Complete revision of SE_SkillProc, SE_LimitToSkill,

SE_SkillProcSuccess (now implemented correctly)
to function more accurately and efficiently, AA supported.
This may need to be updated in the future, if more live
spells readily become avialable to test with.
This commit is contained in:
KayenEQ
2014-07-06 18:58:16 -04:00
parent 3a4e72e3e7
commit 0e438942e4
13 changed files with 415 additions and 186 deletions
+203 -71
View File
@@ -1359,8 +1359,11 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
MeleeLifeTap(damage);
if (damage > 0)
if (damage > 0){
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
if (HasSkillProcSuccess() && other && other->GetHP() > 0)
TrySkillProc(other, skillinuse, 0, true, Hand);
}
//break invis when you attack
if(invisible) {
@@ -2018,9 +2021,12 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
if (!GetTarget())
return true; //We killed them
if(!bRiposte && other->GetHP() > 0 ) {
if(!bRiposte && other && other->GetHP() > 0) {
TryWeaponProc(nullptr, weapon, other, Hand); //no weapon
TrySpellProc(nullptr, weapon, other, Hand);
if (damage > 0 && HasSkillProcSuccess())
TrySkillProc(other, skillinuse, 0, true, Hand);
}
TriggerDefensiveProcs(nullptr, other, Hand, damage);
@@ -3426,9 +3432,20 @@ bool Mob::HasDefensiveProcs() const
bool Mob::HasSkillProcs() const
{
for (int i = 0; i < MAX_PROCS; i++)
if (SkillProcs[i].spellID != SPELL_UNKNOWN)
for(int i = 0; i < MAX_SKILL_PROCS; i++){
if (spellbonuses.SkillProc[i] || itembonuses.SkillProc[i] || aabonuses.SkillProc[i])
return true;
}
return false;
}
bool Mob::HasSkillProcSuccess() const
{
for(int i = 0; i < MAX_SKILL_PROCS; i++){
if (spellbonuses.SkillProcSuccess[i] || itembonuses.SkillProcSuccess[i] || aabonuses.SkillProcSuccess[i])
return true;
}
return false;
}
@@ -3911,22 +3928,7 @@ float Mob::GetProcChances(float ProcBonus, uint16 weapon_speed, uint16 hand)
int mydex = GetDEX();
float ProcChance = 0.0f;
switch (hand) {
case 13:
weapon_speed = attack_timer.GetDuration();
break;
case 14:
weapon_speed = attack_dw_timer.GetDuration();
break;
case 11:
weapon_speed = ranged_timer.GetDuration();
break;
}
//calculate the weapon speed in ms, so we can use the rule to compare against.
// fast as a client can swing, so should be the floor of the proc chance
if (weapon_speed < RuleI(Combat, MinHastedDelay))
weapon_speed = RuleI(Combat, MinHastedDelay);
weapon_speed = GetWeaponSpeedbyHand(hand);
if (RuleB(Combat, AdjustProcPerMinute)) {
ProcChance = (static_cast<float>(weapon_speed) *
@@ -3948,25 +3950,10 @@ float Mob::GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 w
ProcBonus = 0;
ProcChance = 0;
switch(hand){
case 13:
weapon_speed = attack_timer.GetDuration();
break;
case 14:
weapon_speed = attack_dw_timer.GetDuration();
break;
case 11:
return 0;
break;
}
weapon_speed = GetWeaponSpeedbyHand(hand);
//calculate the weapon speed in ms, so we can use the rule to compare against.
