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Clean up and revision of proc chance bonuses
Combat Effects and WeaponProc bonuses will no longer affect melee spell procs
This commit is contained in:
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8
utils/sql/git/required/2014_02_26_virulentvenomAA.sql
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8
utils/sql/git/required/2014_02_26_virulentvenomAA.sql
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@ -0,0 +1,8 @@
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-- Virulent Venom
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INSERT INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1, `base2`) VALUES ('888', '1', '250', '10', '0');
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INSERT INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1, `base2`) VALUES ('889', '1', '250', '20', '0');
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INSERT INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1, `base2`) VALUES ('890', '1', '250', '30', '0');
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INSERT INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1, `base2`) VALUES ('891', '1', '250', '40', '0');
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INSERT INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1, `base2`) VALUES ('892', '1', '250', '50', '0');
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@ -3888,14 +3888,14 @@ void Mob::HealDamage(uint32 amount, Mob* caster) {
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//proc chance includes proc bonus
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//proc chance includes proc bonus
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float Mob::GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand) {
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float Mob::GetProcChances(float &BaseProcChance, float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand) {
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int mydex = GetDEX();
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int mydex = GetDEX();
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float AABonus = 0;
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ProcBonus = 0;
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ProcBonus = 0;
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ProcChance = 0;
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ProcChance = 0;
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BaseProcChance = 0;
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if (aabonuses.ProcChance)
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ProcBonus = float(aabonuses.ProcChanceSPA + spellbonuses.ProcChanceSPA + itembonuses.ProcChanceSPA); //Spell Effects
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AABonus = float(aabonuses.ProcChance) / 100.0f;
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ProcBonus += float(itembonuses.ProcChance)/10.0f; //Combat Effects
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switch(hand){
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switch(hand){
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case 13:
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case 13:
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@ -3915,18 +3915,18 @@ float Mob::GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_spe
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if(weapon_speed < RuleI(Combat, MinHastedDelay)) // fast as a client can swing, so should be the floor of the proc chance
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if(weapon_speed < RuleI(Combat, MinHastedDelay)) // fast as a client can swing, so should be the floor of the proc chance
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weapon_speed = RuleI(Combat, MinHastedDelay);
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weapon_speed = RuleI(Combat, MinHastedDelay);
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ProcBonus += (float(itembonuses.ProcChance + spellbonuses.ProcChance) / 1000.0f + AABonus);
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if(RuleB(Combat, AdjustProcPerMinute) == true)
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if(RuleB(Combat, AdjustProcPerMinute) == true)
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{
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{
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ProcChance = ((float)weapon_speed * RuleR(Combat, AvgProcsPerMinute) / 60000.0f); // compensate for weapon_speed being in ms
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ProcChance = ((float)weapon_speed * RuleR(Combat, AvgProcsPerMinute) / 60000.0f); // compensate for weapon_speed being in ms
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ProcBonus += float(mydex) * RuleR(Combat, ProcPerMinDexContrib) / 100.0f;
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BaseProcChance = ProcChance;
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ProcChance = ProcChance + (ProcChance * ProcBonus);
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ProcBonus += float(mydex) * RuleR(Combat, ProcPerMinDexContrib);
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ProcChance += ProcChance*ProcBonus/100.0f;
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}
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}
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else
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else
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{
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{
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ProcChance = RuleR(Combat, BaseProcChance) + float(mydex) / RuleR(Combat, ProcDexDivideBy);
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ProcChance = RuleR(Combat, BaseProcChance) + float(mydex) / RuleR(Combat, ProcDexDivideBy);
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ProcChance = ProcChance + (ProcChance * ProcBonus);
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BaseProcChance = ProcChance;
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ProcChance += ProcChance*ProcBonus/100.0f;
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}
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}
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mlog(COMBAT__PROCS, "Proc chance %.2f (%.2f from bonuses)", ProcChance, ProcBonus);
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mlog(COMBAT__PROCS, "Proc chance %.2f (%.2f from bonuses)", ProcChance, ProcBonus);
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@ -3950,16 +3950,6 @@ float Mob::GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 w
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break;
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break;
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}
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}
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/*
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float PermaHaste;
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if(GetHaste() > 0)
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PermaHaste = 1 / (1 + (float)GetHaste()/100);
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else if(GetHaste() < 0)
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PermaHaste = 1 * (1 - (float)GetHaste()/100);
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else
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PermaHaste = 1.0f;
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*/
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//calculate the weapon speed in ms, so we can use the rule to compare against.
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//calculate the weapon speed in ms, so we can use the rule to compare against.
