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https://github.com/EQEmu/Server.git
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Upstream merge
This commit is contained in:
+149
-227
@@ -74,17 +74,17 @@ void Mob::ApplySpecialAttackMod(SkillUseTypes skill, int32 &dmg, int32 &mindmg)
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case SkillFlyingKick:
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case SkillRoundKick:
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case SkillKick:
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item_slot = SLOT_FEET;
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item_slot = MainFeet;
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break;
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case SkillBash:
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item_slot = SLOT_SECONDARY;
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item_slot = MainSecondary;
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break;
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case SkillDragonPunch:
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case SkillEagleStrike:
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case SkillTigerClaw:
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item_slot = SLOT_HANDS;
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item_slot = MainHands;
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break;
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default:
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@@ -105,6 +105,9 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
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//this really should go through the same code as normal melee damage to
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//pick up all the special behavior there
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if (!who)
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return;
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int32 hate = max_damage;
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if(hate_override > -1)
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hate = hate_override;
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@@ -113,7 +116,7 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
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{
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if(IsClient())
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{
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ItemInst *item = CastToClient()->GetInv().GetItem(SLOT_SECONDARY);
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ItemInst *item = CastToClient()->GetInv().GetItem(MainSecondary);
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if(item)
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{
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if(item->GetItem()->ItemType == ItemTypeShield)
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@@ -128,7 +131,7 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
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min_damage += min_damage * GetMeleeMinDamageMod_SE(skill) / 100;
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if(HitChance && !who->CheckHitChance(this, skill, 13))
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if(HitChance && !who->CheckHitChance(this, skill, MainPrimary))
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max_damage = 0;
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else{
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@@ -141,26 +144,18 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
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who->MeleeMitigation(this, max_damage, min_damage);
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if(max_damage > 0) {
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ApplyMeleeDamageBonus(skill, max_damage);
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max_damage += who->GetFcDamageAmtIncoming(this, 0, true, skill);
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max_damage += (itembonuses.HeroicSTR / 10) + (max_damage * who->GetSkillDmgTaken(skill) / 100) + GetSkillDmgAmt(skill);
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TryCriticalHit(who, skill, max_damage);
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}
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if(max_damage > 0)
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CommonOutgoingHitSuccess(who, max_damage, skill);
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}
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if(max_damage >= 0) //You should probably get aggro no matter what, but unclear why it was set like this.
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who->AddToHateList(this, hate);
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who->AddToHateList(this, hate, 0, false);
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who->Damage(this, max_damage, SPELL_UNKNOWN, skill, false);
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//Make sure 'this' has not killed the target and 'this' is not dead (Damage shield ect).
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if(!GetTarget())return;
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if (HasDied()) return;
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if (max_damage > 0)
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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//[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill
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if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){
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int kb_chance = 25;
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@@ -200,7 +195,7 @@ void Client::OPCombatAbility(const EQApplicationPacket *app) {
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//These two are not subject to the combat ability timer, as they
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//allready do their checking in conjunction with the attack timer
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//throwing weapons
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if(ca_atk->m_atk == 11) {
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if(ca_atk->m_atk == MainRange) {
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if (ca_atk->m_skill == SkillThrowing) {
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SetAttackTimer();
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ThrowingAttack(GetTarget());
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@@ -242,6 +237,7 @@ void Client::OPCombatAbility(const EQApplicationPacket *app) {
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int32 skill_reduction = this->GetSkillReuseTime(ca_atk->m_skill);
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// not sure what the '100' indicates..if ->m_atk is not used as 'slot' reference, then change MainRange above back to '11'
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if ((ca_atk->m_atk == 100) && (ca_atk->m_skill == SkillBash)) { // SLAM - Bash without a shield equipped
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if (GetTarget() != this) {
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@@ -249,8 +245,8 @@ void Client::OPCombatAbility(const EQApplicationPacket *app) {
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DoAnim(animTailRake);
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int32 ht = 0;
