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Mod function updates - better documentation
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@ -1871,7 +1871,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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damage = (max_dmg+eleBane);
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}
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damage = mod_npc_damage(damage, skillinuse, Hand, &weapon_inst, other);
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damage = mod_npc_damage(damage, skillinuse, Hand, weapon, other);
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int32 hate = damage;
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if(IsPet())
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@ -2115,10 +2115,13 @@ void NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillType attack_ski
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Group *kg = entity_list.GetGroupByClient(give_exp_client);
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Raid *kr = entity_list.GetRaidByClient(give_exp_client);
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int32 finalxp = EXP_FORMULA;
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finalxp = give_exp_client->mod_client_xp(finalxp, this);
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if(kr)
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{
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if(!IsLdonTreasure) {
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kr->SplitExp((EXP_FORMULA), this);
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kr->SplitExp((finalxp), this);
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if(killerMob && (kr->IsRaidMember(killerMob->GetName()) || kr->IsRaidMember(killerMob->GetUltimateOwner()->GetName())))
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killerMob->TrySpellOnKill(killed_level,spell);
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}
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@ -2159,7 +2162,7 @@ void NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillType attack_ski
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else if (give_exp_client->IsGrouped() && kg != nullptr)
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{
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if(!IsLdonTreasure) {
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kg->SplitExp((EXP_FORMULA), this);
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kg->SplitExp((finalxp), this);
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if(killerMob && (kg->IsGroupMember(killerMob->GetName()) || kg->IsGroupMember(killerMob->GetUltimateOwner()->GetName())))
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killerMob->TrySpellOnKill(killed_level,spell);
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}
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@ -2208,7 +2211,7 @@ void NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillType attack_ski
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if(GetOwner() && GetOwner()->IsClient()){
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}
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else {
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give_exp_client->AddEXP((EXP_FORMULA), conlevel); // Pyro: Comment this if NPC death crashes zone
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give_exp_client->AddEXP((finalxp), conlevel); // Pyro: Comment this if NPC death crashes zone
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if(killerMob && (killerMob->GetID() == give_exp_client->GetID() || killerMob->GetUltimateOwner()->GetID() == give_exp_client->GetID()))
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killerMob->TrySpellOnKill(killed_level,spell);
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}
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@ -1112,8 +1112,8 @@ public:
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int16 GetActCHA() { return( min(GetMaxCHA(), GetCHA()) ); }
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void LoadAccountFlags();
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void SetAccountFlag(std::string flag, std::string val);
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std::string GetAccountFlag(std::string flag); float GetDamageMultiplier(SkillType);
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int mod_client_damage(int damage, SkillType skillinuse, int hand, ItemInst* weapon, Mob* other);
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std::string GetAccountFlag(std::string flag);
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int mod_client_damage(int damage, SkillType skillinuse, int hand, const ItemInst* weapon, Mob* other);
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bool mod_client_message(char* message, uint8 chan_num);
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bool mod_can_increase_skill(SkillType skillid, Mob* against_who);
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int16 mod_increase_skill_chance(int16 chance, Mob* against_who);
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@ -1129,6 +1129,7 @@ public:
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void mod_client_death_npc(Mob* killerMob);
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void mod_client_death_duel(Mob* killerMob);
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void mod_client_death_env();
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int32 mod_client_xp(int32 in_exp, NPC *npc);
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protected:
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friend class Mob;
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@ -805,8 +805,8 @@ public:
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int32 mod_monk_special_damage(int32 ndamage, SkillType skill_type);
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int32 mod_backstab_damage(int32 ndamage);
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int mod_archery_bonus_chance(int bonuschance, const ItemInst* RangeWeapon);
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uint32 mod_archery_bonus_damage(uint32 MaxDmg);
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int32 mod_archery_damage(int32 TotalDmg, bool hasbonus);
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uint32 mod_archery_bonus_damage(uint32 MaxDmg, const ItemInst* RangeWeapon);
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int32 mod_archery_damage(int32 TotalDmg, bool hasbonus, const ItemInst* RangeWeapon);
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uint16 mod_throwing_damage(uint16 MaxDmg);
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int32 mod_cast_time(int32 cast_time);
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int mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id);
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@ -23,33 +23,504 @@ extern WorldServer worldserver;
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using namespace std;
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#define DW_STATBASE 70
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void Zone::mod_init() { return; }
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void Zone::mod_repop() { return; }
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void NPC::mod_prespawn(Spawn2 *sp) { return; }
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int NPC::mod_npc_damage(int damage, SkillType skillinuse, int hand, ItemInst* weapon, Mob* other) { return(damage); }
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void NPC::mod_prespawn(Spawn2 *sp) {
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//The spawn has to have 1 kill to qualify
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if(sp->GetKillCount() < 1) { return; }
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//Ignore existing bosses
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if(lastname[0] == '[') { return; }
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//5% chance to elevate
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if(MakeRandomInt(0, 100) > 5) { return; }
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//Let everything else happen in perl. Our job here is to set the last name
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int npcscore = GetScore();
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std::string bosstag = "<";
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int lvs = (int)(npcscore/10);
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for(int x = 0; x < 10; x++)
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{
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if(x < lvs) { bosstag += "+"; }
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else { bosstag += "="; }
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}
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bosstag += ">";
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strn0cpy(lastname, bosstag.c_str(), sizeof(lastname));
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TempName("DYNBOSS");
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}
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//Base damage from NPC::Attack
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int NPC::mod_npc_damage(int damage, SkillType skillinuse, int hand, const Item_Struct* weapon, Mob* other) {
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float chbonus;
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int lbonus;