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//weapon_speed = ((int)(weapon_speed*(100.0f+attack_speed)*PermaHaste));
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//weapon_speed = ((int)(weapon_speed*(100.0f+attack_speed)*PermaHaste));
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if(weapon_speed < RuleI(Combat, MinHastedDelay)) // fast as a client can swing, so should be the floor of the proc chance
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if(weapon_speed < RuleI(Combat, MinHastedDelay)) // fast as a client can swing, so should be the floor of the proc chance
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@ -4054,8 +4044,8 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
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//we have to calculate these again, oh well
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//we have to calculate these again, oh well
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int ourlevel = GetLevel();
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int ourlevel = GetLevel();
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float ProcChance, ProcBonus;
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float ProcChance, ProcBonus, BaseProcChance;
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GetProcChances(ProcBonus, ProcChance, weapon_g->GetItem()->Delay, hand);
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GetProcChances(BaseProcChance, ProcBonus, ProcChance, weapon_g->GetItem()->Delay, hand);
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if(hand != 13)
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if(hand != 13)
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{
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{
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ProcChance /= 2;
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ProcChance /= 2;
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@ -4092,11 +4082,11 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
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void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct* weapon, Mob *on, uint16 hand) {
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void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct* weapon, Mob *on, uint16 hand) {
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uint16 skillinuse = 28;
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uint16 skillinuse = 28;
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int ourlevel = GetLevel();
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int ourlevel = GetLevel();
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float ProcChance, ProcBonus;
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float ProcChance, ProcBonus, BaseProcChance;
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if(weapon!=nullptr)
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if(weapon!=nullptr)
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GetProcChances(ProcBonus, ProcChance, weapon->Delay, hand);
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GetProcChances(BaseProcChance, ProcBonus, ProcChance, weapon->Delay, hand);
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else
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else
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GetProcChances(ProcBonus, ProcChance);
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GetProcChances(BaseProcChance, ProcBonus, ProcChance);
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if(hand != 13) //Is Archery intended to proc at 50% rate?
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if(hand != 13) //Is Archery intended to proc at 50% rate?
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ProcChance /= 2;
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ProcChance /= 2;
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@ -4153,7 +4143,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct* weapon, Mob *on
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uint32 i;
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uint32 i;
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for(i = 0; i < MAX_PROCS; i++) {
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for(i = 0; i < MAX_PROCS; i++) {
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if (PermaProcs[i].spellID != SPELL_UNKNOWN) {
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if (PermaProcs[i].spellID != SPELL_UNKNOWN) {
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if(MakeRandomInt(0, 100) < PermaProcs[i].chance) {
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if(MakeRandomInt(0, 100) < PermaProcs[i].chance) { //TODO: Unclear if these are treated like Spells or WeaponProcs
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mlog(COMBAT__PROCS, "Permanent proc %d procing spell %d (%d percent chance)", i, PermaProcs[i].spellID, PermaProcs[i].chance);
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mlog(COMBAT__PROCS, "Permanent proc %d procing spell %d (%d percent chance)", i, PermaProcs[i].spellID, PermaProcs[i].chance);
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ExecWeaponProc(nullptr, PermaProcs[i].spellID, on);
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ExecWeaponProc(nullptr, PermaProcs[i].spellID, on);
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} else {
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} else {
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@ -4169,7 +4159,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct* weapon, Mob *on
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}
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}
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else
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else
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{
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{
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int chance = ProcChance * (SpellProcs[i].chance);
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int chance = BaseProcChance * (SpellProcs[i].chance);
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chance += chance*SpellProcChance/100;
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chance += chance*SpellProcChance/100;
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if(MakeRandomInt(0, 100) < chance) {
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if(MakeRandomInt(0, 100) < chance) {
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mlog(COMBAT__PROCS, "Spell proc %d procing spell %d (%d percent chance)", i, SpellProcs[i].spellID, chance);
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mlog(COMBAT__PROCS, "Spell proc %d procing spell %d (%d percent chance)", i, SpellProcs[i].spellID, chance);
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@ -4181,7 +4171,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct* weapon, Mob *on
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}
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}
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}
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}
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if (bRangedAttack) {
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if (bRangedAttack) {
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int chance = ProcChance * RangedProcs[i].chance;
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int chance = BaseProcChance * RangedProcs[i].chance;
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chance += chance*SpellProcChance/100;
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chance += chance*SpellProcChance/100;
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if(MakeRandomInt(0, 100) < chance) {
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if(MakeRandomInt(0, 100) < chance) {
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mlog(COMBAT__PROCS, "Ranged proc %d procing spell %d", i, RangedProcs[i].spellID, RangedProcs[i].chance);
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mlog(COMBAT__PROCS, "Ranged proc %d procing spell %d", i, RangedProcs[i].spellID, RangedProcs[i].chance);