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if(GetWeaponDamage(GetTarget(), GetInv().GetItem(SLOT_SECONDARY)) <= 0 &&
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GetWeaponDamage(GetTarget(), GetInv().GetItem(SLOT_SHOULDER)) <= 0){
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if(GetWeaponDamage(GetTarget(), GetInv().GetItem(MainSecondary)) <= 0 &&
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GetWeaponDamage(GetTarget(), GetInv().GetItem(MainShoulders)) <= 0){
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dmg = -5;
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}
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else{
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@@ -329,7 +325,7 @@ void Client::OPCombatAbility(const EQApplicationPacket *app) {
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DoAnim(animKick);
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int32 ht = 0;
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if(GetWeaponDamage(GetTarget(), GetInv().GetItem(SLOT_FEET)) <= 0){
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if(GetWeaponDamage(GetTarget(), GetInv().GetItem(MainFeet)) <= 0){
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dmg = -5;
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}
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else{
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@@ -405,7 +401,7 @@ int Mob::MonkSpecialAttack(Mob* other, uint8 unchecked_type)
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int32 min_dmg = 1;
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int reuse = 0;
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SkillUseTypes skill_type; //to avoid casting... even though it "would work"
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uint8 itemslot = SLOT_FEET;
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uint8 itemslot = MainFeet;
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switch(unchecked_type)
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{
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@@ -421,7 +417,7 @@ int Mob::MonkSpecialAttack(Mob* other, uint8 unchecked_type)
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case SkillDragonPunch:{
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skill_type = SkillDragonPunch;
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max_dmg = ((GetSTR()+GetSkill(skill_type)) * RuleI(Combat, DragonPunchBonus) / 100) + 26;
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itemslot = SLOT_HANDS;
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itemslot = MainHands;
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ApplySpecialAttackMod(skill_type, max_dmg, min_dmg);
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DoAnim(animTailRake);
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reuse = TailRakeReuseTime;
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@@ -431,7 +427,7 @@ int Mob::MonkSpecialAttack(Mob* other, uint8 unchecked_type)
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case SkillEagleStrike:{
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skill_type = SkillEagleStrike;
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max_dmg = ((GetSTR()+GetSkill(skill_type)) * RuleI(Combat, EagleStrikeBonus) / 100) + 19;
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itemslot = SLOT_HANDS;
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itemslot = MainHands;
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ApplySpecialAttackMod(skill_type, max_dmg, min_dmg);
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DoAnim(animEagleStrike);
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reuse = EagleStrikeReuseTime;
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@@ -441,7 +437,7 @@ int Mob::MonkSpecialAttack(Mob* other, uint8 unchecked_type)
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case SkillTigerClaw:{
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skill_type = SkillTigerClaw;
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max_dmg = ((GetSTR()+GetSkill(skill_type)) * RuleI(Combat, TigerClawBonus) / 100) + 12;
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itemslot = SLOT_HANDS;
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itemslot = MainHands;
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ApplySpecialAttackMod(skill_type, max_dmg, min_dmg);
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DoAnim(animTigerClaw);
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reuse = TigerClawReuseTime;
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@@ -511,7 +507,7 @@ void Mob::TryBackstab(Mob *other, int ReuseTime) {
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//make sure we have a proper weapon if we are a client.
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if(IsClient()) {
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const ItemInst *wpn = CastToClient()->GetInv().GetItem(SLOT_PRIMARY);
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const ItemInst *wpn = CastToClient()->GetInv().GetItem(MainPrimary);
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if(!wpn || (wpn->GetItem()->ItemType != ItemType1HPiercing)){
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Message_StringID(13, BACKSTAB_WEAPON);
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return;
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@@ -574,7 +570,7 @@ void Mob::TryBackstab(Mob *other, int ReuseTime) {
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CastToClient()->CheckIncreaseSkill(SkillBackstab, other, 10);
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}
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else { //We do a single regular attack if we attack from the front without chaotic stab
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Attack(other, 13);
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Attack(other, MainPrimary);
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}
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}
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@@ -593,11 +589,11 @@ void Mob::RogueBackstab(Mob* other, bool min_damage, int ReuseTime)
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if(IsClient()){
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const ItemInst *wpn = nullptr;
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wpn = CastToClient()->GetInv().GetItem(SLOT_PRIMARY);
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wpn = CastToClient()->GetInv().GetItem(MainPrimary);
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if(wpn) {
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primaryweapondamage = GetWeaponDamage(other, wpn);
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backstab_dmg = wpn->GetItem()->BackstabDmg;
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for(int i = 0; i < MAX_AUGMENT_SLOTS; ++i)
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for (int i = 0; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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{
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ItemInst *aug = wpn->GetAugment(i);
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if(aug)
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@@ -676,7 +672,7 @@ void Mob::RogueAssassinate(Mob* other)
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{
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//can you dodge, parry, etc.. an assassinate??