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// if(!IsPet() || !GetOwner()) { return(damage); }
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// if(!GetOwner()->IsClient()) { return(damage); }
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//Client pet power bonuses
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if(GetOwner() && GetOwner()->IsClient())
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{
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chbonus = (float)((float)GetOwner()->CastToClient()->GetActCHA() - DW_STATBASE) / 100;
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chbonus += 1;
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if(GetOwner()->GetLevel() > 50)
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{
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lbonus = GetOwner()->GetLevel() - 50;
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damage += lbonus * (20 * lbonus);
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}
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if(weapon)
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{
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damage += (int)ceil(((float)weapon->Damage / (float)weapon->Delay) * (float)GetLevel());
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}
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damage = (int)ceil( (float)damage * chbonus );
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return(damage);
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}
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//Regular NPC damage - test for debuffs that currently do nothing.
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//str, sta, agi, dex, AC, ATK
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return(damage);
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}
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void NPC::mod_npc_killed_merit(Mob* c) { return; }
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void NPC::mod_npc_killed(Mob* oos) { return; }
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int Client::mod_client_damage(int damage, SkillType skillinuse, int hand, ItemInst* weapon, Mob* other) { return(damage); }
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//Base damage from Client::Attack - can cover myriad skill types
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int Client::mod_client_damage(int damage, SkillType skillinuse, int hand, const ItemInst* weapon, Mob* other) {
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float dmult = 1.1f;
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float cdex = (float)GetActDEX() - DW_STATBASE;
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float cstr = (float)GetActSTR() - DW_STATBASE;
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float cagi = (float)GetActAGI() - DW_STATBASE;
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float csta = (float)GetActSTA() - DW_STATBASE;
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float cmax = ((float)GetLevel() * 2) + 150;
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if(GetLevel() > 49) { cmax = 10000; }
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if(cdex > cmax) { cdex = cmax; }
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if(cstr > cmax) { cstr = cmax; }
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if(cagi > cmax) { cagi = cmax; }
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if(csta > cmax) { csta = cmax; }
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switch(skillinuse)
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{
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case ARCHERY:
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dmult += cdex / 600;
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dmult += csta / 600;
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if(GetClass() == RANGER)
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{
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dmult += cdex / 1000;
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}
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break;
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case KICK:
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case HAND_TO_HAND:
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case BACKSTAB:
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case _1H_BLUNT:
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case _1H_SLASHING:
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case PIERCING:
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case THROWING:
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if(GetClass() == MONK || GetClass() == BEASTLORD)
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{
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if(GetRace() == BARBARIAN || GetRace() == TROLL || GetRace() == OGRE)
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{
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dmult += cstr / 320;
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dmult += csta / 320;
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dmult += cdex / 150;
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//2.325
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}
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else
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{
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dmult += cdex / 400;
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dmult += csta / 200;
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dmult += cstr / 200;
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//2.25
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}
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}
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else
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{
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dmult += cdex / 400;
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dmult += cstr / 200;
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dmult += csta / 200;
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//2.25
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}
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break;
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case BASH:
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if(GetClass() == WARRIOR)
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{
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dmult += csta / 100;
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dmult += cstr / 100;
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}
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else
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{
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dmult += csta / 150;
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dmult += cstr / 150;
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}
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break;
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case _2H_SLASHING:
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case _2H_BLUNT:
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case FRENZY:
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if(GetClass() == BERSERKER)
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{
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dmult += csta / 100;
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dmult += cstr / 100;
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}
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else
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{
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dmult += csta / 150;
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dmult += cstr / 150;
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}
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break;
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default:
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dmult += cstr / 200;
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dmult += csta / 200;
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break;
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}
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if(GetLevel() > 50)
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{
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float lbonus = GetLevel() - 50;
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dmult += lbonus * 0.2;
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}
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int final = (int)((float)damage * dmult);
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if(skillinuse == ARCHERY)
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{
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final += (GetSkill(ARCHERY) + (GetLevel() * 2)) / 2;
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if(weapon) //We should always have a weapon here
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{
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final = (int)((float)final * (float)(0.6 + ((float)weapon->GetItem()->Delay / 100)));
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}
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}
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return(final);
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}
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//message is char[4096], don't screw it up.
