[Combat] Adjustments to Crippling Blows/Slay Undead and Confirmed Critical Code (#4354)

* Adjustments to Crippling Blows/Slay Undead and Confirmed Critical Code

* Adjustments per comments
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Fryguy 2024-05-27 19:53:24 -04:00 committed by GitHub
parent b044d8533e
commit 0d888268a8
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GPG Key ID: B5690EEEBB952194
4 changed files with 184 additions and 149 deletions

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@ -615,6 +615,8 @@ RULE_INT(Combat, PCAccuracyAvoidanceMod2Scale, 100, "Scale Factor for PC Accurac
RULE_BOOL(Combat, AllowRaidTargetBlind, false, "Toggle to allow raid targets to be blinded, default is false (Live-like)")
RULE_BOOL(Combat, RogueBackstabHasteCorrection, false, "Toggle to enable correction for Haste impacting Backstab DPS too much. DEFAULT: false")
RULE_BOOL(Combat, LegacyComputeDefense, false, "Trim AGI Scaling of defense mostly for lower levels to help compensate for the newer agi based defense system. Default: False")
RULE_REAL(Combat, SlayDamageAdjustment, 0.5, "Slay Damage Adjustment - Multiply final slay damage by this value. Default: 0.5")
RULE_INT(Combat, MaximumLevelStunsCripplingBlow, 55, "Maximum level that Crippling Blows will stun a npc. Default: 55")
RULE_CATEGORY_END()
RULE_CATEGORY(NPC)

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@ -5388,6 +5388,101 @@ void Mob::TryPetCriticalHit(Mob *defender, DamageHitInfo &hit)
}
}
bool Mob::RollMeleeCritCheck(Mob *defender, EQ::skills::SkillType skill)
{
// We either require an innate crit chance or some SPA 169 to crit
bool innate_crit = false;
int crit_chance = GetCriticalChanceBonus(skill);
// Paladin check
if (defender->IsUndeadForSlay()) {
crit_chance = crit_chance + GetUndeadSlayRate();
}
if (GetLevel() >= 12) {
if (
GetClass() == Class::Warrior ||
(GetClass() == Class::Ranger && skill == EQ::skills::SkillArchery) ||
(GetClass() == Class::Rogue && skill == EQ::skills::SkillThrowing) ||
GetClass() == Class::Berserker
) {
innate_crit = true;
}
}
// we have a chance to crit!
if (innate_crit || crit_chance) {
int difficulty = 0;
if (skill == EQ::skills::SkillArchery) {
difficulty = RuleI(Combat, ArcheryCritDifficulty);
} else if (skill == EQ::skills::SkillThrowing) {
difficulty = RuleI(Combat, ThrowingCritDifficulty);
} else {
difficulty = RuleI(Combat, MeleeCritDifficulty);
}
int roll = zone->random.Int(1, difficulty);
int dex_bonus = GetDEX();
if (dex_bonus > 255) {
dex_bonus = 255 + ((dex_bonus - 255) / 5);
}
dex_bonus += 45; // chances did not match live without a small boost
// so if we have an innate crit we have a better chance, except for ber throwing
if (!innate_crit || (GetClass() == Class::Berserker && skill == EQ::skills::SkillThrowing)) {
dex_bonus = dex_bonus * 3 / 5;
}
LogCombat("Crit Chance: dex_bonus ({}) * crit_chance ({}) / 100", dex_bonus, crit_chance);
if (crit_chance) {
dex_bonus += dex_bonus * crit_chance / 100;
}
// check if we crited
LogCombat("Final Roll! Difficulty = [{}] -- Dex_Bonus = [{}] ", difficulty, dex_bonus);
return (roll < dex_bonus);
}
return false;
}
int Mob::GetUndeadSlayRate()
{
return aabonuses.SlayUndead[0] + itembonuses.SlayUndead[0] + spellbonuses.SlayUndead[0];
}
void Mob::DoUndeadSlay(DamageHitInfo &hit, int crit_mod)
{
int slay_damage_bonus = std::max(
{ aabonuses.SlayUndead[1], itembonuses.SlayUndead[1], spellbonuses.SlayUndead[1] });
LogCombatDetail("Slayundead bonus [{}]", slay_damage_bonus);
hit.damage_done = std::max(hit.damage_done, hit.base_damage) + 5;
hit.damage_done = (hit.damage_done * slay_damage_bonus * crit_mod) / 100;
hit.damage_done = static_cast<int>(hit.damage_done * RuleR(Combat, SlayDamageAdjustment));
LogCombatDetail("Slayundead damage [{}]", hit.damage_done);
int slay_sex = GetGender() == Gender::Female ? FEMALE_SLAYUNDEAD : MALE_SLAYUNDEAD;
entity_list.FilteredMessageString(
this, /* Sender */
false, /* Skip Sender */