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//if so, use DoSpecialAttackDamage(other, BACKSTAB, 32000); instead
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if(GetWeaponDamage(other, IsClient()?CastToClient()->GetInv().GetItem(SLOT_PRIMARY):(const ItemInst*)nullptr) > 0){
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if(GetWeaponDamage(other, IsClient()?CastToClient()->GetInv().GetItem(MainPrimary):(const ItemInst*)nullptr) > 0){
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other->Damage(this, 32000, SPELL_UNKNOWN, SkillBackstab);
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}else{
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other->Damage(this, -5, SPELL_UNKNOWN, SkillBackstab);
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@@ -695,20 +691,20 @@ void Client::RangedAttack(Mob* other, bool CanDoubleAttack) {
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//Message(0, "Error: Timer not up. Attack %d, ranged %d", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime());
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return;
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}
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const ItemInst* RangeWeapon = m_inv[SLOT_RANGE];
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const ItemInst* RangeWeapon = m_inv[MainRange];
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//locate ammo
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int ammo_slot = SLOT_AMMO;
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const ItemInst* Ammo = m_inv[SLOT_AMMO];
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int ammo_slot = MainAmmo;
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const ItemInst* Ammo = m_inv[MainAmmo];
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if (!RangeWeapon || !RangeWeapon->IsType(ItemClassCommon)) {
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mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ranged weapon (%d) in slot %d", GetItemIDAt(SLOT_RANGE), SLOT_RANGE);
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Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have no bow!", GetItemIDAt(SLOT_RANGE));
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mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ranged weapon (%d) in slot %d", GetItemIDAt(MainRange), MainRange);
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Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have no bow!", GetItemIDAt(MainRange));
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return;
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}
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if (!Ammo || !Ammo->IsType(ItemClassCommon)) {
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mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ammo item (%d) in slot %d", GetItemIDAt(SLOT_AMMO), SLOT_AMMO);
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Message(0, "Error: Ammo: GetItem(%i)==0, you have no ammo!", GetItemIDAt(SLOT_AMMO));
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mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ammo item (%d) in slot %d", GetItemIDAt(MainAmmo), MainAmmo);
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Message(0, "Error: Ammo: GetItem(%i)==0, you have no ammo!", GetItemIDAt(MainAmmo));
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return;
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}
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@@ -733,7 +729,7 @@ void Client::RangedAttack(Mob* other, bool CanDoubleAttack) {
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//first look for quivers
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int r;
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bool found = false;
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for(r = SLOT_PERSONAL_BEGIN; r <= SLOT_PERSONAL_END; r++) {
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for(r = EmuConstants::GENERAL_BEGIN; r <= EmuConstants::GENERAL_END; r++) {
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const ItemInst *pi = m_inv[r];
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if(pi == nullptr || !pi->IsType(ItemClassContainer))
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continue;
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@@ -765,7 +761,7 @@ void Client::RangedAttack(Mob* other, bool CanDoubleAttack) {
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//if we dont find a quiver, look through our inventory again
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//not caring if the thing is a quiver.
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int32 aslot = m_inv.HasItem(AmmoItem->ID, 1, invWherePersonal);
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if(aslot != SLOT_INVALID) {
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if (aslot != INVALID_INDEX) {
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ammo_slot = aslot;
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Ammo = m_inv[aslot];
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mlog(COMBAT__RANGED, "Using ammo from inventory stack at slot %d. %d in stack.", ammo_slot, Ammo->GetCharges());
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@@ -813,39 +809,7 @@ void Client::RangedAttack(Mob* other, bool CanDoubleAttack) {
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CheckIncreaseSkill(SkillArchery, GetTarget(), -15);
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//break invis when you attack
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if(invisible) {
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mlog(COMBAT__ATTACKS, "Removing invisibility due to melee attack.");
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BuffFadeByEffect(SE_Invisibility);
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BuffFadeByEffect(SE_Invisibility2);
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invisible = false;
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}
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if(invisible_undead) {
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mlog(COMBAT__ATTACKS, "Removing invisibility vs. undead due to melee attack.");
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BuffFadeByEffect(SE_InvisVsUndead);
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BuffFadeByEffect(SE_InvisVsUndead2);
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invisible_undead = false;
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}
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if(invisible_animals){
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mlog(COMBAT__ATTACKS, "Removing invisibility vs. animals due to melee attack.");
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BuffFadeByEffect(SE_InvisVsAnimals);
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invisible_animals = false;
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}
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if (spellbonuses.NegateIfCombat)
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BuffFadeByEffect(SE_NegateIfCombat);
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if(hidden || improved_hidden){
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hidden = false;
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improved_hidden = false;
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct));
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SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer;
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sa_out->spawn_id = GetID();
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sa_out->type = 0x03;
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sa_out->parameter = 0;
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entity_list.QueueClients(this, outapp, true);
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safe_delete(outapp);
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}
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CommonBreakInvisible();
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}
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void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const ItemInst* Ammo, uint16 weapon_damage, int16 chance_mod, int16 focus, int ReuseTime)
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@@ -853,7 +817,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item
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if (!CanDoSpecialAttack(other))
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return;
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if (!other->CheckHitChance(this, SkillArchery, 13,chance_mod)) {
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if (!other->CheckHitChance(this, SkillArchery, MainPrimary, chance_mod)) {
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mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName());
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other->Damage(this, 0, SPELL_UNKNOWN, SkillArchery);
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} else {
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@@ -975,27 +939,27 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item
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if (ReuseTime)
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TrySkillProc(other, SkillArchery, ReuseTime);
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else
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TrySkillProc(other, SkillArchery, 0, true, 11);
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TrySkillProc(other, SkillArchery, 0, true, MainRange);
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}
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}
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//try proc on hits and misses
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if((RangeWeapon != nullptr) && GetTarget() && other && !other->HasDied())
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{
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TryWeaponProc(RangeWeapon, other, 11);
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TryWeaponProc(RangeWeapon, other, MainRange);
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}
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//Arrow procs because why not?