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bool Client::mod_client_message(char* message, uint8 chan_num) { return(true); } //Potentially dangerous string handling here
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bool Client::mod_can_increase_skill(SkillType skillid, Mob* against_who) { return(false); }
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int16 Client::mod_increase_skill_chance(int16 chance, Mob* against_who) { return(chance); }
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int Client::mod_bindwound_percent(int max_percent, Mob* bindmob) { return(max_percent); }
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int Client::mod_bindwound_hp(int bindhps, Mob* bindmob) { return(bindhps); }
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int Client::mod_client_haste(int h) { return(h); }
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//Skillup override. When this is called the regular skillup check has failed. Return false to proceed with default behavior.
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//This will NOT allow a client to increase skill past a cap.
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bool Client::mod_can_increase_skill(SkillType skillid, Mob* against_who) {
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//Let people skillup on golem training dummies.
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if(against_who->GetRace() == 405) { return(true); }
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return(false);
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}
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//chance of general skill increase, rolled against 0-99 where higher chance is better.
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int16 Client::mod_increase_skill_chance(int16 chance, Mob* against_who) {
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float cint = (float)GetActINT() - DW_STATBASE;
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float cwis = (float)GetActWIS() - DW_STATBASE;
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float bonus = (cint + (cwis / 2)) / 10;
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if(bonus < 0) { bonus = 0; }
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return( (int)((float)chance * bonus) );
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}
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//Max percent of health you can bind wound starting with default value for class, item, and AA bonuses
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int Client::mod_bindwound_percent(int max_percent, Mob* bindmob) {
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return(max_percent + 20);
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}
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//Final bind HP value after bonuses
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int Client::mod_bindwound_hp(int bindhps, Mob* bindmob) {
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if(GetSkill(BIND_WOUND) > 200)
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{
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bindhps += GetSkill(BIND_WOUND) * 2;
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}
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else
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{
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bindhps += GetSkill(BIND_WOUND);
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}
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if(GetLevel() > 50)
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{
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float bonus = ((GetLevel() - 50) / 10) + 1;
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bindhps += (int)( (float)bindhps * bonus );
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}
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return(bindhps);
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}
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//Client haste as calculated by default formulas - In percent from 0-100
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int Client::mod_client_haste(int h) {
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float agibase = (float)GetActAGI() - DW_STATBASE;
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float agibonus = 0;
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if(agibase > 0)
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{
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agibonus = agibase;
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float l1, l2, l3;
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switch(GetClass())
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{
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case ROGUE:
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case MONK:
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l1 = 1.5;
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l2 = 2.0;
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l3 = 2.5;
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break;
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default:
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l1 = 1.0;
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l2 = 1.5;
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l3 = 2.0;
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}
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if(GetLevel() > 19) { agibonus = agibase * l1; }
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if(GetLevel() > 39) { agibonus = agibase * l2; }
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if(GetLevel() > 59) { agibonus = agibase * l3; }
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}
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h += (int)(agibonus / 10);
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return(h);
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}
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void Client::mod_consider(Mob* tmob, Consider_Struct* con) { return; }
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bool Client::mod_saylink(const std::string&, bool silentsaylink) { return(true); }
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int16 Client::mod_pet_power(int16 act_power, uint16 spell_id) { return(act_power); }
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float Client::mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec) { return(chance); }
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float Client::mod_tradeskill_skillup(float chance_stage2) { return(chance_stage2); }
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int32 Client::mod_tribute_item_value(int32 pts) { return(pts); }
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//Client pet power as calculated by default formulas and bonuses
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int16 Client::mod_pet_power(int16 act_power, uint16 spell_id) {
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act_power += (int)(((float)GetActCHA() - DW_STATBASE) /2 ) + GetLevel();
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return(act_power);
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}
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//Chance to combine rolled against a random 0-99 where higher is better.
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float Client::mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec) {
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chance += 10;
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return(chance);
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}
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//Chance to skillup rolled against a random 0-99 where higher is better.
