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Implement Triple Attack as a skill
See change log for more details Optional SQL will max toons triple attack skills
This commit is contained in:
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@ -1,5 +1,12 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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-------------------------------------------------------
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== 07/06/2015 ==
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mackal: Implement Triple Attack Skill
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Parses showed about rand(1000) for the chance, may need more investigating
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Corrected Double Attack chances as well
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Running optional 2015_07_06_TripleAttack.sql will set current toons to their max skill
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This is optional because the admins might want to go a different route.
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== 07/05/2015 ==
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== 07/05/2015 ==
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mackal: Rewrite NPC combat attack round logic
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mackal: Rewrite NPC combat attack round logic
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An NPC "quading" is really just an NPC with innate dual wield that doubles on both hands
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An NPC "quading" is really just an NPC with innate dual wield that doubles on both hands
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@ -108,16 +108,17 @@ enum SkillUseTypes
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/*13869*/ SkillBerserking,
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/*13869*/ SkillBerserking,
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/*13902*/ SkillTaunt,
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/*13902*/ SkillTaunt,
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/*05837*/ SkillFrenzy, // This appears to be the only listed one not grouped with the others
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/*05837*/ SkillFrenzy, // This appears to be the only listed one not grouped with the others
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/*00000*/ _EmuSkillCount // move to last position of active enumeration labels
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// SoF+ specific skills
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// SoF+ specific skills
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// /*03670*/ SkillRemoveTraps,
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/*03670*/ SkillRemoveTraps,
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// /*13049*/ SkillTripleAttack,
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/*13049*/ SkillTripleAttack,
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// RoF2+ specific skills
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// RoF2+ specific skills
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// /*00789*/ Skill2HPiercing,
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// /*00789*/ Skill2HPiercing,
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// /*01216*/ SkillNone, // This needs to move down as new skills are added
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// /*01216*/ SkillNone, // This needs to move down as new skills are added
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/*00000*/ _EmuSkillCount // move to last position of active enumeration labels
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// Skill Counts
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// Skill Counts
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// /*-----*/ _SkillCount_62 = 75, // use for Ti and earlier max skill checks
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// /*-----*/ _SkillCount_62 = 75, // use for Ti and earlier max skill checks
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// /*-----*/ _SkillCount_SoF = 77, // use for SoF thru RoF1 max skill checks
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// /*-----*/ _SkillCount_SoF = 77, // use for SoF thru RoF1 max skill checks
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@ -170,7 +171,7 @@ enum SkillUseTypes
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};
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};
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// temporary until it can be sorted out...
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// temporary until it can be sorted out...
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#define HIGHEST_SKILL SkillFrenzy
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#define HIGHEST_SKILL SkillTripleAttack
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// Spell Effects use this value to determine if an effect applies to all skills.
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// Spell Effects use this value to determine if an effect applies to all skills.
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#define ALL_SKILLS -1
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#define ALL_SKILLS -1
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27
utils/sql/git/optional/2015_07_06_TripleAttack.sql
Normal file
27
utils/sql/git/optional/2015_07_06_TripleAttack.sql
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@ -0,0 +1,27 @@
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DELIMITER $$
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DROP PROCEDURE IF EXISTS GrantTripleAttack$$
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CREATE PROCEDURE GrantTripleAttack()
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BEGIN
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DECLARE finished INT;
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DECLARE char_id INT;
