mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-13 10:31:29 +00:00
Updated mod_functions with DC examples
This commit is contained in:
parent
2d1805c983
commit
1b9647f57e
@ -1125,7 +1125,7 @@ public:
|
|||||||
int16 mod_pet_power(int16 act_power, uint16 spell_id);
|
int16 mod_pet_power(int16 act_power, uint16 spell_id);
|
||||||
float mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec);
|
float mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec);
|
||||||
float mod_tradeskill_skillup(float chance_stage2);
|
float mod_tradeskill_skillup(float chance_stage2);
|
||||||
int32 mod_tribute_item_value(int32 pts);
|
int32 mod_tribute_item_value(int32 pts, const ItemInst* item);
|
||||||
void mod_client_death_npc(Mob* killerMob);
|
void mod_client_death_npc(Mob* killerMob);
|
||||||
void mod_client_death_duel(Mob* killerMob);
|
void mod_client_death_duel(Mob* killerMob);
|
||||||
void mod_client_death_env();
|
void mod_client_death_env();
|
||||||
|
|||||||
@ -314,7 +314,7 @@ float Client::mod_tradeskill_skillup(float chance_stage2) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
//Tribute value override
|
//Tribute value override
|
||||||
int32 Client::mod_tribute_item_value(int32 pts) {
|
int32 Client::mod_tribute_item_value(int32 pts, const ItemInst* item) {
|
||||||
return(0);
|
return(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -23,33 +23,71 @@ extern WorldServer worldserver;
|
|||||||
|
|
||||||
using namespace std;
|
using namespace std;
|
||||||
|
|
||||||
|
//All functions that modify a value are passed the value as it was computed by default formulas and bonuses. In most cases this should be the final value that will be used.
|
||||||
|
|
||||||
|
//These are called when a zone boots or is repopped
|
||||||
void Zone::mod_init() { return; }
|
void Zone::mod_init() { return; }
|
||||||
void Zone::mod_repop() { return; }
|
void Zone::mod_repop() { return; }
|
||||||
|
|
||||||
|
//Pre-spawn hook called from the NPC object to be spawned
|
||||||
void NPC::mod_prespawn(Spawn2 *sp) { return; }
|
void NPC::mod_prespawn(Spawn2 *sp) { return; }
|
||||||
int NPC::mod_npc_damage(int damage, SkillType skillinuse, int hand, ItemInst* weapon, Mob* other) { return(damage); }
|
|
||||||
|
//Base damage from NPC::Attack
|
||||||
|
int NPC::mod_npc_damage(int damage, SkillType skillinuse, int hand, const Item_Struct* weapon, Mob* other) { return(damage); }
|
||||||
void NPC::mod_npc_killed_merit(Mob* c) { return; }
|
void NPC::mod_npc_killed_merit(Mob* c) { return; }
|
||||||
void NPC::mod_npc_killed(Mob* oos) { return; }
|
void NPC::mod_npc_killed(Mob* oos) { return; }
|
||||||
|
|
||||||
int Client::mod_client_damage(int damage, SkillType skillinuse, int hand, ItemInst* weapon, Mob* other) { return(damage); }
|
//Base damage from Client::Attack - can cover myriad skill types
|
||||||
|
int Client::mod_client_damage(int damage, SkillType skillinuse, int hand, const ItemInst* weapon, Mob* other) { return(final); }
|
||||||
|
|
||||||
|
//message is char[4096], don't screw it up.
|
||||||
bool Client::mod_client_message(char* message, uint8 chan_num) { return(true); } //Potentially dangerous string handling here
|
bool Client::mod_client_message(char* message, uint8 chan_num) { return(true); } //Potentially dangerous string handling here
|
||||||
|
|
||||||
|
//Skillup override. When this is called the regular skillup check has failed. Return false to proceed with default behavior.
|
||||||
|
//This will NOT allow a client to increase skill past a cap.
|
||||||
bool Client::mod_can_increase_skill(SkillType skillid, Mob* against_who) { return(false); }
|
bool Client::mod_can_increase_skill(SkillType skillid, Mob* against_who) { return(false); }
|
||||||
|
|
||||||
|
//chance of general skill increase, rolled against 0-99 where higher chance is better.