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float Client::mod_tradeskill_skillup(float chance_stage2) {
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float cint = (float)CastToClient()->GetActINT() - DW_STATBASE;
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float cwis = (float)CastToClient()->GetActWIS() - DW_STATBASE;
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float bonus = (cint + (cwis / 2)) / 10;
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if(bonus < 0) { bonus = 0; }
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return(chance_stage2 + bonus);
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}
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//Tribute value override
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int32 Client::mod_tribute_item_value(int32 pts) {
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return(0);
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}
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//Death reporting
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void Client::mod_client_death_npc(Mob* killerMob) { return; }
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void Client::mod_client_death_duel(Mob* killerMob) { return; }
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void Client::mod_client_death_env() { return; }
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int Mob::mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster) { return(effect_value); }
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float Mob::mod_hit_chance(float chancetohit, SkillType skillinuse, Mob* attacker) { return(chancetohit); }
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//Calculated xp before consider modifier
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int32 Client::mod_client_xp(int32 in_xp, NPC *npc) {
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float xpmult = 2.0f;
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if(GetLevel() > 5)
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{
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xpmult = 1.5f;
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}
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if(GetLevel() > 10)
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{
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xpmult = 1.25f;
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}
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if(GetLevel() > 15)
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{
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xpmult = 1.0f;
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}
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return( (int32)((float)in_xp * xpmult) );
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}
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//effect_vallue - Spell effect value as calculated by default formulas. You will want to ignore effects that don't lend themselves to scaling - pet ID's, gate coords, etc.
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int Mob::mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster) {
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if(IsClient()) { return(effect_value); }
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if(!caster) { return(effect_value); }
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if(!caster->IsClient()) { return(effect_value); }
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float mult = 1.0f;
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float spbonus = 0.0f;
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float spadd = 0.0f;
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if(caster->GetClass() == BARD)
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{
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spbonus = (float)(caster->CastToClient()->GetActCHA() - DW_STATBASE) / 150;
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spbonus += (float)(caster->CastToClient()->GetActINT() - DW_STATBASE) / 150;
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}
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else if(caster->GetCasterClass() == 'W')
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{
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spbonus = (float)(caster->CastToClient()->GetActWIS() - DW_STATBASE) / 400;
|
||||
spbonus += (float)(caster->CastToClient()->GetActSTA() - DW_STATBASE) / 400;
|
||||
}
|
||||
else if(caster->GetCasterClass() == 'I')
|
||||
{
|
||||
spbonus = (float)(caster->CastToClient()->GetActINT() - DW_STATBASE) / 400;
|
||||
spbonus += (float)(caster->CastToClient()->GetActDEX() - DW_STATBASE) / 400;
|
||||
}
|
||||
else
|
||||
{
|
||||
//No proc/click bonuses for non casters
|
||||