//weapon_speed = ((int)(weapon_speed*(100.0f+attack_speed)*PermaHaste));
if(weapon_speed < RuleI(Combat, MinHastedDelay)) // fast as a client can swing, so should be the floor of the proc chance
weapon_speed = RuleI(Combat, MinHastedDelay);
ProcChance = ((float)weapon_speed * RuleR(Combat, AvgDefProcsPerMinute) / 60000.0f); // compensate for weapon_speed being in ms
ProcBonus += float(myagi) * RuleR(Combat, DefProcPerMinAgiContrib) / 100.0f;
ProcChance = (static_cast<float>(weapon_speed) * RuleR(Combat, AvgDefProcsPerMinute) / 60000.0f); // compensate for weapon_speed being in ms
ProcBonus += static_cast<float>(myagi) * RuleR(Combat, DefProcPerMinAgiContrib) / 100.0f;
ProcChance = ProcChance + (ProcChance * ProcBonus);
mlog(COMBAT__PROCS, "Defensive Proc chance %.2f (%.2f from bonuses)", ProcChance, ProcBonus);
@@ -3981,13 +3968,9 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand, int dam
return;
}
bool bSkillProc = HasSkillProcs();
bool bDefensiveProc = HasDefensiveProcs();
if (!bDefensiveProc && !bSkillProc)
return;
if (!bDefensiveProc && (bSkillProc && damage >= 0))
if (!bDefensiveProc)
return;
float ProcChance, ProcBonus;
@@ -4001,29 +3984,14 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand, int dam
if (bDefensiveProc){
for (int i = 0; i < MAX_PROCS; i++) {
if (DefensiveProcs[i].spellID != SPELL_UNKNOWN) {
int chance = ProcChance * (DefensiveProcs[i].chance);
if ((MakeRandomInt(0, 100) < chance)) {
float chance = ProcChance * (static_cast<float>(DefensiveProcs[i].chance)/100.0f);
if ((MakeRandomInt(0, 1) <= chance)) {
ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on);
CheckNumHitsRemaining(NUMHIT_DefensiveSpellProcs,0,DefensiveProcs[i].base_spellID);
}
}
}
}
if (bSkillProc && damage < 0){
if (damage == -1)
TrySkillProc(on, SkillBlock, ProcChance);
if (damage == -2)
TrySkillProc(on, SkillParry, ProcChance);
if (damage == -3)
TrySkillProc(on, SkillRiposte, ProcChance);
if (damage == -4)
TrySkillProc(on, SkillDodge, ProcChance);
}
}
void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
@@ -4032,7 +4000,7 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
LogFile->write(EQEMuLog::Error, "A null Mob object was passed to Mob::TryWeaponProc for evaluation!");
return;
}
if (!IsAttackAllowed(on)) {
mlog(COMBAT__PROCS, "Preventing procing off of unattackable things.");
return;
@@ -4059,6 +4027,7 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on, uint16 hand)
{
if (!weapon)
return;
uint16 skillinuse = 28;
@@ -4135,8 +4104,6 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on
}
}
// TODO: Powersource procs
if (HasSkillProcs())
TrySkillProc(on, skillinuse, ProcChance);
return;
}
@@ -4217,6 +4184,14 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
}
}
if (HasSkillProcs() && hand != 11){ //We check ranged skill procs within the attack functions.
uint16 skillinuse = 28;
if (weapon)
skillinuse = GetSkillByItemType(weapon->ItemType);
TrySkillProc(on, skillinuse, 0, false, hand);
}
return;
}
@@ -4560,7 +4535,7 @@ uint16 Mob::GetDamageTable(SkillUseTypes skillinuse)
}
}
void Mob::TrySkillProc(Mob *on, uint16 skill, float chance)
void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, uint16 hand, bool IsDefensive)
{
if (!on) {
@@ -4569,17 +4544,174 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, float chance)
return;
}
for (int i = 0; i < MAX_PROCS; i++) {
if (SkillProcs[i].spellID != SPELL_UNKNOWN){
if (PassLimitToSkill(SkillProcs[i].base_spellID,skill)){
int ProcChance = chance * (float)SkillProcs[i].chance;
if ((MakeRandomInt(0, 100) < ProcChance)) {
ExecWeaponProc(nullptr, SkillProcs[i].spellID, on);
CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs,0, SkillProcs[i].base_spellID);
if (!spellbonuses.LimitToSkill[skill] && !itembonuses.LimitToSkill[skill] && !aabonuses.LimitToSkill[skill])
return;
/*Allow one proc from each (Spell/Item/AA)
Kayen: Due to limited avialability of effects on live it is too difficult
to confirm how they stack at this time, will adjust formula when more data is avialablle to test.*/