|
||||||
int16 Client::mod_increase_skill_chance(int16 chance, Mob* against_who) { return(chance); }
|
int16 Client::mod_increase_skill_chance(int16 chance, Mob* against_who) { return(chance); }
|
||||||
|
|
||||||
|
//Max percent of health you can bind wound starting with default value for class, item, and AA bonuses
|
||||||
int Client::mod_bindwound_percent(int max_percent, Mob* bindmob) { return(max_percent); }
|
int Client::mod_bindwound_percent(int max_percent, Mob* bindmob) { return(max_percent); }
|
||||||
|
|
||||||
|
//Final bind HP value after bonuses
|
||||||
int Client::mod_bindwound_hp(int bindhps, Mob* bindmob) { return(bindhps); }
|
int Client::mod_bindwound_hp(int bindhps, Mob* bindmob) { return(bindhps); }
|
||||||
|
|
||||||
|
//Client haste as calculated by default formulas - In percent from 0-100
|
||||||
int Client::mod_client_haste(int h) { return(h); }
|
int Client::mod_client_haste(int h) { return(h); }
|
||||||
|
|
||||||
void Client::mod_consider(Mob* tmob, Consider_Struct* con) { return; }
|
void Client::mod_consider(Mob* tmob, Consider_Struct* con) { return; }
|
||||||
bool Client::mod_saylink(const std::string&, bool silentsaylink) { return(true); }
|
bool Client::mod_saylink(const std::string&, bool silentsaylink) { return(true); }
|
||||||
|
|
||||||
|
//Client pet power as calculated by default formulas and bonuses
|
||||||
int16 Client::mod_pet_power(int16 act_power, uint16 spell_id) { return(act_power); }
|
int16 Client::mod_pet_power(int16 act_power, uint16 spell_id) { return(act_power); }
|
||||||
|
|
||||||
|
//Chance to combine rolled against a random 0-99 where higher is better.
|
||||||
float Client::mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec) { return(chance); }
|
float Client::mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec) { return(chance); }
|
||||||
|
|
||||||
|
//Chance to skillup rolled against a random 0-99 where higher is better.
|
||||||
float Client::mod_tradeskill_skillup(float chance_stage2) { return(chance_stage2); }
|
float Client::mod_tradeskill_skillup(float chance_stage2) { return(chance_stage2); }
|
||||||
int32 Client::mod_tribute_item_value(int32 pts) { return(pts); }
|
|
||||||
|
//Item Tribute value override -- Need to pass the item, duh.
|
||||||
|
int32 Client::mod_tribute_item_value(int32 pts, const ItemInst* item) { return(pts); }
|
||||||
|
|
||||||
|
//Death reporting
|
||||||
void Client::mod_client_death_npc(Mob* killerMob) { return; }
|
void Client::mod_client_death_npc(Mob* killerMob) { return; }
|
||||||
void Client::mod_client_death_duel(Mob* killerMob) { return; }
|
void Client::mod_client_death_duel(Mob* killerMob) { return; }
|
||||||
void Client::mod_client_death_env() { return; }
|
void Client::mod_client_death_env() { return; }
|
||||||
|
|
||||||
|
//Calculated xp before consider modifier
|
||||||
|
int32 Client::mod_client_xp(int32 in_xp, NPC *npc) { return(in_xp); }
|
||||||
|
|
||||||
|
//effect_vallue - Spell effect value as calculated by default formulas. You will want to ignore effects that don't lend themselves to scaling - pet ID's, gate coords, etc.
|
||||||
int Mob::mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster) { return(effect_value); }
|
int Mob::mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster) { return(effect_value); }
|
||||||
|
|
||||||
|
//chancetohit - 0 to 100 percent - set over 1000 for a guaranteed hit
|
||||||
float Mob::mod_hit_chance(float chancetohit, SkillType skillinuse, Mob* attacker) { return(chancetohit); }
|
float Mob::mod_hit_chance(float chancetohit, SkillType skillinuse, Mob* attacker) { return(chancetohit); }
|
||||||
|
|
||||||
float Mob::mod_riposte_chance(float ripostechance, Mob* attacker) { return(ripostechance); }
|
float Mob::mod_riposte_chance(float ripostechance, Mob* attacker) { return(ripostechance); }
|
||||||
float Mob::mod_block_chance(float blockchance, Mob* attacker) { return(blockchance); }
|
float Mob::mod_block_chance(float blockchance, Mob* attacker) { return(blockchance); }
|
||||||
float Mob::mod_parry_chance(float parrychance, Mob* attacker) { return(parrychance); }
|
float Mob::mod_parry_chance(float parrychance, Mob* attacker) { return(parrychance); }
|
||||||
@ -57,16 +95,46 @@ float Mob::mod_dodge_chance(float dodgechance, Mob* attacker) { return(dodgechan
|
|||||||
float Mob::mod_monk_weight(float monkweight, Mob* attacker) { return(monkweight); }
|
float Mob::mod_monk_weight(float monkweight, Mob* attacker) { return(monkweight); }
|
||||||
float Mob::mod_mitigation_rating(float mitigation_rating, Mob* attacker) { return(mitigation_rating); }
|
float Mob::mod_mitigation_rating(float mitigation_rating, Mob* attacker) { return(mitigation_rating); }
|
||||||
float Mob::mod_attack_rating(float attack_rating, Mob* defender) { return(attack_rating); }
|
float Mob::mod_attack_rating(float attack_rating, Mob* defender) { return(attack_rating); }
|
||||||
|
|
||||||
|
//Kick damage after all other bonuses are applied
|
||||||
int32 Mob::mod_kick_damage(int32 dmg) { return(dmg); }
|
int32 Mob::mod_kick_damage(int32 dmg) { return(dmg); }
|
||||||
|
|
||||||
|
//Slam and bash damage after all other bonuses are applied
|
||||||
int32 Mob::mod_bash_damage(int32 dmg) { return(dmg); }
|
int32 Mob::mod_bash_damage(int32 dmg) { return(dmg); }
|
||||||
|
|
||||||
|
//Frenzy damage after all other bonuses are applied
|
||||||
int32 Mob::mod_frenzy_damage(int32 dmg) { return(dmg); }
|
int32 Mob::mod_frenzy_damage(int32 dmg) { return(dmg); }
|
||||||
|
|
||||||
|
//Special attack damage after all other bonuses are applied.