return(effect_value);
|
||||
}
|
||||
|
||||
//Add a fixed value to help things like bard songs, dots, and other low effect value spells
|
||||
spadd = (mult + spbonus) * ((float)caster->GetLevel() / 10);
|
||||
if(caster->GetLevel() > 50)
|
||||
{
|
||||
float lbonus = caster->GetLevel() - 50;
|
||||
spadd += spadd * (lbonus / 2);
|
||||
}
|
||||
|
||||
switch(effect_type)
|
||||
{
|
||||
case SE_CriticalHitChance:
|
||||
case SE_SpellCritChance:
|
||||
case SE_CrippBlowChance:
|
||||
case SE_AvoidMeleeChance:
|
||||
case SE_RiposteChance:
|
||||
case SE_DodgeChance:
|
||||
case SE_ParryChance:
|
||||
case SE_DualWieldChance:
|
||||
case SE_DoubleAttackChance:
|
||||
case SE_MovementSpeed:
|
||||
case SE_AttackSpeed4:
|
||||
case SE_AttackSpeed3:
|
||||
case SE_AttackSpeed2:
|
||||
case SE_AttackSpeed:
|
||||
if(caster->GetLevel() < 30) { spbonus = spbonus / 2; }
|
||||
if(caster->GetLevel() >= 30 && caster->GetLevel() < 46) { spbonus = spbonus / 1.5; }
|
||||
mult += spbonus;
|
||||
//No fixed bonus on these types
|
||||
spadd = 0;
|
||||
break;
|
||||
|
||||
case SE_CurrentHPOnce:
|
||||
case SE_CurrentHP:
|
||||
if(caster->GetLevel() < 30) { spbonus = spbonus / 2; }
|
||||
if(caster->GetLevel() >= 30 && caster->GetLevel() < 46) { spbonus = spbonus / 1.5; }
|
||||
mult += spbonus;
|
||||
break;
|
||||
|
||||
case SE_DamageShield:
|
||||
case SE_Stun:
|
||||
case SE_ArmorClass:
|
||||
case SE_ATK:
|
||||
case SE_STR:
|
||||
case SE_DEX:
|
||||
case SE_AGI:
|
||||
case SE_STA:
|
||||
case SE_INT:
|
||||
case SE_WIS:
|
||||
case SE_CHA:
|
||||
case SE_CurrentMana:
|
||||
case SE_Lull:
|
||||
case SE_AddFaction:
|
||||
case SE_Stamina:
|
||||
case SE_ChangeFrenzyRad:
|
||||
case SE_DiseaseCounter:
|
||||
case SE_PoisonCounter:
|
||||
case SE_ResistFire:
|
||||
case SE_ResistCold:
|
||||
case SE_ResistPoison:
|
||||
case SE_ResistDisease:
|
||||
case SE_ResistMagic:
|
||||
case SE_Rune:
|
||||
case SE_TotalHP:
|
||||
case SE_TossUp:
|
||||
case SE_ManaPool:
|
||||
case SE_HealOverTime:
|
||||
case SE_CastingLevel:
|
||||
case SE_Hunger:
|
||||
case SE_CurseCounter:
|
||||
case SE_HealRate:
|
||||
case SE_ImprovedDamage:
|
||||
case SE_ImprovedHeal:
|
||||
case SE_SpellResistReduction:
|
||||
case SE_IncreaseSpellHaste:
|
||||
case SE_IncreaseSpellDuration:
|
||||
case SE_IncreaseRange:
|
||||
case SE_AllStats:
|
||||
case SE_MeleeLifetap:
|
||||
case SE_AllInstrumentMod:
|
||||
case SE_ResistSpellChance:
|
||||
case SE_ResistFearChance:
|
||||
case SE_HitChance:
|
||||
case SE_DamageModifier:
|
||||
case SE_MinDamageModifier:
|
||||
case SE_IncreaseBlockChance:
|
||||
case SE_CurrentEndurance:
|
||||
case SE_EndurancePool:
|
||||
case SE_CurrentEnduranceOnce:
|
||||
case SE_MaxHPChange:
|
||||
case SE_Accuracy:
|
||||
case SE_BardAEDot:
|
||||
case SE_CurrentManaOnce:
|
||||
case SE_FactionMod:
|
||||
case SE_CorruptionCounter:
|
||||
case SE_ResistCorruption:
|
||||
mult += spbonus;
|
||||
break;
|
||||
|
||||
default:
|
||||
return(effect_value);
|
||||
break;
|
||||
}
|
||||
|
||||
//Shroud of the bear
|
||||
if(caster->FindBuff(5045))
|
||||
{
|
||||
spadd = spadd * -1;
|
||||
mult = 1.0f;
|
||||
}
|
||||
|
||||
if(effect_value > 0) { effect_value += (int)ceil(spadd); }
|
||||
else { effect_value -= (int)ceil(spadd); }
|
||||
|
||||
effect_value *= mult;
|
||||
|
||||
return( (int)(ceil(effect_value)) );
|
||||
}
|
||||
|
||||
//chancetohit - 0 to 100 percent - set over 1000 for a guaranteed hit
|
||||
float Mob::mod_hit_chance(float chancetohit, SkillType skillinuse, Mob* attacker) {
|
||||
if(!IsClient())
|
||||
{
|
||||
//Factor NPC debuffs
|
||||
return(chancetohit);
|
||||
}
|
||||
|
||||
int divisor;
|
||||
|
||||
switch(GetClass())
|
||||
{
|
||||
case MONK:
|
||||
case ROGUE:
|
||||
divisor = 8;
|
||||
divisor -= (GetLevel() / 100) * 2;
|
||||
break;
|
||||
|
||||
default:
|
||||
divisor = 8;
|
||||
}
|
||||
|
||||
float hitmod = ((float)CastToClient()->GetActDEX() - DW_STATBASE) / divisor;
|
||||
hitmod += ((float)CastToClient()->GetActAGI() - DW_STATBASE) / divisor;
|
||||
if(hitmod < 0) { hitmod = -5; }
|
||||
|
||||
return(chancetohit + hitmod);
|
||||
}
|
||||
|
||||
float Mob::mod_riposte_chance(float ripostechance, Mob* attacker) { return(ripostechance); }
|
||||
float Mob::mod_block_chance(float blockchance, Mob* attacker) { return(blockchance); }
|
||||
float Mob::mod_parry_chance(float parrychance, Mob* attacker) { return(parrychance); }
|
||||
@ -57,16 +528,266 @@ float Mob::mod_dodge_chance(float dodgechance, Mob* attacker) { return(dodgechan
|
||||
float Mob::mod_monk_weight(float monkweight, Mob* attacker) { return(monkweight); }
|
||||
float Mob::mod_mitigation_rating(float mitigation_rating, Mob* attacker) { return(mitigation_rating); }
|
||||
float Mob::mod_attack_rating(float attack_rating, Mob* defender) { return(attack_rating); }
|
||||