bool CanProc = true;
uint16 base_spell_id = 0;
uint16 proc_spell_id = 0;
float ProcMod = 0;
float chance = 0;
if (IsDefensive)
chance = on->GetSkillProcChances(ReuseTime, hand);
else
chance = GetSkillProcChances(ReuseTime, hand);
if (spellbonuses.LimitToSkill[skill]){
for(int e = 0; e < MAX_SKILL_PROCS; e++){
if (CanProc &&
(!Success && spellbonuses.SkillProc[e] && IsValidSpell(spellbonuses.SkillProc[e]))
|| (Success && spellbonuses.SkillProcSuccess[e] && IsValidSpell(spellbonuses.SkillProcSuccess[e]))) {
base_spell_id = spellbonuses.SkillProc[e];
base_spell_id = 0;
ProcMod = 0;
for (int i = 0; i < EFFECT_COUNT; i++) {
if (spells[base_spell_id].effectid[i] == SE_SkillProc) {
proc_spell_id = spells[base_spell_id].base[i];
ProcMod = static_cast<float>(spells[base_spell_id].base2[i]);
}
else if (spells[base_spell_id].effectid[i] == SE_LimitToSkill && spells[base_spell_id].effectid[i] <= HIGHEST_SKILL) {
if (CanProc && spells[base_spell_id].base[i] == skill && IsValidSpell(proc_spell_id)) {
float final_chance = chance * (ProcMod / 100.0f);
if (MakeRandomFloat(0, 1) <= final_chance) {
ExecWeaponProc(nullptr, proc_spell_id, on);
CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs,0, base_spell_id);
CanProc = false;
break;
}
}
}
else {
proc_spell_id = 0;
ProcMod = 0;
}
}
}
}
}
if (itembonuses.LimitToSkill[skill]){
CanProc = true;
for(int e = 0; e < MAX_SKILL_PROCS; e++){
if (CanProc &&
(!Success && itembonuses.SkillProc[e] && IsValidSpell(itembonuses.SkillProc[e]))
|| (Success && itembonuses.SkillProcSuccess[e] && IsValidSpell(itembonuses.SkillProcSuccess[e]))) {
base_spell_id = itembonuses.SkillProc[e];
base_spell_id = 0;
ProcMod = 0;
for (int i = 0; i < EFFECT_COUNT; i++) {
if (spells[base_spell_id].effectid[i] == SE_SkillProc) {
proc_spell_id = spells[base_spell_id].base[i];
ProcMod = static_cast<float>(spells[base_spell_id].base2[i]);
}
else if (spells[base_spell_id].effectid[i] == SE_LimitToSkill && spells[base_spell_id].effectid[i] <= HIGHEST_SKILL) {
if (CanProc && spells[base_spell_id].base[i] == skill && IsValidSpell(proc_spell_id)) {
float final_chance = chance * (ProcMod / 100.0f);
if (MakeRandomFloat(0, 1) <= final_chance) {
ExecWeaponProc(nullptr, proc_spell_id, on);
CanProc = false;
break;
}
}
}
else {
proc_spell_id = 0;
ProcMod = 0;
}
}
}
}
}
if (IsClient() && aabonuses.LimitToSkill[skill]){
CanProc = true;
uint32 effect = 0;
int32 base1 = 0;
int32 base2 = 0;
uint32 slot = 0;
for(int e = 0; e < MAX_SKILL_PROCS; e++){
if (CanProc &&
(!Success && aabonuses.SkillProc[e])
|| (Success && aabonuses.SkillProcSuccess[e])){
int aaid = aabonuses.SkillProc[e];
base_spell_id = 0;
ProcMod = 0;
std::map<uint32, std::map<uint32, AA_Ability> >::const_iterator find_iter = aa_effects.find(aaid);
if(find_iter == aa_effects.end())
break;
for (std::map<uint32, AA_Ability>::const_iterator iter = aa_effects[aaid].begin(); iter != aa_effects[aaid].end(); ++iter) {
effect = iter->second.skill_id;
base1 = iter->second.base1;
base2 = iter->second.base2;
slot = iter->second.slot;
if (effect == SE_SkillProc) {
proc_spell_id = base1;
ProcMod = static_cast<float>(base2);
}
else if (effect == SE_LimitToSkill && effect <= HIGHEST_SKILL) {
if (CanProc && base1 == skill && IsValidSpell(proc_spell_id)) {
float final_chance = chance * (ProcMod / 100.0f);
if (MakeRandomFloat(0, 1) <= final_chance) {
ExecWeaponProc(nullptr, proc_spell_id, on);
CanProc = false;
break;
}
}
}
else {
proc_spell_id = 0;
ProcMod = 0;
}
}
}
}
}
}
float Mob::GetSkillProcChances(uint16 ReuseTime, uint16 hand) {
uint16 weapon_speed;
float ProcChance = 0;
if (!ReuseTime && hand) {
weapon_speed = GetWeaponSpeedbyHand(hand);
ProcChance = static_cast<float>(weapon_speed) * (RuleR(Combat, AvgProcsPerMinute) / 60000.0f);
if (hand != 13)
ProcChance /= 2;
}
else
ProcChance = static_cast<float>(ReuseTime) * (RuleR(Combat, AvgProcsPerMinute) / 60000.0f);
return ProcChance;
}
bool Mob::TryRootFadeByDamage(int buffslot, Mob* attacker) {