Chat::MeleeCrit, /* Type: 301 */
FilterMeleeCrits, /* FilterType: 12 */
slay_sex, /* MessageFormat: %1's holy blade cleanses her target!(%2) */
GetCleanName(), /* Message1 */
itoa(hit.damage_done) /* Message2 */
);
}
// a lot of good info: http://giline.versus.jp/shiden/damage_e.htm, http://giline.versus.jp/shiden/su.htm
void Mob::TryCriticalHit(Mob *defender, DamageHitInfo &hit, ExtraAttackOptions *opts)
{
#ifdef LUA_EQEMU
@ -5414,185 +5509,116 @@ void Mob::TryCriticalHit(Mob *defender, DamageHitInfo &hit, ExtraAttackOptions *
return;
}
if (IsNPC() && !RuleB(Combat, NPCCanCrit))
if (IsNPC() && !RuleB(Combat, NPCCanCrit)) {
return;
}
// 1: Try Slay Undead
if (defender->GetBodyType() == BT_Undead || defender->GetBodyType() == BT_SummonedUndead ||
defender->GetBodyType() == BT_Vampire) {
int SlayRateBonus = aabonuses.SlayUndead[SBIndex::SLAYUNDEAD_RATE_MOD] + itembonuses.SlayUndead[SBIndex::SLAYUNDEAD_RATE_MOD] + spellbonuses.SlayUndead[SBIndex::SLAYUNDEAD_RATE_MOD];
if (SlayRateBonus) {
float slayChance = static_cast<float>(SlayRateBonus) / 10000.0f;
if (zone->random.Roll(slayChance)) {
int SlayDmgBonus = std::max(
{aabonuses.SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD], itembonuses.SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD], spellbonuses.SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] });
hit.damage_done = std::max(hit.damage_done, hit.base_damage) + 5;
hit.damage_done = (hit.damage_done * SlayDmgBonus) / 100;
// Step 1: Check if we are critting
if (!RollMeleeCritCheck(defender, hit.skill)) {
return;
}
/* Female */
if (GetGender() == Gender::Female) {
entity_list.FilteredMessageCloseString(
this, /* Sender */
false, /* Skip Sender */
RuleI(Range, CriticalDamage),
Chat::MeleeCrit, /* Type: 301 */
FilterMeleeCrits, /* FilterType: 12 */
FEMALE_SLAYUNDEAD, /* MessageFormat: %1's holy blade cleanses her target!(%2) */
0,
GetCleanName(), /* Message1 */
itoa(hit.damage_done + hit.min_damage) /* Message2 */
);
}
/* Males and Neuter */
else {
entity_list.FilteredMessageCloseString(
this, /* Sender */
false, /* Skip Sender */
RuleI(Range, CriticalDamage),
Chat::MeleeCrit, /* Type: 301 */
FilterMeleeCrits, /* FilterType: 12 */
MALE_SLAYUNDEAD, /* MessageFormat: %1's holy blade cleanses his target!(%2) */
0,
GetCleanName(), /* Message1 */
itoa(hit.damage_done + hit.min_damage) /* Message2 */
);
}
return;
}
int crit_mod = EQ::ClampLower((170 + GetCritDmgMod(hit.skill)), 100);
// Step 2: Calculate damage
hit.damage_done = std::max(hit.damage_done, hit.base_damage) + 5;
int og_damage = hit.damage_done;
hit.damage_done = hit.damage_done * crit_mod / 100;
LogCombatDetail("Crit info: [{}] scaled from: [{}] - IsUndeadForSlay: [{}]", hit.damage_done, og_damage, IsUndeadForSlay() ? "true" : "false");
// Try Slay Undead
if (defender->IsUndeadForSlay()) {
float chance = GetUndeadSlayRate() / 100.0f;
LogCombatDetail("Trying Undead slay: Chance: [{}]", chance);
if(zone->random.Roll(chance)) {
DoUndeadSlay(hit, crit_mod);
return;
}
}
// 2: Try Melee Critical
// a lot of good info: http://giline.versus.jp/shiden/damage_e.htm, http://giline.versus.jp/shiden/su.htm
// Step 3: Check deadly strike
if (GetClass() == Class::Rogue && hit.skill == EQ::skills::SkillThrowing && BehindMob(defender, GetX(), GetY())) {
int chance = GetLevel() * 12;
if (zone->random.Int(1, 1000) < chance) {
// Check assassinate
int assassinate_damage = TryAssassinate(defender, hit.skill);
// We either require an innate crit chance or some SPA 169 to crit
bool innate_crit = false;
int crit_chance = GetCriticalChanceBonus(hit.skill);
if ((GetClass() == Class::Warrior || GetClass() == Class::Berserker) && GetLevel() >= 12)
innate_crit = true;
else if (GetClass() == Class::Ranger && GetLevel() >= 12 && hit.skill == EQ::skills::SkillArchery)
innate_crit = true;
else if (GetClass() == Class::Rogue && GetLevel() >= 12 && hit.skill == EQ::skills::SkillThrowing)
innate_crit = true;
// we have a chance to crit!