int32 Mob::mod_kick_damage(int32 dmg) { return(dmg); }
|
||||
int32 Mob::mod_bash_damage(int32 dmg) { return(dmg); }
|
||||
int32 Mob::mod_frenzy_damage(int32 dmg) { return(dmg); }
|
||||
int32 Mob::mod_monk_special_damage(int32 ndamage, SkillType skill_type) { return(ndamage); }
|
||||
int32 Mob::mod_backstab_damage(int32 ndamage) { return(ndamage); }
|
||||
|
||||
//Kick damage after all other bonuses are applied
|
||||
int32 Mob::mod_kick_damage(int32 dmg) {
|
||||
if(!IsClient()) { return(dmg); }
|
||||
|
||||
ItemInst *item = CastToClient()->GetInv().GetItem(SLOT_FEET);
|
||||
if(item)
|
||||
{
|
||||
dmg += item->GetItem()->AC;
|
||||
for(int i = 0; i < MAX_AUGMENT_SLOTS; ++i)
|
||||
{
|
||||
ItemInst *aug = item->GetAugment(i);
|
||||
if(aug)
|
||||
{
|
||||
dmg += aug->GetItem()->AC;
|
||||
}
|
||||
}
|
||||
}
|
||||
dmg += GetLevel() / 4;
|
||||
dmg = CastToClient()->mod_client_damage(dmg, KICK, 0, nullptr, nullptr);
|
||||
|
||||
return(dmg);
|
||||
}
|
||||
|
||||
//Slam and bash damage after all other bonuses are applied
|
||||
int32 Mob::mod_bash_damage(int32 dmg) {
|
||||
if(!IsClient()) { return(dmg); }
|
||||
|
||||
float lmult = (((float)GetLevel() * 2 ) / 100) + 1;
|
||||
bool foundshield = false;
|
||||
|
||||
ItemInst *item = CastToClient()->GetInv().GetItem(SLOT_SECONDARY);
|
||||
if(item)
|
||||
{
|
||||
if(item->GetItem()->ItemType == ItemTypeShield)
|
||||
{
|
||||
foundshield = true;
|
||||
dmg += item->GetItem()->AC * lmult;
|
||||
for(int i = 0; i < MAX_AUGMENT_SLOTS; ++i)
|
||||
{
|
||||
ItemInst *aug = item->GetAugment(i);
|
||||
if(aug)
|
||||
{
|
||||
dmg += aug->GetItem()->AC;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(!foundshield) //This is from a slam
|
||||
{
|
||||
item = CastToClient()->GetInv().GetItem(SLOT_SHOULDER);
|
||||
if(item)
|
||||
{
|
||||
if(item->GetItem()->ItemType == ItemTypeArmor)
|
||||
{
|
||||
dmg += item->GetItem()->AC * lmult;
|
||||
for(int i = 0; i < MAX_AUGMENT_SLOTS; ++i)
|
||||
{
|
||||
ItemInst *aug = item->GetAugment(i);
|
||||
if(aug)
|
||||
{
|
||||
dmg += aug->GetItem()->AC;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dmg += GetLevel() / 4;
|
||||
dmg = CastToClient()->mod_client_damage(dmg, BASH, 0, nullptr, nullptr);
|
||||
|
||||
return(dmg);
|
||||
}
|
||||
|
||||
//Frenzy damage after all other bonuses are applied
|
||||
int32 Mob::mod_frenzy_damage(int32 dmg) {
|
||||
if(!IsClient()) { return(dmg); }
|
||||
|
||||
dmg = CastToClient()->mod_client_damage(dmg, FRENZY, 0, nullptr, nullptr);
|
||||
return(dmg);
|
||||
}
|
||||
|
||||
//Special attack damage after all other bonuses are applied.
|
||||
int32 Mob::mod_monk_special_damage(int32 ndamage, SkillType skill_type) {
|
||||
if(!IsClient()) { return(ndamage); }
|
||||
|
||||
ndamage = CastToClient()->mod_client_damage(ndamage, KICK, 0, nullptr, nullptr);
|
||||
return(ndamage);
|
||||
}
|
||||
|
||||
//ndamage - Backstab damage as calculated by default formulas
|
||||
int32 Mob::mod_backstab_damage(int32 ndamage) {
|
||||
if(!IsClient()) { return(ndamage); }
|
||||
|
||||
float cdex = (float)CastToClient()->GetActDEX() - DW_STATBASE;
|
||||
float cstr = (float)CastToClient()->GetActSTR() - DW_STATBASE;
|
||||
float cagi = (float)CastToClient()->GetActAGI() - DW_STATBASE;
|
||||
float bsm = 1.0f;
|
||||
|
||||
bsm += (cdex / 200) + ((float)GetLevel() / 100);
|
||||
bsm += cstr / 300;
|
||||
bsm += cagi / 300;
|
||||
|
||||
if(GetLevel() > 50)
|
||||
{
|
||||
float lbonus = GetLevel() - 50;
|
||||
bsm += (lbonus * 0.1);
|
||||
}
|
||||
|
||||
return( (int32)((float)ndamage * bsm) );
|
||||
}
|
||||
|
||||
//Chance for 50+ archery bonus damage if Combat:UseArcheryBonusRoll is true. Base is Combat:ArcheryBonusChance
|
||||
int Mob::mod_archery_bonus_chance(int bonuschance, const ItemInst* RangeWeapon) { return(bonuschance); }
|
||||
uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg) { return(MaxDmg); }
|
||||
int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus) { return(TotalDmg); }
|
||||
uint16 Mob::mod_throwing_damage(uint16 MaxDmg) { return(MaxDmg); }
|
||||
int32 Mob::mod_cast_time(int32 cast_time) { return(cast_time); }
|
||||
int Mob::mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id) { return(res); }
|
||||
int Mob::mod_spell_stack(uint16 spellid1, int caster_level1, Mob* caster1, uint16 spellid2, int caster_level2, Mob* caster2) { return(2); }
|
||||
int Mob::mod_spell_resist(int resist_chance, int level_mod, int resist_modifier, int target_resist, uint8 resist_type, uint16 spell_id, Mob* caster) { return(resist_chance + level_mod + resist_modifier + target_resist); }
|
||||
|
||||
//Archery bonus damage
|
||||
uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg, const ItemInst* RangeWeapon) { return(MaxDmg); }
|
||||
|
||||
//Final archery damage including bonus if it was applied.
