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Correct the definition of "quading"
If you would like your NPCs to use the old rules, turn Combat:UseLiveCombatRounds to false.
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@ -448,6 +448,7 @@ RULE_BOOL(Combat, OneProcPerWeapon, true) //If enabled, One proc per weapon per
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RULE_BOOL(Combat, ProjectileDmgOnImpact, true) //If enabled, projectiles (ie arrows) will hit on impact, instead of instantly.
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RULE_BOOL(Combat, MeleePush, true) // enable melee push
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RULE_INT(Combat, MeleePushChance, 50) // (NPCs) chance the target will be pushed. Made up, 100 actually isn't that bad
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RULE_BOOL(Combat, UseLiveCombatRounds, true) // turn this false if you don't want to worry about fixing up combat rounds for NPCs
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RULE_CATEGORY_END()
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RULE_CATEGORY(NPC)
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@ -5120,6 +5120,18 @@ bool Client::CheckDualWield()
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void Mob::DoMainHandAttackRounds(Mob *target, ExtraAttackOptions *opts)
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{
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if (!target)
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return;
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if (RuleB(Combat, UseLiveCombatRounds)) {
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// A "quad" on live really is just a successful dual wield where both double attack
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// The mobs that could triple lost the ability to when the triple attack skill was added in
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Attack(target, MainPrimary, false, false, false, opts);
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if (CanThisClassDoubleAttack() && CheckDoubleAttack())
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Attack(target, MainPrimary, false, false, false, opts);
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return;
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}
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if (IsNPC()) {
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int16 n_atk = CastToNPC()->GetNumberOfAttacks();
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if (n_atk <= 1) {
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@ -5133,26 +5145,23 @@ void Mob::DoMainHandAttackRounds(Mob *target, ExtraAttackOptions *opts)
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Attack(target, MainPrimary, false, false, false, opts);
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}
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if (target) {
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// we use this random value in three comparisons with different
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// thresholds, and if its truely random, then this should work
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// out reasonably and will save us compute resources.
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int32 RandRoll = zone->random.Int(0, 99);
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if ((CanThisClassDoubleAttack() || GetSpecialAbility(SPECATK_TRIPLE) || GetSpecialAbility(SPECATK_QUAD))
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// check double attack, this is NOT the same rules that clients use...
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&&
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RandRoll < (GetLevel() + NPCDualAttackModifier)) {
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// we use this random value in three comparisons with different
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// thresholds, and if its truely random, then this should work
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// out reasonably and will save us compute resources.
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int32 RandRoll = zone->random.Int(0, 99);
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if ((CanThisClassDoubleAttack() || GetSpecialAbility(SPECATK_TRIPLE) || GetSpecialAbility(SPECATK_QUAD))
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// check double attack, this is NOT the same rules that clients use...
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&&
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RandRoll < (GetLevel() + NPCDualAttackModifier)) {
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Attack(target, MainPrimary, false, false, false, opts);
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// lets see if we can do a triple attack with the main hand
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// pets are excluded from triple and quads...
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if ((GetSpecialAbility(SPECATK_TRIPLE) || GetSpecialAbility(SPECATK_QUAD)) && !IsPet() &&
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RandRoll < (GetLevel() + NPCTripleAttackModifier)) {
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Attack(target, MainPrimary, false, false, false, opts);
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// lets see if we can do a triple attack with the main hand
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// pets are excluded from triple and quads...
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if ((GetSpecialAbility(SPECATK_TRIPLE) || GetSpecialAbility(SPECATK_QUAD)) && !IsPet() &&
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RandRoll < (GetLevel() + NPCTripleAttackModifier)) {
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// now lets check the quad attack
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if (GetSpecialAbility(SPECATK_QUAD) && RandRoll < (GetLevel() + NPCQuadAttackModifier)) {
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Attack(target, MainPrimary, false, false, false, opts);
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// now lets check the quad attack
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if (GetSpecialAbility(SPECATK_QUAD) &&
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RandRoll < (GetLevel() + NPCQuadAttackModifier)) {
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Attack(target, MainPrimary, false, false, false, opts);
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}
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}
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}
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}
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@ -5166,11 +5175,8 @@ void Mob::DoOffHandAttackRounds(Mob *target, ExtraAttackOptions *opts)
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if (GetSpecialAbility(SPECATK_INNATE_DW) || GetEquipment(MaterialSecondary) != 0) {
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if (CheckDualWield()) {
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Attack(target, MainSecondary, false, false, false, opts);
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if (CanThisClassDoubleAttack() && GetLevel() > 35) {
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if (CheckDoubleAttack()) {
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Attack(target, MainSecondary, false, false, false, opts);
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}
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}
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if (CanThisClassDoubleAttack() && GetLevel() > 35 && CheckDoubleAttack())
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Attack(target, MainSecondary, false, false, false, opts);
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}
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}
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}
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