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if((Ammo != NULL) && GetTarget() && other && !other->HasDied())
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{
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TryWeaponProc(Ammo, other, 11);
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TryWeaponProc(Ammo, other, MainRange);
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}
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if (HasSkillProcs() && GetTarget() && other && !other->HasDied()){
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if (ReuseTime)
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TrySkillProc(other, SkillArchery, ReuseTime);
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else
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TrySkillProc(other, SkillArchery, 0, false, 11);
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TrySkillProc(other, SkillArchery, 0, false, MainRange);
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}
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}
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@@ -1018,19 +982,30 @@ void NPC::RangedAttack(Mob* other)
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return;
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}
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float range = 250; // needs to be longer than 200(most spells)
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mlog(COMBAT__RANGED, "Calculated bow range to be %.1f", range);
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range *= range;
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if(DistNoRootNoZ(*GetTarget()) > range) {
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mlog(COMBAT__RANGED, "Ranged attack out of range...%.2f vs %.2f", DistNoRootNoZ(*GetTarget()), range);
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int sa_min_range = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 0); //Min Range of NPC attack
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int sa_max_range = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 1); //Max Range of NPC attack
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float min_range = static_cast<float>(RuleI(Combat, MinRangedAttackDist));
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float max_range = 250; // needs to be longer than 200(most spells)
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if (sa_max_range)
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max_range = static_cast<float>(sa_max_range);
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if (sa_min_range)
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min_range = static_cast<float>(sa_min_range);
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mlog(COMBAT__RANGED, "Calculated bow range to be %.1f", max_range);
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max_range *= max_range;
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if(DistNoRootNoZ(*other) > max_range) {
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mlog(COMBAT__RANGED, "Ranged attack out of range...%.2f vs %.2f", DistNoRootNoZ(*other), max_range);
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//target is out of range, client does a message
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return;
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}
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else if(DistNoRootNoZ(*GetTarget()) < (RuleI(Combat, MinRangedAttackDist)*RuleI(Combat, MinRangedAttackDist))){
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else if(DistNoRootNoZ(*other) < (min_range * min_range))
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return;
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}
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if(!IsAttackAllowed(GetTarget()) ||
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if(!other || !IsAttackAllowed(other) ||
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IsCasting() ||
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DivineAura() ||
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IsStunned() ||
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@@ -1040,32 +1015,33 @@ void NPC::RangedAttack(Mob* other)