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DECLARE skill_max INT;
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DECLARE cur CURSOR FOR SELECT character_data.id, skill_caps.cap FROM `character_data` LEFT JOIN `skill_caps` ON character_data.`level` = skill_caps.`level` AND character_data.class = skill_caps.class AND skill_caps.skillID = 76;
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DECLARE CONTINUE HANDLER FOR NOT FOUND SET finished = 1;
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OPEN cur;
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SET finished = 0;
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REPEAT
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FETCH cur INTO char_id, skill_max;
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IF skill_max IS NOT NULL AND skill_max > 0 THEN
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REPLACE INTO `character_skills` (`id`, `skill_id`, `value`) VALUES(char_id, 76, skill_max);
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END IF;
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UNTIL finished END REPEAT;
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CLOSE cur;
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END$$
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DELIMITER ;
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CALL GrantTripleAttack();
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DROP PROCEDURE GrantTripleAttack;
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@ -3406,41 +3406,39 @@ bool Mob::HasRangedProcs() const
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return false;
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return false;
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}
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}
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bool Client::CheckDoubleAttack(bool tripleAttack) {
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bool Client::CheckDoubleAttack()
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{
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int chance = 0;
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int skill = GetSkill(SkillDoubleAttack);
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//Check for bonuses that give you a double attack chance regardless of skill (ie Bestial Frenzy/Harmonious Attack AA)
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//Check for bonuses that give you a double attack chance regardless of skill (ie Bestial Frenzy/Harmonious Attack AA)
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uint32 bonusGiveDA = aabonuses.GiveDoubleAttack + spellbonuses.GiveDoubleAttack + itembonuses.GiveDoubleAttack;
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int bonusGiveDA = aabonuses.GiveDoubleAttack + spellbonuses.GiveDoubleAttack + itembonuses.GiveDoubleAttack;
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if (skill > 0)
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if(!HasSkill(SkillDoubleAttack) && !bonusGiveDA)
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chance = skill + GetLevel();
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else if (!bonusGiveDA)
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return false;
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return false;
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float chance = 0.0f;
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if (bonusGiveDA)
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chance += bonusGiveDA / 100.0f * 500; // convert to skill value
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int per_inc = aabonuses.DoubleAttackChance + spellbonuses.DoubleAttackChance + itembonuses.DoubleAttackChance;
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if (per_inc)
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chance += chance * per_inc / 100;
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uint16 skill = GetSkill(SkillDoubleAttack);
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return zone->random.Int(1, 500) <= chance;
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int32 bonusDA = aabonuses.DoubleAttackChance + spellbonuses.DoubleAttackChance + itembonuses.DoubleAttackChance;
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//Use skill calculations otherwise, if you only have AA applied GiveDoubleAttack chance then use that value as the base.
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if (skill)
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chance = (float(skill+GetLevel()) * (float(100.0f+bonusDA+bonusGiveDA) /100.0f)) /500.0f;
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else
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chance = (float(bonusGiveDA) * (float(100.0f+bonusDA)/100.0f) ) /100.0f;
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//Live now uses a static Triple Attack skill (lv 46 = 2% lv 60 = 20%) - We do not have this skill on EMU ATM.
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//A reasonable forumla would then be TA = 20% * chance
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//AA's can also give triple attack skill over cap. (ie Burst of Power) NOTE: Skill ID in spell data is 76 (Triple Attack)
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//Kayen: Need to decide if we can implement triple attack skill before working in over the cap effect.
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if(tripleAttack) {
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// Only some Double Attack classes get Triple Attack [This is already checked in client_processes.cpp]
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int32 triple_bonus = spellbonuses.TripleAttackChance + itembonuses.TripleAttackChance;
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chance *= 0.2f; //Baseline chance is 20% of your double attack chance.
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chance *= float(100.0f+triple_bonus)/100.0f; //Apply modifiers.
