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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.
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+7
-6
@@ -506,9 +506,8 @@ public:
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bool AddDefensiveProc(uint16 spell_id, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN);
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bool RemoveDefensiveProc(uint16 spell_id, bool bAll = false);
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bool HasDefensiveProcs() const;
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bool AddSkillProc(uint16 spell_id, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN);
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bool RemoveSkillProc(uint16 spell_id, bool bAll = false);
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bool HasSkillProcs() const;
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bool HasSkillProcSuccess() const;
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bool AddProcToWeapon(uint16 spell_id, bool bPerma = false, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN);
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bool RemoveProcFromWeapon(uint16 spell_id, bool bAll = false);
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bool HasProcs() const;
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@@ -700,9 +699,9 @@ public:
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int32 ReduceAllDamage(int32 damage);
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virtual void DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool HitChance=false, bool CanAvoid=true);
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virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const Item_Struct* item=nullptr, uint16 weapon_damage=0, int16 chance_mod=0,int16 focus=0);
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virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false);
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virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const ItemInst* Ammo=nullptr, uint16 weapon_damage=0, int16 chance_mod=0, int16 focus=0);
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virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const Item_Struct* item=nullptr, uint16 weapon_damage=0, int16 chance_mod=0,int16 focus=0, int ReuseTime=0);
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virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false, int ReuseTime=0);
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virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const ItemInst* Ammo=nullptr, uint16 weapon_damage=0, int16 chance_mod=0, int16 focus=0, int ReuseTime=0);
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bool CanDoSpecialAttack(Mob *other);
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bool Flurry(ExtraAttackOptions *opts);
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bool Rampage(ExtraAttackOptions *opts);
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@@ -987,7 +986,7 @@ protected:
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bool focused;
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void CalcSpellBonuses(StatBonuses* newbon);
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virtual void CalcBonuses();
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void TrySkillProc(Mob *on, uint16 skill, float chance);
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void TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false);
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bool PassLimitToSkill(uint16 spell_id, uint16 skill);
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bool PassLimitClass(uint32 Classes_, uint16 Class_);
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void TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand = 13, int damage=0);
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@@ -999,6 +998,8 @@ protected:
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virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13);
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virtual float GetSpecialProcChances(uint16 hand);
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virtual float GetAssassinateProcChances(uint16 ReuseTime);
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virtual float GetSkillProcChances(uint16 ReuseTime, uint16 hand = 0);
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uint16 GetWeaponSpeedbyHand(uint16 hand);
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int GetWeaponDamage(Mob *against, const Item_Struct *weapon_item);
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int GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate = nullptr);
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int GetKickDamage();
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