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Merge pull request #135 from KayenEQ/master
Further refinements to root, charm, mez and fear behaviors.
This commit is contained in:
commit
2cef299775
@ -1,5 +1,11 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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Kayen: Further refinements to root, charm, mez and fear behaviors - See commit message for full details
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New rule for 'Fear' break chance, and updates to default settings of various rules.
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Optional SQL: utils/sql/git/optional/2014_03_19_RulesUpdates.sql
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== 03/18/2014 ==
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Uleat: Fixed the name/account discrepancy in the Client::SummonItem() code as well as the origin of the mistake (thanks K_K!)
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Uleat: Condensed and rearranged certain snippets of code in SummonItem(). Added a 'augslotvisible' check to validation check.
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@ -290,17 +290,18 @@ RULE_BOOL ( Spells, NPCIgnoreBaseImmunity, true) // Whether or not NPCs get to i
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RULE_REAL ( Spells, AvgSpellProcsPerMinute, 6.0) //Adjust rate for sympathetic spell procs
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RULE_INT ( Spells, ResistFalloff, 67) //Max that level that will adjust our resist chance based on level modifiers
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RULE_INT ( Spells, CharismaEffectiveness, 10) // Deterimes how much resist modification charisma applies to charm/pacify checks. Default 10 CHA = -1 resist mod.
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RULE_INT ( Spells, CharismaEffectivenessCap, 200) // Deterimes how much resist modification charisma applies to charm/pacify checks. Default 10 CHA = -1 resist mod.
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RULE_INT ( Spells, CharismaEffectivenessCap, 255) // Deterimes how much resist modification charisma applies to charm/pacify checks. Default 10 CHA = -1 resist mod.
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RULE_BOOL ( Spells, CharismaCharmDuration, false) // Allow CHA resist mod to extend charm duration.
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RULE_INT ( Spells, CharmBreakCheckChance, 25) //Determines chance for a charm break check to occur each buff tick.
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RULE_INT ( Spells, MaxCastTimeReduction, 50) //Max percent your spell cast time can be reduced by spell haste
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RULE_INT ( Spells, RootBreakFromSpells, 20) //Chance for root to break when cast on.
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RULE_INT ( Spells, RootBreakFromSpells, 55) //Chance for root to break when cast on.
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RULE_INT ( Spells, DeathSaveCharismaMod, 3) //Determines how much charisma effects chance of death save firing.
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RULE_INT ( Spells, DivineInterventionHeal, 8000) //Divine intervention heal amount.
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RULE_BOOL ( Spells, AdditiveBonusValues, false) //Allow certain bonuses to be calculated by adding together the value from each item, instead of taking the highest value. (ie Add together all Cleave Effects)
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RULE_BOOL ( Spells, UseCHAScribeHack, false) //ScribeSpells and TrainDiscs quest functions will ignore entries where field 12 is CHA. What's the best way to do this?
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RULE_BOOL ( Spells, BuffLevelRestrictions, true) //Buffs will not land on low level toons like live
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RULE_INT ( Spells, RootBreakCheckChance, 40) //Determines chance for a root break check to occur each buff tick.
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RULE_INT ( Spells, RootBreakCheckChance, 70) //Determines chance for a root break check to occur each buff tick.
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RULE_INT ( Spells, FearBreakCheckChance, 70) //Determines chance for a fear break check to occur each buff tick.
