual void AI_Start(uint32 iMoveDelay = 0);
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@ -1868,18 +1868,18 @@ void Client::DoClassAttacks(Mob *ca_target, uint16 skill, bool IsRiposte)
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}
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}
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void Mob::Taunt(NPC* who, bool always_succeed, float chance_bonus, bool FromSpell, int32 bonus_hate) {
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void Mob::Taunt(NPC *who, bool always_succeed, int chance_bonus, bool FromSpell, int32 bonus_hate)
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{
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if (who == nullptr)
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return;
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if(DivineAura())
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if (DivineAura())
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return;
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if(!FromSpell && !CombatRange(who))
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if (!FromSpell && !CombatRange(who))
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return;
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if(!always_succeed && IsClient())
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if (!always_succeed && IsClient())
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CastToClient()->CheckIncreaseSkill(EQEmu::skills::SkillTaunt, who, 10);
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Mob *hate_top = who->GetHateMost();
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@ -1887,69 +1887,73 @@ void Mob::Taunt(NPC* who, bool always_succeed, float chance_bonus, bool FromSpel
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int level_difference = GetLevel() - who->GetLevel();
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bool Success = false;
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//Support for how taunt worked pre 2000 on LIVE - Can not taunt NPC over your level.
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if ((RuleB(Combat,TauntOverLevel) == false) && (level_difference < 0) || who->GetSpecialAbility(IMMUNE_TAUNT)){
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Message_StringID(MT_SpellFailure,FAILED_TAUNT);
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// Support for how taunt worked pre 2000 on LIVE - Can not taunt NPC over your level.
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if ((RuleB(Combat, TauntOverLevel) == false) && (level_difference < 0) ||
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who->GetSpecialAbility(IMMUNE_TAUNT)) {
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Message_StringID(MT_SpellFailure, FAILED_TAUNT);
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return;
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}
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//All values used based on live parses after taunt was updated in 2006.
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if ((hate_top && hate_top->GetHPRatio() >= 20) || hate_top == nullptr) {
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// All values used based on live parses after taunt was updated in 2006.
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if ((hate_top && hate_top->GetHPRatio() >= 20) || hate_top == nullptr || chance_bonus) {
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// SE_Taunt this is flat chance
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if (chance_bonus) {
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Success = zone->random.Roll(chance_bonus);
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} else {
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int32 newhate = 0;
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float tauntchance = 50.0f;
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int32 newhate = 0;
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float tauntchance = 50.0f;
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if(always_succeed)
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tauntchance = 101.0f;
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else {
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if (level_difference < 0){
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tauntchance += static_cast<float>(level_difference)*3.0f;
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if (tauntchance < 20)
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tauntchance = 20.0f;
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}
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if (always_succeed)
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tauntchance = 101.0f;
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else {
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tauntchance += static_cast<float>(level_difference)*5.0f;
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if (tauntchance > 65)
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tauntchance = 65.0f;
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if (level_difference < 0) {
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tauntchance += static_cast<float>(level_difference) * 3.0f;
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if (tauntchance < 20)
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tauntchance = 20.0f;
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}
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else {
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tauntchance += static_cast<float>(level_difference) * 5.0f;
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if (tauntchance > 65)
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tauntchance = 65.0f;
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}
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}
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// TauntSkillFalloff rate is not based on any real data. Default of 33% gives a reasonable
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// result.
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if (IsClient() && !always_succeed)
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tauntchance -= (RuleR(Combat, TauntSkillFalloff) *
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(CastToClient()->MaxSkill(EQEmu::skills::SkillTaunt) -
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GetSkill(EQEmu::skills::SkillTaunt)));
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if (tauntchance < 1)
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tauntchance = 1.0f;
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tauntchance /= 100.0f;
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Success = tauntchance > zone->random.Real(0, 1);
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}
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//TauntSkillFalloff rate is not based on any real data. Default of 33% gives a reasonable result.
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if (IsClient() && !always_succeed)
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tauntchance -= (RuleR(Combat, TauntSkillFalloff) * (CastToClient()->MaxSkill(EQEmu::skills::SkillTaunt) - GetSkill(EQEmu::skills::SkillTaunt)));
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//From SE_Taunt (Does a taunt with a chance modifier)
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if (chance_bonus)
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tauntchance += tauntchance*chance_bonus/100.0f;
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if (tauntchance < 1)
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tauntchance = 1.0f;
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tauntchance /= 100.0f;
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if (tauntchance > zone->random.Real(0, 1)) {
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if (hate_top && hate_top != this){
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if (Success) {
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if (hate_top && hate_top != this) {
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newhate = (who->GetNPCHate(hate_top) - who->GetNPCHate(this)) + 1 + bonus_hate;
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who->CastToNPC()->AddToHateList(this, newhate);
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Success = true;
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} else {
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who->CastToNPC()->AddToHateList(this, 12);
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}
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else
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who->CastToNPC()->AddToHateList(this,12);
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if (who->CanTalk())
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who->Say_StringID(SUCCESSFUL_TAUNT,GetCleanName());
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}
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else{
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Message_StringID(MT_SpellFailure,FAILED_TAUNT);
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who->Say_StringID(SUCCESSFUL_TAUNT, GetCleanName());
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} else {
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Message_StringID(MT_SpellFailure, FAILED_TAUNT);
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}
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} else {
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Message_StringID(MT_SpellFailure, FAILED_TAUNT);
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}
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else
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Message_StringID(MT_SpellFailure,FAILED_TAUNT);
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if (HasSkillProcs())
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TrySkillProc(who, EQEmu::skills::SkillTaunt, TauntReuseTime * 1000);
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@ -1957,7 +1961,6 @@ void Mob::Taunt(NPC* who, bool always_succeed, float chance_bonus, bool FromSpel
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TrySkillProc(who, EQEmu::skills::SkillTaunt, TauntReuseTime * 1000, true);
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}
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void Mob::InstillDoubt(Mob *who) {
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//make sure we can use this skill
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/*int skill = GetSkill(INTIMIDATION);*/ //unused
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@ -2676,7 +2676,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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case SE_Taunt:
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{
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if (caster && IsNPC()){
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caster->Taunt(this->CastToNPC(), false, static_cast<float>(spell.base[i]), true, spell.base2[i]);
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caster->Taunt(this->CastToNPC(), false, spell.base[i], true, spell.base2[i]);
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}
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break;
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}
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