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[Rules] Add Skill Base Damage Rules (#4360)
* [Rules] Add Skill Base Damage Rules * Final * Update ruletypes.h * Update ruletypes.h
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@ -617,6 +617,17 @@ RULE_BOOL(Combat, RogueBackstabHasteCorrection, false, "Toggle to enable correct
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RULE_BOOL(Combat, LegacyComputeDefense, false, "Trim AGI Scaling of defense mostly for lower levels to help compensate for the newer agi based defense system. Default: False")
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RULE_REAL(Combat, SlayDamageAdjustment, 0.5, "Slay Damage Adjustment - Multiply final slay damage by this value. Default: 0.5")
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RULE_INT(Combat, MaximumLevelStunsCripplingBlow, 55, "Maximum level that Crippling Blows will stun a npc. Default: 55")
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RULE_INT(Combat, ArcheryBaseDamage, 0, "Archery base damage, default is 0")
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RULE_INT(Combat, BackstabBaseDamage, 0, "Backstab base damage, default is 0")
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RULE_INT(Combat, BashBaseDamage, 2, "Bash base damage, default is 2")
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RULE_INT(Combat, DragonPunchBaseDamage, 12, "Dragon Punch base damage, default is 12")
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RULE_INT(Combat, EagleStrikeBaseDamage, 7, "Eagle Strike base damage, default is 7")
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RULE_INT(Combat, FlyingKickBaseDamage, 25, "Flying Kick base damage, default is 25")
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RULE_INT(Combat, FrenzyBaseDamage, 10, "Frenzy base damage, default is 10")
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RULE_INT(Combat, KickBaseDamage, 3, "Kick base damage, default is 3")
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RULE_INT(Combat, RoundKickBaseDamage, 5, "Round Kick base damage, default is 5")
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RULE_INT(Combat, ThrowingBaseDamage, 0, "Throwing base damage, default is 0")
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RULE_INT(Combat, TigerClawBaseDamage, 4, "Tiger Claw base damage, default is 4")
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RULE_CATEGORY_END()
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RULE_CATEGORY(NPC)
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@ -127,24 +127,30 @@ bool EQ::skills::IsCastingSkill(SkillType skill)
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int32 EQ::skills::GetBaseDamage(SkillType skill)
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{
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switch (skill) {
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case SkillBash:
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return 2;
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case SkillDragonPunch:
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return 12;
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case SkillEagleStrike:
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return 7;
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case SkillFlyingKick:
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return 25;
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case SkillKick:
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return 3;
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case SkillRoundKick:
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return 5;
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case SkillTigerClaw:
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return 4;
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case SkillFrenzy:
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return 10;
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default:
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return 0;
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case SkillArchery:
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return RuleI(Combat, ArcheryBaseDamage);
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case SkillBackstab:
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return RuleI(Combat, BackstabBaseDamage);
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case SkillBash:
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return RuleI(Combat, BashBaseDamage);
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case SkillDragonPunch:
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return RuleI(Combat, DragonPunchBaseDamage);
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case SkillEagleStrike:
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return RuleI(Combat, EagleStrikeBaseDamage);
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case SkillFlyingKick:
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return RuleI(Combat, FlyingKickBaseDamage);
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case SkillFrenzy:
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return RuleI(Combat, FrenzyBaseDamage);
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case SkillKick:
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return RuleI(Combat, KickBaseDamage);
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case SkillRoundKick:
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return RuleI(Combat, RoundKickBaseDamage);
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case SkillThrowing:
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return RuleI(Combat, ThrowingBaseDamage);
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case SkillTigerClaw:
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return RuleI(Combat, TigerClawBaseDamage);
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default:
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return 0;
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}
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}
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