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return;
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}
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if(!ammo)
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{
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SkillUseTypes skillinuse = SkillArchery;
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skillinuse = static_cast<SkillUseTypes>(GetRangedSkill());
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if(!ammo && !GetAmmoIDfile())
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ammo = database.GetItem(8005);
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}
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if(ammo)
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SendItemAnimation(GetTarget(), ammo, SkillArchery);
|
||||
SendItemAnimation(other, ammo, SkillArchery);
|
||||
else
|
||||
ProjectileAnimation(other, 0,false,0,0,0,0,GetAmmoIDfile(),skillinuse);
|
||||
|
||||
FaceTarget(other);
|
||||
|
||||
// Face the Target
|
||||
FaceTarget(GetTarget());
|
||||
|
||||
// Hit?
|
||||
if (!GetTarget()->CheckHitChance(this, SkillArchery, 13))
|
||||
if (!other->CheckHitChance(this, skillinuse, MainRange, GetSpecialAbilityParam(SPECATK_RANGED_ATK, 2)))
|
||||
{
|
||||
mlog(COMBAT__RANGED, "Ranged attack missed %s.", GetTarget()->GetName());
|
||||
GetTarget()->Damage(this, 0, SPELL_UNKNOWN, SkillArchery);
|
||||
mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName());
|
||||
other->Damage(this, 0, SPELL_UNKNOWN, skillinuse);
|
||||
}
|
||||
else
|
||||
{
|
||||
int16 WDmg = GetWeaponDamage(GetTarget(), weapon);
|
||||
int16 ADmg = GetWeaponDamage(GetTarget(), ammo);
|
||||
int16 WDmg = GetWeaponDamage(other, weapon);
|
||||
int16 ADmg = GetWeaponDamage(other, ammo);
|
||||
int32 TotalDmg = 0;
|
||||
if(WDmg > 0 || ADmg > 0)
|
||||
{
|
||||
mlog(COMBAT__RANGED, "Ranged attack hit %s.", GetTarget()->GetName());
|
||||
int32 TotalDmg = 0;
|
||||
|
||||
mlog(COMBAT__RANGED, "Ranged attack hit %s.", other->GetName());
|
||||
|
||||
int32 MaxDmg = max_dmg * RuleR(Combat, ArcheryNPCMultiplier); // should add a field to npc_types
|
||||
int32 MinDmg = min_dmg * RuleR(Combat, ArcheryNPCMultiplier);
|
||||
|
||||
@@ -1074,54 +1050,36 @@ void NPC::RangedAttack(Mob* other)
|
||||
else
|
||||
TotalDmg = MakeRandomInt(MinDmg, MaxDmg);
|
||||
|
||||
int32 hate = TotalDmg;
|
||||
|
||||
GetTarget()->MeleeMitigation(this, TotalDmg, MinDmg);
|
||||
ApplyMeleeDamageBonus(SkillArchery, TotalDmg);
|
||||
TryCriticalHit(GetTarget(), SkillArchery, TotalDmg);
|
||||
GetTarget()->AddToHateList(this, hate, 0, false);
|
||||
GetTarget()->Damage(this, TotalDmg, SPELL_UNKNOWN, SkillArchery);
|
||||
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
|
||||
TotalDmg += TotalDmg * GetSpecialAbilityParam(SPECATK_RANGED_ATK, 3) / 100; //Damage modifier
|
||||
|
||||
other->AvoidDamage(this, TotalDmg, false);
|
||||
other->MeleeMitigation(this, TotalDmg, MinDmg);
|
||||
if (TotalDmg > 0)
|
||||
CommonOutgoingHitSuccess(other, TotalDmg, skillinuse);
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
GetTarget()->Damage(this, -5, SPELL_UNKNOWN, SkillArchery);
|
||||
}
|
||||
TotalDmg = -5;
|
||||
|
||||
if (TotalDmg > 0)
|
||||
other->AddToHateList(this, TotalDmg, 0, false);
|
||||
else
|
||||
other->AddToHateList(this, 0, 0, false);
|
||||
|
||||
other->Damage(this, TotalDmg, SPELL_UNKNOWN, skillinuse);
|
||||
|
||||
if (TotalDmg > 0 && HasSkillProcSuccess() && GetTarget() && !other->HasDied())
|
||||
TrySkillProc(other, skillinuse, 0, true, MainRange);
|
||||
}
|
||||
|
||||
//break invis when you attack
|
||||
if(invisible) {
|
||||
mlog(COMBAT__ATTACKS, "Removing invisibility due to melee attack.");
|
||||
BuffFadeByEffect(SE_Invisibility);
|
||||
BuffFadeByEffect(SE_Invisibility2);
|
||||
invisible = false;
|
||||
}
|
||||
if(invisible_undead) {
|
||||
mlog(COMBAT__ATTACKS, "Removing invisibility vs. undead due to melee attack.");
|
||||
BuffFadeByEffect(SE_InvisVsUndead);
|
||||
BuffFadeByEffect(SE_InvisVsUndead2);
|
||||
invisible_undead = false;
|
||||
}
|
||||
if(invisible_animals){
|
||||
mlog(COMBAT__ATTACKS, "Removing invisibility vs. animals due to melee attack.");
|
||||
BuffFadeByEffect(SE_InvisVsAnimals);
|
||||
invisible_animals = false;
|
||||
}
|
||||
//try proc on hits and misses
|