if (innate_crit || crit_chance) {
int difficulty = 0;
if (hit.skill == EQ::skills::SkillArchery)
difficulty = RuleI(Combat, ArcheryCritDifficulty);
else if (hit.skill == EQ::skills::SkillThrowing)
difficulty = RuleI(Combat, ThrowingCritDifficulty);
else
difficulty = RuleI(Combat, MeleeCritDifficulty);
int roll = zone->random.Int(1, difficulty);
int dex_bonus = GetDEX();
if (dex_bonus > 255)
dex_bonus = 255 + ((dex_bonus - 255) / 5);
dex_bonus += 45; // chances did not match live without a small boost
// so if we have an innate crit we have a better chance, except for ber throwing
if (!innate_crit || (GetClass() == Class::Berserker && hit.skill == EQ::skills::SkillThrowing))
dex_bonus = dex_bonus * 3 / 5;
if (crit_chance)
dex_bonus += dex_bonus * crit_chance / 100;
// check if we crited
if (roll < dex_bonus) {
// step 1: check for finishing blow
if (TryFinishingBlow(defender, hit.damage_done))
if (assassinate_damage) {
hit.damage_done = assassinate_damage;
return;
// step 2: calculate damage
hit.damage_done = std::max(hit.damage_done, hit.base_damage) + 5;
int og_damage = hit.damage_done;
int crit_mod = 170 + GetCritDmgMod(hit.skill);
if (crit_mod < 100) {
crit_mod = 100;
}
hit.damage_done = hit.damage_done * crit_mod / 100;
LogCombat("Crit success roll [{}] dex chance [{}] og dmg [{}] crit_mod [{}] new dmg [{}]", roll, dex_bonus, og_damage, crit_mod, hit.damage_done);
hit.damage_done = hit.damage_done * 200 / 100;
// step 3: check deadly strike
if (GetClass() == Class::Rogue && hit.skill == EQ::skills::SkillThrowing) {
if (BehindMob(defender, GetX(), GetY())) {
int chance = GetLevel() * 12;
if (zone->random.Int(1, 1000) < chance) {
// step 3a: check assassinate
int assdmg = TryAssassinate(defender, hit.skill); // I don't think this is right
if (assdmg) {
hit.damage_done = assdmg;
return;
}
hit.damage_done = hit.damage_done * 200 / 100;
entity_list.FilteredMessageCloseString(
this, /* Sender */
false, /* Skip Sender */
RuleI(Range, CriticalDamage),
Chat::MeleeCrit, /* Type: 301 */
FilterMeleeCrits, /* FilterType: 12 */
DEADLY_STRIKE, /* MessageFormat: %1 scores a Deadly Strike!(%2) */
0,
GetCleanName(), /* Message1 */
itoa(hit.damage_done + hit.min_damage) /* Message2 */
);
return;
}
}
}
// step 4: check crips
// this SPA was reused on live ...
bool berserk = spellbonuses.BerserkSPA || itembonuses.BerserkSPA || aabonuses.BerserkSPA;
if (!berserk) {
if (zone->random.Roll(GetCrippBlowChance())) {
berserk = true;
} // TODO: Holyforge is suppose to have an innate extra undead chance? 1/5 which matches the SPA crip though ...
