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Add logging to Mob::CheckHitChance [skip ci]
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@ -75,7 +75,7 @@ function MeleeMitigation(e)
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e.hit.base_damage
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)
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);
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e.hit.damage_done = 2 * e.hit.base_damage * GetDamageTable(e.self, e.hit.skill) / 100;
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e.hit = DoMeleeMitigation(e.self, e.other, e.hit, e.opts);
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@ -221,6 +221,16 @@ function CheckHitChance(e)
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end
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local tohit_roll = Random.Real(0, 100);
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eq.debug(
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string.format("[%s] [Mob::CheckHitChance] Chance [%i] ToHitRoll [%i] Hit? [%t]",
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e.self:GetCleanName(),
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chancetohit,
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tohit_roll,
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(tohit_roll <= chancetohit)
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)
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);
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if (tohit_roll <= chancetohit) then
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e.ReturnValue = true;
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else
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@ -305,6 +305,16 @@ bool Mob::CheckHitChance(Mob* other, EQEmu::skills::SkillType skillinuse, int Ha
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float tohit_roll = zone->random.Real(0, 100);
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Log.Out(
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Logs::General,
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Logs::Combat,
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"[%s] [Mob::CheckHitChance] Chance [%i] ToHitRoll [%i] Hit? [%s]",
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GetCleanName(),
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chancetohit,
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tohit_roll,
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(tohit_roll <= chancetohit) ? "true" : "false"
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);
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Log.Out(Logs::Detail, Logs::Attack, "Final hit chance: %.2f%%. Hit roll %.2f", chancetohit, tohit_roll);
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return(tohit_roll <= chancetohit);
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11
zone/mob.cpp
11
zone/mob.cpp
@ -4603,11 +4603,16 @@ int16 Mob::GetCritDmgMob(uint16 skill)
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int critDmg_mod = 0;
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// All skill dmg mod + Skill specific
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critDmg_mod += itembonuses.CritDmgMob[EQEmu::skills::HIGHEST_SKILL + 1] + spellbonuses.CritDmgMob[EQEmu::skills::HIGHEST_SKILL + 1] + aabonuses.CritDmgMob[EQEmu::skills::HIGHEST_SKILL + 1] +
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itembonuses.CritDmgMob[skill] + spellbonuses.CritDmgMob[skill] + aabonuses.CritDmgMob[skill];
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critDmg_mod += itembonuses.CritDmgMob[EQEmu::skills::HIGHEST_SKILL + 1] +
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spellbonuses.CritDmgMob[EQEmu::skills::HIGHEST_SKILL + 1] +
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aabonuses.CritDmgMob[EQEmu::skills::HIGHEST_SKILL + 1] +
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itembonuses.CritDmgMob[skill] +
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spellbonuses.CritDmgMob[skill] +
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aabonuses.CritDmgMob[skill];
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if(critDmg_mod < -100)
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if (critDmg_mod < -100) {
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critDmg_mod = -100;
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}
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return critDmg_mod;
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}
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