||||
if(other && !other->HasDied())
|
||||
TrySpellProc(nullptr, (const Item_Struct*)nullptr, other, MainRange);
|
||||
|
||||
if (spellbonuses.NegateIfCombat)
|
||||
BuffFadeByEffect(SE_NegateIfCombat);
|
||||
if (HasSkillProcs() && other && !other->HasDied())
|
||||
TrySkillProc(other, skillinuse, 0, false, MainRange);
|
||||
|
||||
if(hidden || improved_hidden){
|
||||
hidden = false;
|
||||
improved_hidden = false;
|
||||
EQApplicationPacket* outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct));
|
||||
SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer;
|
||||
sa_out->spawn_id = GetID();
|
||||
sa_out->type = 0x03;
|
||||
sa_out->parameter = 0;
|
||||
entity_list.QueueClients(this, outapp, true);
|
||||
safe_delete(outapp);
|
||||
}
|
||||
CommonBreakInvisible();
|
||||
}
|
||||
|
||||
uint16 Mob::GetThrownDamage(int16 wDmg, int32& TotalDmg, int& minDmg)
|
||||
@@ -1165,19 +1123,19 @@ void Client::ThrowingAttack(Mob* other, bool CanDoubleAttack) { //old was 51
|
||||
return;
|
||||
}
|
||||
|
||||
int ammo_slot = SLOT_RANGE;
|
||||
const ItemInst* RangeWeapon = m_inv[SLOT_RANGE];
|
||||
int ammo_slot = MainRange;
|
||||
const ItemInst* RangeWeapon = m_inv[MainRange];
|
||||
|
||||
if (!RangeWeapon || !RangeWeapon->IsType(ItemClassCommon)) {
|
||||
mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ranged weapon (%d) in slot %d", GetItemIDAt(SLOT_RANGE), SLOT_RANGE);
|
||||
Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing to throw!", GetItemIDAt(SLOT_RANGE));
|
||||
mlog(COMBAT__RANGED, "Ranged attack canceled. Missing or invalid ranged weapon (%d) in slot %d", GetItemIDAt(MainRange), MainRange);
|
||||
Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing to throw!", GetItemIDAt(MainRange));
|
||||
return;
|
||||
}
|
||||
|
||||
const Item_Struct* item = RangeWeapon->GetItem();
|
||||
if(item->ItemType != ItemTypeLargeThrowing && item->ItemType != ItemTypeSmallThrowing) {
|
||||
mlog(COMBAT__RANGED, "Ranged attack canceled. Ranged item %d is not a throwing weapon. type %d.", item->ItemType);
|
||||
Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing useful to throw!", GetItemIDAt(SLOT_RANGE));
|
||||
Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing useful to throw!", GetItemIDAt(MainRange));
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1185,16 +1143,16 @@ void Client::ThrowingAttack(Mob* other, bool CanDoubleAttack) { //old was 51
|
||||
|
||||
if(RangeWeapon->GetCharges() == 1) {
|
||||
//first check ammo
|
||||
const ItemInst* AmmoItem = m_inv[SLOT_AMMO];
|
||||
const ItemInst* AmmoItem = m_inv[MainAmmo];
|
||||
if(AmmoItem != nullptr && AmmoItem->GetID() == RangeWeapon->GetID()) {
|
||||
//more in the ammo slot, use it
|
||||
RangeWeapon = AmmoItem;
|
||||
ammo_slot = SLOT_AMMO;
|
||||
ammo_slot = MainAmmo;
|
||||
mlog(COMBAT__RANGED, "Using ammo from ammo slot, stack at slot %d. %d in stack.", ammo_slot, RangeWeapon->GetCharges());
|
||||
} else {
|
||||
//look through our inventory for more
|
||||
int32 aslot = m_inv.HasItem(item->ID, 1, invWherePersonal);
|
||||
if(aslot != SLOT_INVALID) {
|
||||
if (aslot != INVALID_INDEX) {
|
||||
//the item wont change, but the instance does, not that it matters
|
||||
ammo_slot = aslot;
|
||||
RangeWeapon = m_inv[aslot];
|
||||
@@ -1234,39 +1192,7 @@ void Client::ThrowingAttack(Mob* other, bool CanDoubleAttack) { //old was 51
|
||||
DeleteItemInInventory(ammo_slot, 1, true);
|
||||
CheckIncreaseSkill(SkillThrowing, GetTarget());
|
||||
|
||||
//break invis when you attack
|
||||
if(invisible) {
|
||||
mlog(COMBAT__ATTACKS, "Removing invisibility due to melee attack.");
|
||||
BuffFadeByEffect(SE_Invisibility);
|
||||
BuffFadeByEffect(SE_Invisibility2);
|
||||
invisible = false;
|
||||
}
|
||||
if(invisible_undead) {
|
||||
mlog(COMBAT__ATTACKS, "Removing invisibility vs. undead due to melee attack.");
|
||||
BuffFadeByEffect(SE_InvisVsUndead);
|
||||
BuffFadeByEffect(SE_InvisVsUndead2);
|
||||
invisible_undead = false;
|
||||
}
|
||||
if(invisible_animals){
|
||||
mlog(COMBAT__ATTACKS, "Removing invisibility vs. animals due to melee attack.");
|
||||
BuffFadeByEffect(SE_InvisVsAnimals);
|
||||
invisible_animals = false;
|
||||
}
|
||||
|
||||
if (spellbonuses.NegateIfCombat)
|
||||
BuffFadeByEffect(SE_NegateIfCombat);
|
||||
|
||||
if(hidden || improved_hidden){