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RULE_CATEGORY_END()
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RULE_CATEGORY( Combat )
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@ -390,7 +390,7 @@ bool IsPartialCapableSpell(uint16 spell_id)
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if (spells[spell_id].no_partial_resist)
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return false;
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if (IsPureNukeSpell(spell_id) || IsFearSpell(spell_id))
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if (IsPureNukeSpell(spell_id))
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return true;
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return false;
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6
utils/sql/git/optional/2014_03_19_RulesUpdates.sql
Normal file
6
utils/sql/git/optional/2014_03_19_RulesUpdates.sql
Normal file
@ -0,0 +1,6 @@
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INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells:FearBreakCheckChance', '70', 'Chance for fear to do a resist check each tick. Decrease for longer fears.');
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-- Updates rule value if server is using the OLD DEFAULT values
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UPDATE rule_values SET rule_value = 55 WHERE rule_name LIKE 'Spells:RootBreakFromSpells' AND rule_value = 20;
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UPDATE rule_values SET rule_value = 70 WHERE rule_name LIKE 'Spells:RootBreakCheckChance' AND rule_value = 40;
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UPDATE rule_values SET rule_value = 255 WHERE rule_name LIKE 'Spells:CharismaResistCap' AND rule_value = 200;
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@ -1398,7 +1398,7 @@ bool Mob::PassCharismaCheck(Mob* caster, Mob* spellTarget, uint16 spell_id) {
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/*
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Charm formula is correct based on over 50 hours of personal live parsing - Kayen
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Charisma ONLY effects the initial resist check when charm is cast with 10 CHA = -1 Resist mod up to 200 CHA
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Charisma ONLY effects the initial resist check when charm is cast with 10 CHA = -1 Resist mod up to 255 CHA (min ~ 75 CHA)
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Charisma DOES NOT extend charm durations.
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Base effect value of charm spells in the spell file DOES NOT effect duration OR resist rate (unclear if does anything)
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Charm has a lower limit of 5% chance to break per tick, regardless of resist modifiers / level difference.
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@ -3680,7 +3680,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
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if(spell_id != SPELL_UNKNOWN && !iBuffTic) {
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//see if root will break
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if (IsRooted() && !FromDamageShield) // neotoyko: only spells cancel root
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TryRootFadeByDamage(buffslot);
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TryRootFadeByDamage(buffslot, attacker);
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}
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else if(spell_id == SPELL_UNKNOWN)
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{
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@ -4548,34 +4548,43 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, float chance)
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}
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}
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bool Mob::TryRootFadeByDamage(int buffslot)
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{
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/*Dev Quote 2010: http://forums.station.sony.com/eq/posts/list.m?topic_id=161443
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The Viscid Roots AA does the following: Reduces the chance for root to break by X percent.
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There is no distinction of any kind between the caster inflicted damage, or anyone
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else's damage. There is also no distinction between Direct and DOT damage in the root code.
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There is however, a provision that if the damage inflicted is greater than 500 per hit, the
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chance to break root is increased. My guess is when this code was put in place, the devs at
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the time couldn't imagine DOT damage getting that high.
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*/
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/* General Mechanics
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- Check buffslot to make sure damage from a root does not cancel the root
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- If multiple roots on target, always and only checks first root slot and if broken only removes that slots root.
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- Only roots on determental spells can be broken by damage.
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*/
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if (!spellbonuses.Root[0] || spellbonuses.Root[1] < 0)
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return false;
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if (IsDetrimentalSpell(spellbonuses.Root[1]) && spellbonuses.Root[1] != buffslot){
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int BreakChance = RuleI(Spells, RootBreakFromSpells);
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bool Mob::TryRootFadeByDamage(int buffslot, Mob* attacker) {
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/*Dev Quote 2010: http://forums.station.sony.com/eq/posts/list.m?topic_id=161443
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The Viscid Roots AA does the following: Reduces the chance for root to break by X percent.
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There is no distinction of any kind between the caster inflicted damage, or anyone
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else's damage. There is also no distinction between Direct and DOT damage in the root code.
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/* General Mechanics
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- Check buffslot to make sure damage from a root does not cancel the root
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- If multiple roots on target, always and only checks first root slot and if broken only removes that slots root.
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- Only roots on determental spells can be broken by damage.
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- Root break chance values obtained from live parses.