}
if (IsBerserk() || berserk) {
hit.damage_done += og_damage * 119 / 100;
LogCombat("Crip damage [{}]", hit.damage_done);
entity_list.FilteredMessageCloseString(
entity_list.FilteredMessageCloseString(
this, /* Sender */
false, /* Skip Sender */
RuleI(Range, CriticalDamage),
Chat::MeleeCrit, /* Type: 301 */
FilterMeleeCrits, /* FilterType: 12 */
CRIPPLING_BLOW, /* MessageFormat: %1 lands a Crippling Blow!(%2) */
DEADLY_STRIKE, /* MessageFormat: %1 scores a Deadly Strike!(%2) */
0,
GetCleanName(), /* Message1 */
itoa(hit.damage_done + hit.min_damage) /* Message2 */
);
itoa(hit.damage_done) /* Message2 */
);
return;
}
}
// Crippling blows also have a chance to stun
// Kayen: Crippling Blow would cause a chance to interrupt for npcs < 55, with a
// staggers message.
if (defender->GetLevel() <= 55 && !defender->GetSpecialAbility(UNSTUNABLE)) {
defender->Emote("staggers.");
defender->Stun(RuleI(Combat, StunDuration));
}
return;
}
// Step 4: check cripple
bool berserk = spellbonuses.BerserkSPA || itembonuses.BerserkSPA || aabonuses.BerserkSPA;
/* Normal Critical hit message */
entity_list.FilteredMessageCloseString(
if (!berserk && zone->random.Roll(GetCrippBlowChance())) {
berserk = true;
}
if (IsBerserk() || berserk) {
hit.damage_done += og_damage * 119 / 100;
LogCombatDetail("Crippling damage [{}]", hit.damage_done);
entity_list.FilteredMessageCloseString(
this, /* Sender */
false, /* Skip Sender */
RuleI(Range, CriticalDamage),
Chat::MeleeCrit, /* Type: 301 */
FilterMeleeCrits, /* FilterType: 12 */
CRITICAL_HIT, /* MessageFormat: %1 scores a critical hit! (%2) */
CRIPPLING_BLOW, /* MessageFormat: %1 lands a Crippling Blow!(%2) */
0,
GetCleanName(), /* Message1 */
itoa(hit.damage_done + hit.min_damage) /* Message2 */
itoa(hit.damage_done) /* Message2 */
);
// Crippling blows also have a chance to stun
// Kayen: Crippling Blow would cause a chance to interrupt for npcs < 55, with a
// staggers message.
if (defender->GetLevel() <= RuleI(Combat, MaximumLevelStunsCripplingBlow) && !defender->GetSpecialAbility(UNSTUNABLE)) {
entity_list.MessageCloseString(
defender,
true,
RuleI(Range, Emote),
Chat::Emote,
STAGGERS,
GetName()
);
defender->Stun(RuleI(Combat, StunDuration));
}
return;
}
/* Normal Critical hit message */
entity_list.FilteredMessageCloseString(
this, /* Sender */
false, /* Skip Sender */
RuleI(Range, CriticalDamage),
Chat::MeleeCrit, /* Type: 301 */
FilterMeleeCrits, /* FilterType: 12 */
CRITICAL_HIT, /* MessageFormat: %1 scores a critical hit! (%2) */
0,
GetCleanName(), /* Message1 */
itoa(hit.damage_done) /* Message2 */
);
}
bool Mob::TryFinishingBlow(Mob *defender, int64 &damage)

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@ -236,7 +236,13 @@ public:
int compute_defense();
int GetTotalDefense(); // compute_defense + spell bonuses
bool CheckHitChance(Mob* attacker, DamageHitInfo &hit);
bool RollMeleeCritCheck(Mob *defender, EQ::skills::SkillType skill);
inline bool CanUndeadSlay() { return static_cast<bool>(GetUndeadSlayRate());}
inline bool IsUndeadForSlay() { return (GetBodyType() == BT_Undead || GetBodyType() == BT_SummonedUndead || GetBodyType() == BT_Vampire); }
int GetUndeadSlayRate();
void DoUndeadSlay(DamageHitInfo &hit, int crit_mod);
void TryCriticalHit(Mob *defender, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr);
bool TryUndeadSlay(Mob *defender, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr);
void TryPetCriticalHit(Mob *defender, DamageHitInfo &hit);
virtual bool TryFinishingBlow(Mob *defender, int64 &damage);
int TryHeadShot(Mob* defender, EQ::skills::SkillType skillInUse);

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@ -204,6 +204,7 @@
#define FINISHING_BLOW 1009 //%1 scores a Finishing Blow!!
#define ASSASSINATES 1016 //%1 ASSASSINATES their victim!!
#define CRIPPLING_BLOW 1021 //%1 lands a Crippling Blow!(%2)
#define STAGGERS 1022 //%1 staggers.
#define CRITICAL_HIT 1023 //%1 scores a critical hit! (%2)
#define DEADLY_STRIKE 1024 //%1 scores a Deadly Strike!(%2)
#define RESISTS_URGE 1025 //%1 resists their urge to flee.