|
||||
hidden = false;
|
||||
improved_hidden = false;
|
||||
EQApplicationPacket* outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct));
|
||||
SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer;
|
||||
sa_out->spawn_id = GetID();
|
||||
sa_out->type = 0x03;
|
||||
sa_out->parameter = 0;
|
||||
entity_list.QueueClients(this, outapp, true);
|
||||
safe_delete(outapp);
|
||||
}
|
||||
CommonBreakInvisible();
|
||||
}
|
||||
|
||||
void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item_Struct* item, uint16 weapon_damage, int16 chance_mod,int16 focus, int ReuseTime)
|
||||
@@ -1274,7 +1200,7 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
|
||||
if (!CanDoSpecialAttack(other))
|
||||
return;
|
||||
|
||||
if (!other->CheckHitChance(this, SkillThrowing, 13, chance_mod)){
|
||||
if (!other->CheckHitChance(this, SkillThrowing, MainPrimary, chance_mod)){
|
||||
mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName());
|
||||
other->Damage(this, 0, SPELL_UNKNOWN, SkillThrowing);
|
||||
} else {
|
||||
@@ -1312,38 +1238,31 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
|
||||
|
||||
other->MeleeMitigation(this, TotalDmg, minDmg);
|
||||
if(TotalDmg > 0)
|
||||
{
|
||||
ApplyMeleeDamageBonus(SkillThrowing, TotalDmg);
|
||||
TotalDmg += other->GetFcDamageAmtIncoming(this, 0, true, SkillThrowing);
|
||||
TotalDmg += (itembonuses.HeroicDEX / 10) + (TotalDmg * other->GetSkillDmgTaken(SkillThrowing) / 100) + GetSkillDmgAmt(SkillThrowing);
|
||||
TryCriticalHit(other, SkillThrowing, TotalDmg);
|
||||
int32 hate = (2*WDmg);
|
||||
other->AddToHateList(this, hate, 0, false);
|
||||
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
|
||||
}
|
||||
CommonOutgoingHitSuccess(other, TotalDmg, SkillThrowing);
|
||||
}
|
||||
|
||||
else
|
||||
TotalDmg = -5;
|
||||
|
||||
other->AddToHateList(this, 2*WDmg, 0, false);
|
||||
other->Damage(this, TotalDmg, SPELL_UNKNOWN, SkillThrowing);
|
||||
|
||||
if (TotalDmg > 0 && HasSkillProcSuccess() && GetTarget() && other && !other->HasDied()){
|
||||
if (ReuseTime)
|
||||
TrySkillProc(other, SkillThrowing, ReuseTime);
|
||||
else
|
||||
TrySkillProc(other, SkillThrowing, 0, true, 11);
|
||||
TrySkillProc(other, SkillThrowing, 0, true, MainRange);
|
||||
}
|
||||
}
|
||||
|
||||
if((RangeWeapon != nullptr) && GetTarget() && other && (other->GetHP() > -10))
|
||||
TryWeaponProc(RangeWeapon, other, 11);
|
||||
TryWeaponProc(RangeWeapon, other, MainRange);
|
||||
|
||||
if (HasSkillProcs() && GetTarget() && other && !other->HasDied()){
|
||||
if (ReuseTime)
|
||||
TrySkillProc(other, SkillThrowing, ReuseTime);
|
||||
else
|
||||
TrySkillProc(other, SkillThrowing, 0, false, 11);
|
||||
TrySkillProc(other, SkillThrowing, 0, false, MainRange);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1394,7 +1313,10 @@ void Mob::SendItemAnimation(Mob *to, const Item_Struct *item, SkillUseTypes skil
|
||||
safe_delete(outapp);
|
||||
}
|
||||
|
||||
void Mob::ProjectileAnimation(Mob* to, int item_id, bool IsArrow, float speed, float angle, float tilt, float arc, const char *IDFile) {
|
||||
void Mob::ProjectileAnimation(Mob* to, int item_id, bool IsArrow, float speed, float angle, float tilt, float arc, const char *IDFile, SkillUseTypes skillInUse) {
|
||||
|
||||
if (!to)
|
||||
return;
|
||||
|
||||
const Item_Struct* item = nullptr;
|
||||
uint8 item_type = 0;
|
||||
@@ -1412,9 +1334,12 @@ void Mob::ProjectileAnimation(Mob* to, int item_id, bool IsArrow, float speed, f
|
||||
if(IsArrow) {
|
||||
item_type = 27;
|
||||
}
|
||||
if(!item_type) {
|
||||
if(!item_type && !skillInUse) {
|
||||
item_type = item->ItemType;
|
||||
}
|
||||
else if (skillInUse)
|
||||
item_type = GetItemTypeBySkill(skillInUse);
|
||||
|
||||
if(!speed) {
|
||||
speed = 4.0;
|
||||
}
|
||||
@@ -1444,7 +1369,7 @@ void Mob::ProjectileAnimation(Mob* to, int item_id, bool IsArrow, float speed, f
|
||||
as->target_id = to->GetID();
|
||||
as->item_id = item->ID;
|
||||
as->item_type = item_type;
|
||||
as->skill = 0; // Doesn't seem to have any effect
|
||||
as->skill = skillInUse; // Doesn't seem to have any effect
|
||||
strn0cpy(as->model_name, item_IDFile, 16);
|
||||
as->velocity = speed;
|
||||
as->launch_angle = angle;
|
||||
@@ -1768,8 +1693,8 @@ void Client::DoClassAttacks(Mob *ca_target, uint16 skill, bool IsRiposte)