|
||||||
int32 Mob::mod_monk_special_damage(int32 ndamage, SkillType skill_type) { return(ndamage); }
|
int32 Mob::mod_monk_special_damage(int32 ndamage, SkillType skill_type) { return(ndamage); }
|
||||||
|
|
||||||
|
//ndamage - Backstab damage as calculated by default formulas
|
||||||
int32 Mob::mod_backstab_damage(int32 ndamage) { return(ndamage); }
|
int32 Mob::mod_backstab_damage(int32 ndamage) { return(ndamage); }
|
||||||
|
|
||||||
|
//Chance for 50+ archery bonus damage if Combat:UseArcheryBonusRoll is true. Base is Combat:ArcheryBonusChance
|
||||||
int Mob::mod_archery_bonus_chance(int bonuschance, const ItemInst* RangeWeapon) { return(bonuschance); }
|
int Mob::mod_archery_bonus_chance(int bonuschance, const ItemInst* RangeWeapon) { return(bonuschance); }
|
||||||
uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg) { return(MaxDmg); }
|
|
||||||
int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus) { return(TotalDmg); }
|
//Archery bonus damage
|
||||||
|
uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg, const ItemInst* RangeWeapon) { return(MaxDmg); }
|
||||||
|
|
||||||
|
//Final archery damage including bonus if it was applied.
|
||||||
|
int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus, const ItemInst* RangeWeapon) { return(TotalDmg); }
|
||||||
|
|
||||||
|
//Thrown weapon damage after all other calcs
|
||||||
uint16 Mob::mod_throwing_damage(uint16 MaxDmg) { return(MaxDmg); }
|
uint16 Mob::mod_throwing_damage(uint16 MaxDmg) { return(MaxDmg); }
|
||||||
|
|
||||||
int32 Mob::mod_cast_time(int32 cast_time) { return(cast_time); }
|
int32 Mob::mod_cast_time(int32 cast_time) { return(cast_time); }
|
||||||
|
|
||||||
|
//res - Default buff duration formula
|
||||||
int Mob::mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id) { return(res); }
|
int Mob::mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id) { return(res); }
|
||||||
|
|
||||||
|
//Spell stack override - If this returns anything < 2, it will ignore all other stacking rules.
|
||||||
|
// See spells.cpp: Mob::CheckStackConflict
|
||||||
|
// 0 - No conflict
|
||||||
|
// 1 - Overwrite, spellid1 is replaced by spellid2
|
||||||
|
// -1 - Blocked, spellid2 will not land
|
||||||
|
// 2 - Default stacking behavior
|
||||||
int Mob::mod_spell_stack(uint16 spellid1, int caster_level1, Mob* caster1, uint16 spellid2, int caster_level2, Mob* caster2) { return(2); }
|
int Mob::mod_spell_stack(uint16 spellid1, int caster_level1, Mob* caster1, uint16 spellid2, int caster_level2, Mob* caster2) { return(2); }
|
||||||
|
|
||||||
|
//Sum of various resists rolled against a value of 200.
|
||||||
int Mob::mod_spell_resist(int resist_chance, int level_mod, int resist_modifier, int target_resist, uint8 resist_type, uint16 spell_id, Mob* caster) { return(resist_chance + level_mod + resist_modifier + target_resist); }
|
int Mob::mod_spell_resist(int resist_chance, int level_mod, int resist_modifier, int target_resist, uint8 resist_type, uint16 spell_id, Mob* caster) { return(resist_chance + level_mod + resist_modifier + target_resist); }
|
||||||
|
|||||||
@ -252,7 +252,7 @@ int32 Client::TributeItem(uint32 slot, uint32 quantity) {
|
|||||||
//figure out what its worth
|
//figure out what its worth
|
||||||
int32 pts = inst->GetItem()->Favor;
|
int32 pts = inst->GetItem()->Favor;
|
||||||
|
|
||||||
pts = mod_tribute_item_value(pts);
|
pts = mod_tribute_item_value(pts, m_inv[slot]);
|
||||||
|
|
||||||
if(pts < 1) {
|
if(pts < 1) {
|
||||||
Message(13, "This item is worthless for favor.");
|
Message(13, "This item is worthless for favor.");
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user