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[Cleanup] "equipped" not "equiped", "dual" not "duel". (#3149)
* [Cleanup] "equipped" not "equiped", "dual" not "duel". # Notes - These are spelled incorrectly. * Update spdat.h * Formatting further. * Update api_service.cpp
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+5
-5
@@ -592,7 +592,7 @@ bool Mob::AvoidDamage(Mob *other, DamageHitInfo &hit)
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}
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// Try Shield Block OR TwoHandBluntBlockCheck
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if (HasShieldEquiped() && (aabonuses.ShieldBlock || spellbonuses.ShieldBlock || itembonuses.ShieldBlock) && (InFront || bBlockFromRear)) {
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if (HasShieldEquipped() && (aabonuses.ShieldBlock || spellbonuses.ShieldBlock || itembonuses.ShieldBlock) && (InFront || bBlockFromRear)) {
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int chance = aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock;
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if (counter_block || counter_all) {
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float counter = (counter_block + counter_all) / 100.0f;
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@@ -604,7 +604,7 @@ bool Mob::AvoidDamage(Mob *other, DamageHitInfo &hit)
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}
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}
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if (HasTwoHandBluntEquiped() && (aabonuses.TwoHandBluntBlock || spellbonuses.TwoHandBluntBlock || itembonuses.TwoHandBluntBlock) && (InFront || bBlockFromRear)) {
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if (HasTwoHandBluntEquipped() && (aabonuses.TwoHandBluntBlock || spellbonuses.TwoHandBluntBlock || itembonuses.TwoHandBluntBlock) && (InFront || bBlockFromRear)) {
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int chance = aabonuses.TwoHandBluntBlock + itembonuses.TwoHandBluntBlock + spellbonuses.TwoHandBluntBlock;
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if (counter_block || counter_all) {
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float counter = (counter_block + counter_all) / 100.0f;
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@@ -874,7 +874,7 @@ int Mob::ACSum(bool skip_caps)
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int ac = 0; // this should be base AC whenever shrouds come around
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ac += itembonuses.AC; // items + food + tribute
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int shield_ac = 0;
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if (HasShieldEquiped() && IsOfClientBot()) {
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if (HasShieldEquipped() && IsOfClientBot()) {
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auto inst = (IsClient()) ? GetInv().GetItem(EQ::invslot::slotSecondary) : CastToBot()->GetBotItem(EQ::invslot::slotSecondary);
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if (inst) {
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if (inst->GetItemRecommendedLevel(true) <= GetLevel()) {
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@@ -1555,7 +1555,7 @@ bool Mob::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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if (Hand == EQ::invslot::slotPrimary || Hand == EQ::invslot::slotSecondary)
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my_hit.base_damage = DoDamageCaps(my_hit.base_damage);
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auto shield_inc = spellbonuses.ShieldEquipDmgMod + itembonuses.ShieldEquipDmgMod + aabonuses.ShieldEquipDmgMod;
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if (shield_inc > 0 && HasShieldEquiped() && Hand == EQ::invslot::slotPrimary) {
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if (shield_inc > 0 && HasShieldEquipped() && Hand == EQ::invslot::slotPrimary) {
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my_hit.base_damage = my_hit.base_damage * (100 + shield_inc) / 100;
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hate = hate * (100 + shield_inc) / 100;
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}
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@@ -5995,7 +5995,7 @@ void Mob::DoShieldDamageOnShielder(Mob *shield_target, int64 hit_damage_done, EQ
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}
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int mitigation = shielder->GetShielderMitigation(); //Default shielder mitigates 25 pct of damage taken, this can be increased up to max 50 by equipping a shield item
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if (shielder->IsClient() && shielder->HasShieldEquiped()) {
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if (shielder->IsClient() && shielder->HasShieldEquipped()) {
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EQ::ItemInstance* inst = shielder->CastToClient()->GetInv().GetItem(EQ::invslot::slotSecondary);
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if (inst) {
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const EQ::ItemData* shield = inst->GetItem();
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