|
||||
{
|
||||
DoAnim(animTailRake);
|
||||
|
||||
if(GetWeaponDamage(ca_target, GetInv().GetItem(SLOT_SECONDARY)) <= 0 &&
|
||||
GetWeaponDamage(ca_target, GetInv().GetItem(SLOT_SHOULDER)) <= 0){
|
||||
if(GetWeaponDamage(ca_target, GetInv().GetItem(MainSecondary)) <= 0 &&
|
||||
GetWeaponDamage(ca_target, GetInv().GetItem(MainShoulders)) <= 0){
|
||||
dmg = -5;
|
||||
}
|
||||
else{
|
||||
@@ -1839,7 +1764,7 @@ void Client::DoClassAttacks(Mob *ca_target, uint16 skill, bool IsRiposte)
|
||||
{
|
||||
DoAnim(animKick);
|
||||
|
||||
if(GetWeaponDamage(ca_target, GetInv().GetItem(SLOT_FEET)) <= 0){
|
||||
if(GetWeaponDamage(ca_target, GetInv().GetItem(MainFeet)) <= 0){
|
||||
dmg = -5;
|
||||
}
|
||||
else{
|
||||
@@ -2062,7 +1987,7 @@ uint32 Mob::TryHeadShot(Mob* defender, SkillUseTypes skillInUse) {
|
||||
|
||||
if(HeadShot_Dmg && HeadShot_Level && (defender->GetLevel() <= HeadShot_Level)){
|
||||
|
||||
float ProcChance = GetSpecialProcChances(11);
|
||||
float ProcChance = GetSpecialProcChances(MainRange);
|
||||
if(ProcChance > MakeRandomFloat(0,1))
|
||||
return HeadShot_Dmg;
|
||||
}
|
||||
@@ -2125,7 +2050,7 @@ uint32 Mob::TryAssassinate(Mob* defender, SkillUseTypes skillInUse, uint16 Reuse
|
||||
float ProcChance = 0.0f;
|
||||
|
||||
if (skillInUse == SkillThrowing)
|
||||
ProcChance = GetSpecialProcChances(11);
|
||||
ProcChance = GetSpecialProcChances(MainRange);
|
||||
else
|
||||
ProcChance = GetAssassinateProcChances(ReuseTime);
|
||||
|
||||
@@ -2173,8 +2098,8 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
|
||||
skillinuse = SkillOffense;
|
||||
|
||||
int damage = 0;
|
||||
uint32 hate = 0;
|
||||
int Hand = 13;
|
||||
int32 hate = 0;
|
||||
int Hand = MainPrimary;
|
||||
if (hate == 0 && weapon_damage > 1) hate = weapon_damage;
|
||||
|
||||
if(weapon_damage > 0){
|
||||
@@ -2199,6 +2124,19 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
|
||||
hate += ucDamageBonus;
|
||||
}
|
||||
|
||||
if(skillinuse == SkillBash){
|
||||
if(IsClient()){
|
||||
ItemInst *item = CastToClient()->GetInv().GetItem(MainSecondary);
|
||||
if(item){
|
||||
if(item->GetItem()->ItemType == ItemTypeShield) {
|
||||
hate += item->GetItem()->AC;
|
||||
}
|
||||
const Item_Struct *itm = item->GetItem();
|
||||
hate = hate * (100 + GetFuriousBash(itm->Focus.Effect)) / 100;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ApplySpecialAttackMod(skillinuse, max_hit, min_hit);
|
||||
|
||||
min_hit += min_hit * GetMeleeMinDamageMod_SE(skillinuse) / 100;
|
||||
@@ -2210,18 +2148,14 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
|
||||
damage = max_hit;
|
||||
else
|
||||
damage = MakeRandomInt(min_hit, max_hit);
|
||||
|
||||
|
||||
if(!other->CheckHitChance(this, skillinuse, Hand, chance_mod)) {
|
||||
damage = 0;
|
||||
} else {
|
||||
other->AvoidDamage(this, damage, CanRiposte);
|
||||
other->MeleeMitigation(this, damage, min_hit);
|
||||
if(damage > 0) {
|
||||
ApplyMeleeDamageBonus(skillinuse, damage);
|
||||
damage += other->GetFcDamageAmtIncoming(this, 0, true, skillinuse);
|
||||
damage += (itembonuses.HeroicSTR / 10) + (damage * other->GetSkillDmgTaken(skillinuse) / 100) + GetSkillDmgAmt(skillinuse);
|
||||
TryCriticalHit(other, skillinuse, damage);
|
||||
}
|
||||
if(damage > 0)
|
||||
CommonOutgoingHitSuccess(other, damage, skillinuse);
|
||||
}
|
||||
|
||||
if (damage == -3) {
|
||||
@@ -2234,19 +2168,6 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
|
||||
else
|
||||
damage = -5;
|
||||
|
||||
if(skillinuse == SkillBash){
|
||||
if(IsClient()){
|
||||
ItemInst *item = CastToClient()->GetInv().GetItem(SLOT_SECONDARY);
|
||||
if(item){
|
||||
if(item->GetItem()->ItemType == ItemTypeShield) {
|
||||
hate += item->GetItem()->AC;
|
||||
}
|
||||
const Item_Struct *itm = item->GetItem();
|
||||
hate = hate * (100 + GetFuriousBash(itm->Focus.Effect)) / 100;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
other->AddToHateList(this, hate);
|
||||
|
||||
bool CanSkillProc = true;
|
||||
@@ -2255,6 +2176,7 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
|
||||
CanSkillProc = false; //Disable skill procs
|
||||
}
|
||||
|
||||
other->AddToHateList(this, hate, 0, false);
|
||||
other->Damage(this, damage, SPELL_UNKNOWN, skillinuse);
|
||||
|
||||
if (HasDied())
|
||||
|
||||
Reference in New Issue
Block a user