[Spells] Throwing procs fixed and other proc updates (#1871)

* first updating sbindex defines

* updates

* updates

* proctypes added for organization

* debug

* updates

* range procs cleaned up

* skill proc clean up

* fix

* remove debugs

* [Spells] Throwing procs fixed and other proc updates

* [Spells] Throwing procs fixed and other proc updates

bot fix

* [Spells] Throwing procs fixed and other proc updates

proctype updates
This commit is contained in:
KayenEQ
2021-12-14 12:34:51 -05:00
committed by GitHub
parent 73acc3310c
commit 119b2d023f
14 changed files with 393 additions and 253 deletions
-8
View File
@@ -1014,8 +1014,6 @@ void Mob::TuneMeleeMitigation(Mob *attacker, DamageHitInfo &hit, int ac_override
// +0.5 for rounding, min to 1 dmg
hit.damage_done = std::max(static_cast<int>(roll * static_cast<double>(hit.base_damage) + 0.5), 1);
//Shout("mitigation %d vs offense %d. base %d rolled %f damage %d", mitigation, hit.offense, hit.base_damage, roll, hit.damage_done);
}
int Mob::TuneACSum(bool skip_caps, int ac_override, int add_ac)
@@ -1093,10 +1091,6 @@ int Mob::TuneACSum(bool skip_caps, int ac_override, int add_ac)
auto over_cap = ac - softcap;
ac = softcap + (over_cap * returns);
}
//Shout("ACSum ac %i softcap %i returns %.2f", ac, softcap, static_cast<float>(returns));
}
else {
//Shout("ACSum ac %i", ac);
}
return ac;
@@ -1384,7 +1378,6 @@ bool Mob::TuneCheckHitChance(Mob* other, DamageHitInfo &hit, int avoidance_overr
Mob *attacker = other;
Mob *defender = this;
//Shout("CheckHitChance(%s) attacked by %s", defender->GetName(), attacker->GetName());
if (defender->IsClient() && defender->CastToClient()->IsSitting())
return true;
@@ -1402,7 +1395,6 @@ bool Mob::TuneCheckHitChance(Mob* other, DamageHitInfo &hit, int avoidance_overr
// Then your chance to simply avoid the attack is checked (defender's avoidance roll beat the attacker's accuracy roll.)
int tohit_roll = zone->random.Roll0(accuracy);
int avoid_roll = zone->random.Roll0(avoidance);
//Shout("CheckHitChance accuracy(%d => %d) avoidance(%d => %d)", accuracy, tohit_roll, avoidance, avoid_roll);
// tie breaker? Don't want to be biased any one way
if (tohit_roll == avoid_roll)