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[Rules] Add a rule to adjust the randomization range for Wizard\Caster Merc innate critical ratio. (#3543)
* initial commit * oops. * that wasn't supposed to be committed. * Update effects.cpp --------- Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
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@ -450,6 +450,8 @@ RULE_BOOL(Spells, TargetsTargetRequiresCombatRange, true, "Disable to remove com
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RULE_BOOL(Spells, NPCBuffLevelRestrictions, false, "Impose BuffLevelRestrictions on NPCs if true")
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RULE_INT(Spells, ResurrectionEffectBlock, 2, "0 = allow overwrites/rule disabled. If set to 1 = Block all buffs that would overwrite Resurrection Effects. If set to 2 = Will not overwrite Resurrection Effects, instead moves new buff to an empty slot if available. Default is 2.")
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RULE_BOOL(Spells, WaterMatchRequiredForLoS, true, "Enable/Disable the requirement of both the attacker/victim being both in or out of water for spells LoS to pass.")
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RULE_INT(Spells, WizardCritMinimumRandomRatio, 20, "The minimum value for the random range which Wizards and Caster DPS Mercs innately have for spell crit ratio. Set to 20 for vanilla values.")
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RULE_INT(Spells, WizardCritMaximumRandomRatio, 70, "The maximum value for the random range which Wizards and Caster DPS Mercs innately have for spell crit ratio. Set to 70 for vanilla values.")
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RULE_CATEGORY_END()
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RULE_CATEGORY(Combat)
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@ -95,7 +95,7 @@ int64 Mob::GetActSpellDamage(uint16 spell_id, int64 value, Mob* target) {
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else if ((IsOfClientBot() && GetClass() == WIZARD) || (IsMerc() && GetClass() == CASTERDPS)) {
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if ((GetLevel() >= RuleI(Spells, WizCritLevel)) && zone->random.Roll(RuleI(Spells, WizCritChance))){
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//Wizard innate critical chance is calculated seperately from spell effect and is not a set ratio. (20-70 is parse confirmed)
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ratio += zone->random.Int(20,70);
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ratio += zone->random.Int(RuleI(Spells, WizardCritMinimumRandomRatio), RuleI(Spells, WizardCritMaximumRandomRatio));
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Critical = true;
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}
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}
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