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[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
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@@ -1014,8 +1014,6 @@ void Mob::TuneMeleeMitigation(Mob *attacker, DamageHitInfo &hit, int ac_override
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// +0.5 for rounding, min to 1 dmg
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hit.damage_done = std::max(static_cast<int>(roll * static_cast<double>(hit.base_damage) + 0.5), 1);
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//Shout("mitigation %d vs offense %d. base %d rolled %f damage %d", mitigation, hit.offense, hit.base_damage, roll, hit.damage_done);
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}
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int Mob::TuneACSum(bool skip_caps, int ac_override, int add_ac)
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@@ -1093,10 +1091,6 @@ int Mob::TuneACSum(bool skip_caps, int ac_override, int add_ac)
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auto over_cap = ac - softcap;
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ac = softcap + (over_cap * returns);
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}
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//Shout("ACSum ac %i softcap %i returns %.2f", ac, softcap, static_cast<float>(returns));
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}
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else {
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//Shout("ACSum ac %i", ac);
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}
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return ac;
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@@ -1384,7 +1378,6 @@ bool Mob::TuneCheckHitChance(Mob* other, DamageHitInfo &hit, int avoidance_overr
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Mob *attacker = other;
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Mob *defender = this;
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//Shout("CheckHitChance(%s) attacked by %s", defender->GetName(), attacker->GetName());
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if (defender->IsClient() && defender->CastToClient()->IsSitting())
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return true;
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@@ -1402,7 +1395,6 @@ bool Mob::TuneCheckHitChance(Mob* other, DamageHitInfo &hit, int avoidance_overr
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// Then your chance to simply avoid the attack is checked (defender's avoidance roll beat the attacker's accuracy roll.)
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int tohit_roll = zone->random.Roll0(accuracy);
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int avoid_roll = zone->random.Roll0(avoidance);
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//Shout("CheckHitChance accuracy(%d => %d) avoidance(%d => %d)", accuracy, tohit_roll, avoidance, avoid_roll);
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// tie breaker? Don't want to be biased any one way
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if (tohit_roll == avoid_roll)
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