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*/
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if (!attacker || !spellbonuses.Root[0] || spellbonuses.Root[1] < 0)
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return false;
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if (IsDetrimentalSpell(spellbonuses.Root[1]) && spellbonuses.Root[1] != buffslot){
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int BreakChance = RuleI(Spells, RootBreakFromSpells);
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BreakChance -= BreakChance*buffs[spellbonuses.Root[1]].RootBreakChance/100;
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BreakChance -= BreakChance*buffs[spellbonuses.Root[1]].RootBreakChance/100;
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int level_diff = attacker->GetLevel() - GetLevel();
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if (BreakChance < 1)
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BreakChance = 1;
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//Use baseline if level difference <= 1 (ie. If target is (1) level less than you, or equal or greater level)
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if (level_diff == 2)
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BreakChance = (BreakChance * 80) /100; //Decrease by 20%;
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else if (level_diff >= 3 && level_diff <= 20)
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BreakChance = (BreakChance * 60) /100; //Decrease by 40%;
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else if (level_diff > 21)
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BreakChance = (BreakChance * 20) /100; //Decrease by 80%;
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if (BreakChance < 1)
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BreakChance = 1;
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if (MakeRandomInt(0, 99) < BreakChance) {
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@ -191,7 +191,7 @@ public:
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virtual int32 GetActSpellDuration(uint16 spell_id, int32 duration){ return duration;}
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virtual int32 GetActSpellCasttime(uint16 spell_id, int32 casttime);
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float ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use_resist_override = false,
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int resist_override = 0, bool CharismaCheck = false, bool CharmTick = false);
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int resist_override = 0, bool CharismaCheck = false, bool CharmTick = false, bool IsRoot = false);
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uint16 GetSpecializeSkillValue(uint16 spell_id) const;
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void SendSpellBarDisable();
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void SendSpellBarEnable(uint16 spellid);
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@ -593,7 +593,7 @@ public:
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void MeleeLifeTap(int32 damage);
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bool PassCastRestriction(bool UseCastRestriction = true, int16 value = 0, bool IsDamage = true);
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bool ImprovedTaunt();
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bool TryRootFadeByDamage(int buffslot);
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bool TryRootFadeByDamage(int buffslot, Mob* attacker);
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void ModSkillDmgTaken(SkillUseTypes skill_num, int value);
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int16 GetModSkillDmgTaken(const SkillUseTypes skill_num);
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@ -830,14 +830,12 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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#ifdef SPELL_EFFECT_SPAM
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snprintf(effect_desc, _EDLEN, "Fear: %+i", effect_value);
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#endif
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//use resistance value for duration...
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buffs[buffslot].ticsremaining = ((buffs[buffslot].ticsremaining * partial) / 100);
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if(IsClient())
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{
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if(buffs[buffslot].ticsremaining > RuleI(Character, MaxFearDurationForPlayerCharacter))
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buffs[buffslot].ticsremaining = RuleI(Character, MaxFearDurationForPlayerCharacter);
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}
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if(RuleB(Combat, EnableFearPathing)){
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if(IsClient())
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@ -3327,6 +3325,22 @@ void Mob::DoBuffTic(uint16 spell_id, int slot, uint32 ticsremaining, uint8 caste
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if (MakeRandomInt(0, 99) < RuleI(Spells, RootBreakCheckChance)){
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float resist_check = ResistSpell(spells[spell_id].resisttype, spell_id, caster, 0,0,0,0,true);
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if(resist_check == 100)
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break;
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else
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if(!TryFadeEffect(slot))
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BuffFadeBySlot(slot);
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}
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break;
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}
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case SE_Fear:
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{
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if (MakeRandomInt(0, 99) < RuleI(Spells, FearBreakCheckChance)){
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float resist_check = ResistSpell(spells[spell_id].resisttype, spell_id, caster);
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if(resist_check == 100)
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@ -3409,7 +3409,7 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
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// not all unresistable, so changing this to only check certain spells
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if(IsResistableSpell(spell_id))
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{
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if (IsCharmSpell(spell_id))
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if (IsCharmSpell(spell_id) || IsMezSpell(spell_id) || IsFearSpell(spell_id))
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spell_effectiveness = spelltar->ResistSpell(spells[spell_id].resisttype, spell_id, this, use_resist_adjust, resist_adjust,true);
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else
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spell_effectiveness = spelltar->ResistSpell(spells[spell_id].resisttype, spell_id, this, use_resist_adjust, resist_adjust);
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@ -4040,7 +4040,7 @@ bool Mob::IsImmuneToSpell(uint16 spell_id, Mob *caster)
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// pvp_resist_base
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// pvp_resist_calc
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// pvp_resist_cap
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float Mob::ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use_resist_override, int resist_override, bool CharismaCheck, bool CharmTick)
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float Mob::ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use_resist_override, int resist_override, bool CharismaCheck, bool CharmTick, bool IsRoot)
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{
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if(!caster)
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@ -4079,8 +4079,10 @@ float Mob::ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use
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}
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//Check for fear resist
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bool IsFear = false;
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if(IsFearSpell(spell_id))
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{
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IsFear = true;
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int fear_resist_bonuses = CalcFearResistChance();
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if(MakeRandomInt(0, 99) < fear_resist_bonuses)
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{
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@ -4089,7 +4091,7 @@ float Mob::ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use
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}
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}
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if (!CharismaCheck){
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if (!CharmTick){
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//Check for Spell Effect specific resistance chances (ie AA Mental Fortitude)
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int se_resist_bonuses = GetSpellEffectResistChance(spell_id);
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@ -4232,15 +4234,38 @@ float Mob::ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use
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if (CharismaCheck)
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{
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//Charisma ONLY effects the initial resist check when charm is cast with 10 CHA = -1 Resist mod up to 200 CHA
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//'Lull' spells only check charisma if inital cast is resisted to see if mob will aggro, same modifier/cap as above.