|
||||
int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus, const ItemInst* RangeWeapon) {
|
||||
if(!IsClient()) { return(TotalDmg); }
|
||||
|
||||
TotalDmg += (GetLevel() * 2);
|
||||
TotalDmg = CastToClient()->mod_client_damage(TotalDmg, ARCHERY, 0, RangeWeapon, nullptr);
|
||||
|
||||
return(TotalDmg);
|
||||
}
|
||||
|
||||
//Thrown weapon damage after all other calcs
|
||||
uint16 Mob::mod_throwing_damage(uint16 MaxDmg) {
|
||||
if(!IsClient()) { return(MaxDmg); }
|
||||
|
||||
MaxDmg = CastToClient()->mod_client_damage(MaxDmg, THROWING, 0, nullptr, nullptr);
|
||||
return(MaxDmg);
|
||||
}
|
||||
|
||||
int32 Mob::mod_cast_time(int32 cast_time) {
|
||||
if(!IsClient()) { return(cast_time); }
|
||||
|
||||
float ctmod = 1;
|
||||
float cdex = (float)CastToClient()->GetActDEX() - DW_STATBASE;
|
||||
float ccast = 0;
|
||||
|
||||
if(GetCasterClass() == 'W')
|
||||
{
|
||||
ccast = (float)CastToClient()->GetActWIS() - DW_STATBASE;
|
||||
}
|
||||
if(GetCasterClass() == 'I')
|
||||
{
|
||||
ccast = (float)CastToClient()->GetActINT() - DW_STATBASE;
|
||||
}
|
||||
if(ccast < 0.0001) { return(cast_time); }
|
||||
|
||||
ctmod += cdex / 185;
|
||||
ctmod += ccast / 185;
|
||||
|
||||
if(GetLevel() > 50)
|
||||
{
|
||||
float lbonus = GetLevel() - 50;
|
||||
ctmod += (lbonus * 0.1);
|
||||
}
|
||||
|
||||
return( (int32)((float)cast_time / ctmod) );
|
||||
}
|
||||
|
||||
//res - Default buff duration formula
|
||||
int Mob::mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id) {
|
||||
if(!IsClient()) { return(res); }
|
||||
|
||||
float cmult = 1;
|
||||
|
||||
if(GetClass() == BARD)
|
||||
{
|
||||
cmult = (float)(CastToClient()->GetActCHA() - DW_STATBASE) / 200;
|
||||
}
|
||||
else if(GetCasterClass() == 'W')
|
||||
{
|
||||
cmult = (float)(CastToClient()->GetActWIS() - DW_STATBASE) / 200;
|
||||
}
|
||||
else if(GetCasterClass() == 'I')
|
||||
{
|
||||
cmult = (float)(CastToClient()->GetActINT() - DW_STATBASE) / 200;
|
||||
}
|
||||
|
||||
cmult += (float)(CastToClient()->GetActSTA() - DW_STATBASE) / 400;
|
||||
|
||||
if(cmult < 1) { cmult = 1; }
|
||||
|
||||
return( (int)((float)res * cmult) );
|
||||
}
|
||||
|
||||
//Spell stack override - If this returns anything < 2, it will ignore all other stacking rules.