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@ -963,7 +963,7 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
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newbon->GiveDoubleAttack += base1;
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newbon->GiveDoubleAttack += base1;
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break;
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break;
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case SE_ProcChance:
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case SE_ProcChance:
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newbon->ProcChance += base1;
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newbon->ProcChanceSPA += base1;
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break;
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break;
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case SE_RiposteChance:
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case SE_RiposteChance:
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newbon->RiposteChance += base1;
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newbon->RiposteChance += base1;
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@ -1890,17 +1890,14 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_ProcChance:
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case SE_ProcChance:
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{
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{
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//multiplier is to be compatible with item effects,watching for overflow too
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effect_value = effect_value<3000? effect_value : 3000;
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus)
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus)
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newbon->ProcChance += effect_value;
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newbon->ProcChanceSPA += effect_value;
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else if((effect_value < 0) && (newbon->DoubleAttackChance > effect_value))
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else if((effect_value < 0) && (newbon->ProcChanceSPA > effect_value))
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newbon->ProcChance = effect_value;
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newbon->ProcChanceSPA = effect_value;
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if(newbon->ProcChance < effect_value)
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if(newbon->ProcChanceSPA < effect_value)
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newbon->ProcChance = effect_value;
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newbon->ProcChanceSPA = effect_value;
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break;
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break;
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}
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}
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@ -3323,9 +3320,9 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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break;
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break;
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case SE_ProcChance:
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case SE_ProcChance:
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spellbonuses.ProcChance = effect_value;
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spellbonuses.ProcChanceSPA = effect_value;
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aabonuses.ProcChance = effect_value;
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aabonuses.ProcChanceSPA = effect_value;
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itembonuses.ProcChance = effect_value;
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itembonuses.ProcChanceSPA = effect_value;
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break;
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break;
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case SE_ExtraAttackChance:
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case SE_ExtraAttackChance:
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18
zone/bot.cpp
18
zone/bot.cpp
@ -7705,14 +7705,14 @@ int16 Bot::CalcBotFocusEffect(BotfocusType bottype, uint16 focus_id, uint16 spel
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}
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}
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//proc chance includes proc bonus
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//proc chance includes proc bonus
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float Bot::GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand) {
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float Bot::GetProcChances(float &BaseProcChance, float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand) {
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int mydex = GetDEX();
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int mydex = GetDEX();
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float AABonus = 0;
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ProcBonus = 0;
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ProcBonus = 0;
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ProcChance = 0;
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ProcChance = 0;
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BaseProcChance = 0;
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if (aabonuses.ProcChance)
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ProcBonus = float(aabonuses.ProcChanceSPA + spellbonuses.ProcChanceSPA + itembonuses.ProcChanceSPA); //Spell Effects
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AABonus = float(aabonuses.ProcChance) / 100.0f;
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ProcBonus += float(itembonuses.ProcChance)/10.0f; //Combat Effects
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switch(hand){
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switch(hand){
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case SLOT_PRIMARY:
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case SLOT_PRIMARY:
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@ -7732,18 +7732,18 @@ float Bot::GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_spe
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if(weapon_speed < RuleI(Combat, MinHastedDelay)) // fast as a client can swing, so should be the floor of the proc chance
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if(weapon_speed < RuleI(Combat, MinHastedDelay)) // fast as a client can swing, so should be the floor of the proc chance
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weapon_speed = RuleI(Combat, MinHastedDelay);
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weapon_speed = RuleI(Combat, MinHastedDelay);
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ProcBonus += (float(itembonuses.ProcChance + spellbonuses.ProcChance) / 1000.0f + AABonus);
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if(RuleB(Combat, AdjustProcPerMinute) == true)
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if(RuleB(Combat, AdjustProcPerMinute) == true)
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{
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{
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ProcChance = ((float)weapon_speed * RuleR(Combat, AvgProcsPerMinute) / 60000.0f); // compensate for weapon_speed being in ms
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ProcChance = ((float)weapon_speed * RuleR(Combat, AvgProcsPerMinute) / 60000.0f); // compensate for weapon_speed being in ms
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ProcBonus += float(mydex) * RuleR(Combat, ProcPerMinDexContrib) / 100.0f;
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ProcChance = BaseProcChance;
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ProcChance = ProcChance + (ProcChance * ProcBonus);
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ProcBonus += float(mydex) * RuleR(Combat, ProcPerMinDexContrib);
