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Invisible/Hide mechanics when cast on
Updated mechanics to be consistent with live regarding how invisible breaks when the client is the target of a spell. Invisible will drop whenever a client is hit with a detrimental spell, regardless of if resisted, if it does damage or AOE. Hide skill now also follows the same rules as above. Implemented support for Rogue AA - Nerves of Steel which gives a chance for hide NOT to break when client is hit with an AOE spell.
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@@ -805,7 +805,7 @@ void Client::RangedAttack(Mob* other, bool CanDoubleAttack) {
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}
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CheckIncreaseSkill(SkillArchery, GetTarget(), -15);
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CommonBreakInvisible();
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CommonBreakInvisibleFromCombat();
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}
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void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const ItemInst* Ammo, uint16 weapon_damage, int16 chance_mod, int16 focus, int ReuseTime,
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@@ -1237,7 +1237,7 @@ void NPC::RangedAttack(Mob* other)
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DoRangedAttackDmg(other);
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CommonBreakInvisible();
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CommonBreakInvisibleFromCombat();
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}
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}
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@@ -1433,7 +1433,7 @@ void Client::ThrowingAttack(Mob* other, bool CanDoubleAttack) { //old was 51
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//consume ammo
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DeleteItemInInventory(ammo_slot, 1, true);
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CheckIncreaseSkill(SkillThrowing, GetTarget());
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CommonBreakInvisible();
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CommonBreakInvisibleFromCombat();
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}
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void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item_Struct* AmmoItem, uint16 weapon_damage, int16 chance_mod,int16 focus, int ReuseTime, uint32 range_id, int AmmoSlot, float speed)
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