|
||||
// See spells.cpp: Mob::CheckStackConflict
|
||||
// 0 - No conflict
|
||||
// 1 - Overwrite, spellid1 is replaced by spellid2
|
||||
// -1 - Blocked, spellid2 will not land
|
||||
// 2 - Default stacking behavior
|
||||
int Mob::mod_spell_stack(uint16 spellid1, int caster_level1, Mob* caster1, uint16 spellid2, int caster_level2, Mob* caster2) {
|
||||
|
||||
if(IsEffectInSpell(spellid1, SE_Illusion) && IsEffectInSpell(spellid2, SE_Illusion))
|
||||
{
|
||||
return(1);
|
||||
}
|
||||
return(2);
|
||||
}
|
||||
|
||||
//Sum of various resists rolled against a value of 200.
|
||||
int Mob::mod_spell_resist(int resist_chance, int level_mod, int resist_modifier, int target_resist, uint8 resist_type, uint16 spell_id, Mob* caster) {
|
||||
int final = resist_chance + level_mod + resist_modifier + target_resist;
|
||||
|
||||
int temp_level_diff = GetLevel() - caster->GetLevel();
|
||||
if(temp_level_diff > 15 && caster->GetLevel() < 46)
|
||||
{
|
||||
if(caster->IsClient())
|
||||
{
|
||||
if(caster->CastToClient()->GetAAXP() < 100)
|
||||
{
|
||||
return(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(final > 185) { final = 185; } // Cap resist so it's always possible to land a spell (unless we hit the client level diff max).
|
||||
if(!IsClient()) { return(final); }
|
||||
|
||||
float resistmod = 1.0f;
|
||||
|
||||
//Make charisma a part of all resists
|
||||
resistmod += ((float)CastToClient()->GetActCHA() - DW_STATBASE) / 20;
|
||||
|
||||
//The other half is the casting stat
|
||||
if(GetClass() == BARD)
|
||||
{
|
||||
resistmod += ((float)CastToClient()->GetActCHA() - DW_STATBASE) / 20;
|
||||
}
|
||||
else if(GetCasterClass() == 'W')
|
||||
{
|
||||
resistmod += ((float)CastToClient()->GetActWIS() - DW_STATBASE) / 20;
|
||||
}
|
||||
else if(GetCasterClass() == 'I')
|
||||
{
|
||||
resistmod += ((float)CastToClient()->GetActINT() - DW_STATBASE) / 20;
|
||||
}
|
||||
|
||||
final += resistmod;
|
||||
|
||||
if(caster->GetLevel() > 50)
|
||||
{
|
||||
final -= (int)( (caster->GetLevel() - 50) * 20 );
|
||||
}
|
||||
|
||||
//Let the client be highly resistant to their own AoE
|
||||
if(
|
||||
(spells[spell_id].targettype == ST_AECaster || spells[spell_id].targettype == ST_AETarget) &&
|
||||
caster->CastToClient()->CharacterID() == CastToClient()->CharacterID()
|
||||
)
|
||||
{
|
||||
final = 185;
|
||||
}
|
||||
|
||||
return(final);
|
||||
}
|
||||
|
||||
@ -457,7 +457,7 @@ public:
|
||||
uint32 GetSpawnKillCount();
|
||||
int GetScore();
|
||||
void mod_prespawn(Spawn2 *sp);
|
||||
int mod_npc_damage(int damage, SkillType skillinuse, int hand, ItemInst* weapon, Mob* other);
|
||||
int mod_npc_damage(int damage, SkillType skillinuse, int hand, const Item_Struct* weapon, Mob* other);
|
||||
void mod_npc_killed_merit(Mob* c);
|
||||
void mod_npc_killed(Mob* oos);
|
||||
|
||||
|
||||
@ -904,7 +904,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item
|
||||
{
|
||||
MaxDmg *= (float)2;
|
||||
hate *= (float)2;
|
||||
MaxDmg = mod_archery_bonus_damage(MaxDmg);
|
||||
MaxDmg = mod_archery_bonus_damage(MaxDmg, RangeWeapon);
|
||||
|
||||
mlog(COMBAT__RANGED, "Ranger. Double damage success roll, doubling damage to %d", MaxDmg);
|
||||
Message_StringID(MT_CritMelee, BOW_DOUBLE_DAMAGE);
|
||||
@ -937,7 +937,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item
|
||||
TotalDmg += other->GetAdditionalDamage(this, 0, true, ARCHERY);
|
||||
TotalDmg += (itembonuses.HeroicDEX / 10) + (TotalDmg * other->GetSkillDmgTaken(ARCHERY) / 100) + GetSkillDmgAmt(ARCHERY);
|
||||
|
||||
TotalDmg = mod_archery_damage(TotalDmg, dobonus);
|
||||
TotalDmg = mod_archery_damage(TotalDmg, dobonus, RangeWeapon);
|
||||
|
||||
TryCriticalHit(other, ARCHERY, TotalDmg);
|
||||
other->AddToHateList(this, hate, 0, false);
|
||||
|
||||
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Reference in New Issue
Block a user