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More sympathetic proc fixes
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@ -1268,7 +1268,7 @@ protected:
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bool client_data_loaded;
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int16 GetFocusEffect(focusType type, uint16 spell_id);
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int16 GetSympatheticFocusEffect(focusType type, uint16 spell_id);
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uint16 GetSympatheticFocusEffect(focusType type, uint16 spell_id);
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Mob* bind_sight_target;
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53
zone/mob.cpp
53
zone/mob.cpp
@ -3615,36 +3615,41 @@ bool Mob::TryFadeEffect(int slot)
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void Mob::TrySympatheticProc(Mob *target, uint32 spell_id)
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{
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if(target == nullptr || !IsValidSpell(spell_id))
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if(target == nullptr || !IsValidSpell(spell_id) || !IsClient())
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return;
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int focus_spell = CastToClient()->GetSympatheticFocusEffect(focusSympatheticProc,spell_id);
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uint16 focus_spell = CastToClient()->GetSympatheticFocusEffect(focusSympatheticProc,spell_id);
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if(IsValidSpell(focus_spell)){
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int focus_trigger = spells[focus_spell].base2[0];
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// For beneficial spells, if the triggered spell is also beneficial then proc it on the target
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// if the triggered spell is detrimental, then it will trigger on the caster(ie cursed items)
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if(IsBeneficialSpell(spell_id))
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{
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if(IsBeneficialSpell(focus_trigger))
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SpellFinished(focus_trigger, target);
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if(!IsValidSpell(focus_spell))
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return;
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else
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SpellFinished(focus_trigger, this, 10, 0, -1, spells[focus_trigger].ResistDiff);
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}
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// For detrimental spells, if the triggered spell is beneficial, then it will land on the caster
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// if the triggered spell is also detrimental, then it will land on the target
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else
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{
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if(IsBeneficialSpell(focus_trigger))
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SpellFinished(focus_trigger, this);
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uint16 focus_trigger = GetSympatheticSpellProcID(focus_spell);
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else
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SpellFinished(focus_trigger, target, 10, 0, -1, spells[focus_trigger].ResistDiff);
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}
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if(!IsValidSpell(focus_trigger))
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return;
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CheckNumHitsRemaining(NumHit::MatchingSpells, -1, focus_spell);
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}
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// For beneficial spells, if the triggered spell is also beneficial then proc it on the target
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// if the triggered spell is detrimental, then it will trigger on the caster(ie cursed items)
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if(IsBeneficialSpell(spell_id))
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{
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if(IsBeneficialSpell(focus_trigger))
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SpellFinished(focus_trigger, target);
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else
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SpellFinished(focus_trigger, this, 10, 0, -1, spells[focus_trigger].ResistDiff);
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}
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// For detrimental spells, if the triggered spell is beneficial, then it will land on the caster
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// if the triggered spell is also detrimental, then it will land on the target
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else
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{
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if(IsBeneficialSpell(focus_trigger))
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SpellFinished(focus_trigger, this);
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else
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SpellFinished(focus_trigger, target, 10, 0, -1, spells[focus_trigger].ResistDiff);
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}
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CheckNumHitsRemaining(NumHit::MatchingSpells, -1, focus_spell);
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}
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int32 Mob::GetItemStat(uint32 itemid, const char *identifier)
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@ -1063,6 +1063,8 @@ protected:
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void PrintRoute();
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virtual float GetSympatheticProcChances(uint16 spell_id, int16 ProcRateMod, int32 ItemProcRate = 0);
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int16 GetSympatheticSpellProcRate(uint16 spell_id);
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uint16 GetSympatheticSpellProcID(uint16 spell_id);
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enum {MAX_PROCS = 4};
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tProc PermaProcs[MAX_PROCS];
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@ -5177,7 +5177,7 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
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return(value*lvlModifier/100);
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}
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int16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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uint16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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if (IsBardSong(spell_id))
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return 0;
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@ -5253,7 +5253,7 @@ int16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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if (IsValidSpell(proc_spellid)){
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ProcChance = GetSympatheticProcChances(spell_id, spells[focusspellid].base[0]);
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ProcChance = GetSympatheticProcChances(spell_id, GetSympatheticSpellProcRate(spell_id));
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if(zone->random.Roll(ProcChance))
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SympatheticProcList.push_back(proc_spellid);
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}
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@ -5929,6 +5929,26 @@ float Mob::GetSympatheticProcChances(uint16 spell_id, int16 ProcRateMod, int32 I
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return ProcChance;
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}
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int16 Mob::GetSympatheticSpellProcRate(uint16 spell_id)
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{
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for (int i = 0; i < EFFECT_COUNT; i++){
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if (spells[spell_id].effectid[i] == SE_SympatheticProc)
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return spells[spell_id].base[i];
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}
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return 0;
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}
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uint16 Mob::GetSympatheticSpellProcID(uint16 spell_id)
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{
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for (int i = 0; i < EFFECT_COUNT; i++){
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if (spells[spell_id].effectid[i] == SE_SympatheticProc)
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return spells[spell_id].base2[i];
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}
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return 0;
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}
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bool Mob::DoHPToManaCovert(uint16 mana_cost)
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{
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if (spellbonuses.HPToManaConvert){
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