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}
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}
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if(zone->random.Roll(chance))
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// Admittedly these parses were short, but this check worked for 3 toons across multiple levels
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return true;
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// with varying triple attack skill (1-3% error at least)
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bool Client::CheckTripleAttack()
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{
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int chance = GetSkill(SkillTripleAttack);
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if (chance < 1)
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return false;
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return false;
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int per_inc = aabonuses.TripleAttackChance + spellbonuses.TripleAttackChance + itembonuses.TripleAttackChance;
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if (per_inc)
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chance += chance * per_inc / 100;
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return zone->random.Int(1, 1000) <= chance;
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}
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}
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bool Client::CheckDoubleRangedAttack() {
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bool Client::CheckDoubleRangedAttack() {
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@ -3452,7 +3450,7 @@ bool Client::CheckDoubleRangedAttack() {
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return false;
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return false;
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}
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}
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bool Mob::CheckDoubleAttack(bool tripleAttack)
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bool Mob::CheckDoubleAttack()
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{
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{
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// Not 100% certain pets follow this or if it's just from pets not always
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// Not 100% certain pets follow this or if it's just from pets not always
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// having the same skills as most mobs
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// having the same skills as most mobs
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@ -5054,21 +5052,28 @@ void Client::DoAttackRounds(Mob *target, int hand, bool IsFromSpell)
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if (candouble) {
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if (candouble) {
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CheckIncreaseSkill(SkillDoubleAttack, target, -10);
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CheckIncreaseSkill(SkillDoubleAttack, target, -10);
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if (CheckDoubleAttack())
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if (CheckDoubleAttack()) {
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Attack(target, hand, false, false, IsFromSpell);
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Attack(target, hand, false, false, IsFromSpell);
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if (hand == MainPrimary && GetLevel() >= 60 &&
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// you can only triple from the main hand
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(GetClass() == MONK || GetClass() == WARRIOR || GetClass() == RANGER || GetClass() == BERSERKER) &&
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if (hand == MainPrimary && CanThisClassTripleAttack()) {
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CheckDoubleAttack(true))
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CheckIncreaseSkill(SkillTripleAttack, target, -10);
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if (CheckTripleAttack())
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Attack(target, hand, false, false, IsFromSpell);
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Attack(target, hand, false, false, IsFromSpell);
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}
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}
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}
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}
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if (hand == MainPrimary) {
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if (hand == MainPrimary) {
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// According to http://www.monkly-business.net/forums/showpost.php?p=312095&postcount=168 a dev told them flurry isn't dependant on triple attack
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// the parses kind of back that up and all of my parses seemed to be 4 or 5 attacks in the round which would work out to be
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// doubles or triples with 2 from flurries or triple with 1 or 2 flurries ... Going with the "dev quote" I guess like we've always had it
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auto flurrychance = aabonuses.FlurryChance + spellbonuses.FlurryChance + itembonuses.FlurryChance;
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auto flurrychance = aabonuses.FlurryChance + spellbonuses.FlurryChance + itembonuses.FlurryChance;
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if (flurrychance && zone->random.Roll(flurrychance)) {
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if (flurrychance && zone->random.Roll(flurrychance)) {
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Attack(target, hand, false, false, IsFromSpell);
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Attack(target, hand, false, false, IsFromSpell);
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Attack(target, hand, false, false, IsFromSpell);
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Attack(target, hand, false, false, IsFromSpell);
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Message_StringID(MT_NPCFlurry, YOU_FLURRY);
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Message_StringID(MT_NPCFlurry, YOU_FLURRY);
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}
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}
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// I haven't parsed where this guy happens, but it's not part of the normal chain above so this is fine
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auto extraattackchance = aabonuses.ExtraAttackChance + spellbonuses.ExtraAttackChance + itembonuses.ExtraAttackChance;
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auto extraattackchance = aabonuses.ExtraAttackChance + spellbonuses.ExtraAttackChance + itembonuses.ExtraAttackChance;
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if (extraattackchance && HasTwoHanderEquipped() && zone->random.Roll(extraattackchance))
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if (extraattackchance && HasTwoHanderEquipped() && zone->random.Roll(extraattackchance))
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Attack(target, hand, false, false, IsFromSpell);
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Attack(target, hand, false, false, IsFromSpell);
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@ -888,7 +888,8 @@ public:
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bool CheckTradeLoreConflict(Client* other);
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bool CheckTradeLoreConflict(Client* other);
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void LinkDead();
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void LinkDead();
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void Insight(uint32 t_id);
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void Insight(uint32 t_id);
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bool CheckDoubleAttack(bool tripleAttack = false);
