diff --git a/changelog.txt b/changelog.txt index 09ba48d3b..6ee721e64 100644 --- a/changelog.txt +++ b/changelog.txt @@ -2,6 +2,8 @@ EQEMu Changelog (Started on Sept 24, 2003 15:50) ------------------------------------------------------- == 03/25/2016 == Uleat: Fix for heal rotation 'Stack Overflow' error +Kayen: Defensive procs will now only proc once per attack round (instead of every attack chance). + Live like modifier added that decreases defensive proc chance if you are higher level then your attacker. == 03/24/2016 == Kayen: Fix for AE taunt to use correct range and hate modifier. diff --git a/zone/attack.cpp b/zone/attack.cpp index 858e6aee9..786eb128a 100644 --- a/zone/attack.cpp +++ b/zone/attack.cpp @@ -1255,7 +1255,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b CommonBreakInvisibleFromCombat(); if(GetTarget()) - TriggerDefensiveProcs(weapon, other, Hand, damage); + TriggerDefensiveProcs(other, Hand, true, damage); if (damage > 0) return true; @@ -1822,7 +1822,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool } if(GetHP() > 0 && !other->HasDied()) - TriggerDefensiveProcs(nullptr, other, Hand, damage); + TriggerDefensiveProcs(other, Hand, true, damage); if (damage > 0) return true; @@ -3516,7 +3516,7 @@ float Mob::GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 h } // argument 'weapon' not used -void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand) { +void Mob::TryDefensiveProc(Mob *on, uint16 hand) { if (!on) { SetTarget(nullptr); @@ -3524,29 +3524,37 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand) { return; } - bool bDefensiveProc = HasDefensiveProcs(); - - if (!bDefensiveProc) + if (!HasDefensiveProcs()) return; - float ProcChance, ProcBonus; - on->GetDefensiveProcChances(ProcBonus, ProcChance, hand , this); + if (!on->HasDied() && on->GetHP() > 0){ - if(hand != MainPrimary) - ProcChance /= 2; + float ProcChance, ProcBonus; + on->GetDefensiveProcChances(ProcBonus, ProcChance, hand , this); - if (bDefensiveProc){ - for (int i = 0; i < MAX_PROCS; i++) { - if (IsValidSpell(DefensiveProcs[i].spellID)) { - float chance = ProcChance * (static_cast(DefensiveProcs[i].chance)/100.0f); - if (zone->random.Roll(chance)) { - ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on); - CheckNumHitsRemaining(NumHit::DefensiveSpellProcs, 0, - DefensiveProcs[i].base_spellID); - } + if(hand != MainPrimary) + ProcChance /= 2; + + int level_penalty = 0; + int level_diff = GetLevel() - on->GetLevel(); + if (level_diff > 6)//10% penalty per level if > 6 levels over target. + level_penalty = (level_diff - 6) * 10; + + ProcChance -= ProcChance*level_penalty/100; + + if (ProcChance < 0) + return; + + for (int i = 0; i < MAX_PROCS; i++) { + if (IsValidSpell(DefensiveProcs[i].spellID)) { + float chance = ProcChance * (static_cast(DefensiveProcs[i].chance)/100.0f); + if (zone->random.Roll(chance)) { + ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on); + CheckNumHitsRemaining(NumHit::DefensiveSpellProcs, 0,DefensiveProcs[i].base_spellID); } } } + } } void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) { diff --git a/zone/bot.cpp b/zone/bot.cpp index 8cd82f9f6..6cb27f8e7 100644 --- a/zone/bot.cpp +++ b/zone/bot.cpp @@ -2911,6 +2911,7 @@ void Bot::AI_Process() { DoClassAttacks(GetTarget()); if(attack_timer.Check()) { Attack(GetTarget(), MainPrimary); + TriggerDefensiveProcs(GetTarget(), MainPrimary, false); ItemInst *wpn = GetBotItem(MainPrimary); TryWeaponProc(wpn, GetTarget(), MainPrimary); bool tripleSuccess = false; @@ -4865,7 +4866,7 @@ bool Bot::Attack(Mob* other, int Hand, bool FromRiposte, bool IsStrikethrough, b BuffFadeByEffect(SE_NegateIfCombat); if(GetTarget()) - TriggerDefensiveProcs(weapon, other, Hand, damage); + TriggerDefensiveProcs(other, Hand, true, damage); if (damage > 0) return true; diff --git a/zone/mob.cpp b/zone/mob.cpp index 0429cc973..c91ae404f 100644 --- a/zone/mob.cpp +++ b/zone/mob.cpp @@ -3399,12 +3399,13 @@ int Mob::GetSnaredAmount() return worst_snare; } -void Mob::TriggerDefensiveProcs(const ItemInst* weapon, Mob *on, uint16 hand, int damage) +void Mob::TriggerDefensiveProcs(Mob *on, uint16 hand, bool FromSkillProc, int damage) { if (!on) return; - on->TryDefensiveProc(weapon, this, hand); + if (!FromSkillProc) + on->TryDefensiveProc(this, hand); //Defensive Skill Procs if (damage < 0 && damage >= -4) { diff --git a/zone/mob.h b/zone/mob.h index dd8a36c89..0407ecd3a 100644 --- a/zone/mob.h +++ b/zone/mob.h @@ -152,7 +152,6 @@ public: bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr, int special = 0) = 0; int MonkSpecialAttack(Mob* other, uint8 skill_used); virtual void TryBackstab(Mob *other,int ReuseTime = 10); - void TriggerDefensiveProcs(const ItemInst* weapon, Mob *on, uint16 hand = MainPrimary, int damage = 0); bool AvoidDamage(Mob* attacker, int32 &damage, int hand); virtual bool CheckHitChance(Mob* attacker, SkillUseTypes skillinuse, int Hand, int16 chance_mod = 0); virtual void TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttackOptions *opts = nullptr); @@ -564,6 +563,7 @@ public: bool lookForAftArc = true); //Procs + void TriggerDefensiveProcs(Mob *on, uint16 hand = MainPrimary, bool SkillProc=false, int damage = 0); bool AddRangedProc(uint16 spell_id, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN); bool RemoveRangedProc(uint16 spell_id, bool bAll = false); bool HasRangedProcs() const; @@ -1142,7 +1142,7 @@ protected: void TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false); // hand = MainCharm? bool PassLimitToSkill(uint16 spell_id, uint16 skill); bool PassLimitClass(uint32 Classes_, uint16 Class_); - void TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand = MainPrimary); + void TryDefensiveProc(Mob *on, uint16 hand = MainPrimary); void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = MainPrimary); void TrySpellProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = MainPrimary); void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = MainPrimary); diff --git a/zone/mob_ai.cpp b/zone/mob_ai.cpp index 79c4493ea..918c8afde 100644 --- a/zone/mob_ai.cpp +++ b/zone/mob_ai.cpp @@ -1107,6 +1107,7 @@ void Mob::AI_Process() { //try main hand first if(attack_timer.Check()) { DoMainHandAttackRounds(target); + TriggerDefensiveProcs(target, MainPrimary, false); bool specialed = false; // NPCs can only do one of these a round if (GetSpecialAbility(SPECATK_FLURRY)) {