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ProcChance += ProcChance*ProcBonus / 100.0f;
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}
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}
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else
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else
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{
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{
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ProcChance = RuleR(Combat, BaseProcChance) + float(mydex) / RuleR(Combat, ProcDexDivideBy);
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ProcChance = RuleR(Combat, BaseProcChance) + float(mydex) / RuleR(Combat, ProcDexDivideBy);
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ProcChance = ProcChance + (ProcChance * ProcBonus);
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ProcChance = BaseProcChance;
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ProcChance += ProcChance*ProcBonus / 100.0f;
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}
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}
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mlog(COMBAT__PROCS, "Proc chance %.2f (%.2f from bonuses)", ProcChance, ProcBonus);
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mlog(COMBAT__PROCS, "Proc chance %.2f (%.2f from bonuses)", ProcChance, ProcBonus);
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@ -167,7 +167,7 @@ public:
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uint16 BotGetSpells(int spellslot) { return AIspells[spellslot].spellid; }
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uint16 BotGetSpells(int spellslot) { return AIspells[spellslot].spellid; }
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uint16 BotGetSpellType(int spellslot) { return AIspells[spellslot].type; }
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uint16 BotGetSpellType(int spellslot) { return AIspells[spellslot].type; }
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uint16 BotGetSpellPriority(int spellslot) { return AIspells[spellslot].priority; }
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uint16 BotGetSpellPriority(int spellslot) { return AIspells[spellslot].priority; }
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virtual float GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand);
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virtual float GetProcChances(float &BaseProcChance, float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand);
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virtual bool AvoidDamage(Mob* other, int32 &damage, bool CanRiposte);
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virtual bool AvoidDamage(Mob* other, int32 &damage, bool CanRiposte);
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virtual int GetMonkHandToHandDamage(void);
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virtual int GetMonkHandToHandDamage(void);
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virtual bool TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse);
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virtual bool TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse);
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@ -274,6 +274,7 @@ struct StatBonuses {
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int16 DamageModifier[HIGHEST_SKILL+2]; //i
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int16 DamageModifier[HIGHEST_SKILL+2]; //i
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int16 MinDamageModifier[HIGHEST_SKILL+2]; //i
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int16 MinDamageModifier[HIGHEST_SKILL+2]; //i
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int16 ProcChance; // ProcChance/10 == % increase i = CombatEffects
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int16 ProcChance; // ProcChance/10 == % increase i = CombatEffects
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int16 ProcChanceSPA; // ProcChance from spell effects
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int16 ExtraAttackChance;
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int16 ExtraAttackChance;
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int16 DoTShielding;
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int16 DoTShielding;
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int16 DivineSaveChance[2]; // Second Chance (base1 = chance, base2 = spell on trigger)
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int16 DivineSaveChance[2]; // Second Chance (base1 = chance, base2 = spell on trigger)
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@ -81,6 +81,8 @@ int32 Client::GetActSpellDamage(uint16 spell_id, int32 value, Mob* target) {
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int chance = RuleI(Spells, BaseCritChance);
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int chance = RuleI(Spells, BaseCritChance);
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chance += itembonuses.CriticalSpellChance + spellbonuses.CriticalSpellChance + aabonuses.CriticalSpellChance;
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chance += itembonuses.CriticalSpellChance + spellbonuses.CriticalSpellChance + aabonuses.CriticalSpellChance;
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chance += itembonuses.FrenziedDevastation + spellbonuses.FrenziedDevastation + aabonuses.FrenziedDevastation;
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if (chance > 0){
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if (chance > 0){
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@ -321,6 +323,12 @@ int32 Client::GetActSpellHealing(uint16 spell_id, int32 value, Mob* target) {
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int32 Client::GetActSpellCost(uint16 spell_id, int32 cost)
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int32 Client::GetActSpellCost(uint16 spell_id, int32 cost)
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{
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{
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//FrenziedDevastation doubles mana cost of all DD spells
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int16 FrenziedDevastation = itembonuses.FrenziedDevastation + spellbonuses.FrenziedDevastation + aabonuses.FrenziedDevastation;
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if (FrenziedDevastation && IsPureNukeSpell(spell_id))
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cost *= 2;
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// Formula = Unknown exact, based off a random percent chance up to mana cost(after focuses) of the cast spell
|
// Formula = Unknown exact, based off a random percent chance up to mana cost(after focuses) of the cast spell
|
||||||
if(this->itembonuses.Clairvoyance && spells[spell_id].classes[(GetClass()%16) - 1] >= GetLevel() - 5)
|
if(this->itembonuses.Clairvoyance && spells[spell_id].classes[(GetClass()%16) - 1] >= GetLevel() - 5)
|
||||||
{
|
{
|
||||||
|
|||||||
@ -971,7 +971,7 @@ protected:
|
|||||||
void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = 13);
|
void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = 13);
|
||||||
void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = 13);
|
void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = 13);
|
||||||
void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on);
|
void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on);
|
||||||
virtual float GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13);
|
virtual float GetProcChances(float &BaseProcChance, float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13);
|
||||||
virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13);
|
virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13);
|
||||||
int GetWeaponDamage(Mob *against, const Item_Struct *weapon_item);
|
int GetWeaponDamage(Mob *against, const Item_Struct *weapon_item);
|
||||||
int GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate = nullptr);
|
int GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate = nullptr);
|
||||||
|
|||||||
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Reference in New Issue
Block a user