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bool CheckDoubleAttack();
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bool CheckTripleAttack();
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bool CheckDoubleRangedAttack();
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bool CheckDoubleRangedAttack();
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bool CheckDualWield();
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bool CheckDualWield();
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@ -2302,7 +2302,7 @@ void command_setskill(Client *c, const Seperator *sep)
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Log.Out(Logs::General, Logs::Normal, "Set skill request from %s, target:%s skill_id:%i value:%i", c->GetName(), c->GetTarget()->GetName(), atoi(sep->arg[1]), atoi(sep->arg[2]) );
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Log.Out(Logs::General, Logs::Normal, "Set skill request from %s, target:%s skill_id:%i value:%i", c->GetName(), c->GetTarget()->GetName(), atoi(sep->arg[1]), atoi(sep->arg[2]) );
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int skill_num = atoi(sep->arg[1]);
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int skill_num = atoi(sep->arg[1]);
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uint16 skill_value = atoi(sep->arg[2]);
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uint16 skill_value = atoi(sep->arg[2]);
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if(skill_num < HIGHEST_SKILL)
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if(skill_num <= HIGHEST_SKILL)
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c->GetTarget()->CastToClient()->SetSkill((SkillUseTypes)skill_num, skill_value);
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c->GetTarget()->CastToClient()->SetSkill((SkillUseTypes)skill_num, skill_value);
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}
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}
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}
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}
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@ -2409,6 +2409,14 @@ bool Mob::CanThisClassDoubleAttack(void) const
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}
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}
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}
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}
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bool Mob::CanThisClassTripleAttack() const
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{
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if (!IsClient())
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return false; // When they added the real triple attack skill, mobs lost the ability to triple
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else
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return CastToClient()->HasSkill(SkillTripleAttack);
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}
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bool Mob::IsWarriorClass(void) const
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bool Mob::IsWarriorClass(void) const
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{
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{
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switch(GetClass())
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switch(GetClass())
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@ -169,7 +169,7 @@ public:
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virtual bool CheckDualWield();
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virtual bool CheckDualWield();
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void DoMainHandAttackRounds(Mob *target, ExtraAttackOptions *opts = nullptr);
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void DoMainHandAttackRounds(Mob *target, ExtraAttackOptions *opts = nullptr);
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void DoOffHandAttackRounds(Mob *target, ExtraAttackOptions *opts = nullptr);
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void DoOffHandAttackRounds(Mob *target, ExtraAttackOptions *opts = nullptr);
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virtual bool CheckDoubleAttack(bool tripleAttack = false); // mob version doesn't use this flag
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virtual bool CheckDoubleAttack();
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// inline process for places where we need to do them outside of the AI_Process
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// inline process for places where we need to do them outside of the AI_Process
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void ProcessAttackRounds(Mob *target, ExtraAttackOptions *opts = nullptr)
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void ProcessAttackRounds(Mob *target, ExtraAttackOptions *opts = nullptr)
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{
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{
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@ -750,6 +750,7 @@ public:
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virtual int GetMonkHandToHandDamage(void);
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virtual int GetMonkHandToHandDamage(void);
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bool CanThisClassDoubleAttack(void) const;
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bool CanThisClassDoubleAttack(void) const;
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bool CanThisClassTripleAttack() const;
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bool CanThisClassDualWield(void) const;
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bool CanThisClassDualWield(void) const;
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bool CanThisClassRiposte(void) const;
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bool CanThisClassRiposte(void) const;
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bool CanThisClassDodge(void) const;
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bool CanThisClassDodge(void) const;
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@ -536,7 +536,7 @@ void Mob::TryBackstab(Mob *other, int ReuseTime) {
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RogueBackstab(other,false,ReuseTime);
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RogueBackstab(other,false,ReuseTime);
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if (level > 54) {
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if (level > 54) {
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if(IsClient() && CastToClient()->CheckDoubleAttack(false))
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if(IsClient() && CastToClient()->CheckDoubleAttack())
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{
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{
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if(other->GetHP() > 0)
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if(other->GetHP() > 0)
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RogueBackstab(other,false,ReuseTime);
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RogueBackstab(other,false,ReuseTime);
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@ -558,7 +558,7 @@ void Mob::TryBackstab(Mob *other, int ReuseTime) {
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if (level > 54) {
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if (level > 54) {
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// Check for double attack with main hand assuming maxed DA Skill (MS)
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// Check for double attack with main hand assuming maxed DA Skill (MS)
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if(IsClient() && CastToClient()->CheckDoubleAttack(false))
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if(IsClient() && CastToClient()->CheckDoubleAttack())
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if(other->GetHP() > 0)
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if(other->GetHP() > 0)
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RogueBackstab(other,true, ReuseTime);
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RogueBackstab(other,true, ReuseTime);
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