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//Charisma DOES NOT extend charm durations.
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/*
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Charisma ONLY effects the initial resist check when charm is cast with 10 CHA = -1 Resist mod up to 255 CHA (min ~ 75 cha)
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Charisma less than ~ 75 gives a postive modifier to resist checks at approximate ratio of -10 CHA = +6 Resist.
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Mez spells do same initial resist check as a above.
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Lull spells only check charisma if inital cast is resisted to see if mob will aggro, same modifier/cap as above.
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Charisma DOES NOT extend charm durations.
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Fear resist chance is given a -20 resist modifier if CHA is < 100, from 100-255 it progressively reduces the negative mod to 0.
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Fears verse undead DO NOT apply a charisma modifer. (Note: unknown Base1 values defined in undead fears do not effect duration).
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*/
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int16 charisma = caster->GetCHA();
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if (charisma > RuleI(Spells, CharismaEffectivenessCap))
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charisma = RuleI(Spells, CharismaEffectivenessCap);
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if (IsFear && (spells[spell_id].targettype != 10)){
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resist_modifier -= charisma/RuleI(Spells, CharismaEffectiveness);
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if (charisma < 100)
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resist_modifier -= 20;
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else if (charisma <= 255)
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resist_modifier += (charisma - 100)/8;
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}
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else {
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if (charisma >= 75){
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if (charisma > RuleI(Spells, CharismaEffectivenessCap))
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charisma = RuleI(Spells, CharismaEffectivenessCap);
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resist_modifier -= (charisma - 75)/RuleI(Spells, CharismaEffectiveness);
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}
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else
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resist_modifier += ((75 - charisma)/10) * 6; //Increase Resist Chance
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}
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}
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//Lull spells DO NOT use regular resists on initial cast, instead they use a flat +15 modifier. Live parses confirm this.
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@ -4266,10 +4291,26 @@ float Mob::ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use
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resist_chance = spells[spell_id].MinResist;
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}
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//Charm can not have less than 5% chance to fail.
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if (CharmTick && (resist_chance < 10))
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resist_chance = 10;
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//Average charm duration agianst mobs with 0% chance to resist on LIVE is ~ 68 ticks.
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//Minimum resist chance should be caclulated factoring in the RuleI(Spells, CharmBreakCheckChance)
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if (CharmTick) {
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int min_charmbreakchance = ((100/RuleI(Spells, CharmBreakCheckChance))/66 * 100)*2;
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if (resist_chance < min_charmbreakchance)
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resist_chance = min_charmbreakchance;
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}
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//Average root duration agianst mobs with 0% chance to resist on LIVE is ~ 22 ticks (6% resist chance).
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//Minimum resist chance should be caclulated factoring in the RuleI(Spells, RootBreakCheckChance)
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if (IsRoot) {
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int min_rootbreakchance = ((100/RuleI(Spells, RootBreakCheckChance))/22 * 100)*2;
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if (resist_chance < min_rootbreakchance)
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resist_chance = min_rootbreakchance;
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}
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//Finally our roll
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int roll = MakeRandomInt(0, 200);
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if(roll > resist_chance)
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