Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)

This commit is contained in:
KimLS
2020-05-17 18:36:06 -07:00
parent 06104b624a
commit 2fbd5aaccc
198 changed files with 6111 additions and 6111 deletions
+62 -62
View File
@@ -255,7 +255,7 @@ int32 Mob::Tune_MeleeMitigation(Mob* GM, Mob *attacker, int32 damage, int32 minh
}
if (RuleB(Combat, UseIntervalAC)) {
float softcap = (GetSkill(EQEmu::skills::SkillDefense) + GetLevel()) *
float softcap = (GetSkill(EQ::skills::SkillDefense) + GetLevel()) *
RuleR(Combat, SoftcapFactor) * (1.0 + aa_mit);
float mitigation_rating = 0.0;
float attack_rating = 0.0;
@@ -410,14 +410,14 @@ int32 Mob::Tune_MeleeMitigation(Mob* GM, Mob *attacker, int32 damage, int32 minh
int tmp_armor = armor;
if (GetClass() == WIZARD || GetClass() == MAGICIAN ||
GetClass() == NECROMANCER || GetClass() == ENCHANTER){
mitigation_rating = ((GetSkill(EQEmu::skills::SkillDefense) + itembonuses.HeroicAGI / 10) / 4.0) + armor + 1;
mitigation_rating = ((GetSkill(EQ::skills::SkillDefense) + itembonuses.HeroicAGI / 10) / 4.0) + armor + 1;
if (Msg >= 2)
GM->Message(Chat::White, "# + %.2f #### DEFENDER Armor Bonus [Defense Skill %i Heroic Agi %i]", mitigation_rating - tmp_armor, GetSkill(EQEmu::skills::SkillDefense), itembonuses.HeroicAGI);
GM->Message(Chat::White, "# + %.2f #### DEFENDER Armor Bonus [Defense Skill %i Heroic Agi %i]", mitigation_rating - tmp_armor, GetSkill(EQ::skills::SkillDefense), itembonuses.HeroicAGI);
}
else{
mitigation_rating = ((GetSkill(EQEmu::skills::SkillDefense) + itembonuses.HeroicAGI / 10) / 3.0) + (armor * 1.333333) + 1;
mitigation_rating = ((GetSkill(EQ::skills::SkillDefense) + itembonuses.HeroicAGI / 10) / 3.0) + (armor * 1.333333) + 1;
if (Msg >= 2)
GM->Message(Chat::White, "# + %.2f #### DEFENDER Armor Bonus [Defense Skill %i Heroic Agi %i]", mitigation_rating - tmp_armor, GetSkill(EQEmu::skills::SkillDefense), itembonuses.HeroicAGI);
GM->Message(Chat::White, "# + %.2f #### DEFENDER Armor Bonus [Defense Skill %i Heroic Agi %i]", mitigation_rating - tmp_armor, GetSkill(EQ::skills::SkillDefense), itembonuses.HeroicAGI);
}
mitigation_rating *= 0.847;
@@ -443,16 +443,16 @@ int32 Mob::Tune_MeleeMitigation(Mob* GM, Mob *attacker, int32 damage, int32 minh
if (attacker->IsClient()){
if (atk_override)
attack_rating = (atk_override + ((attacker->GetSTR() - 66) * 0.9) + (attacker->GetSkill(EQEmu::skills::SkillOffense)*1.345));
attack_rating = (atk_override + ((attacker->GetSTR() - 66) * 0.9) + (attacker->GetSkill(EQ::skills::SkillOffense)*1.345));
else
attack_rating = ((attacker->CastToClient()->CalcATK() + add_atk) + ((attacker->GetSTR() - 66) * 0.9) + (attacker->GetSkill(EQEmu::skills::SkillOffense)*1.345));
attack_rating = ((attacker->CastToClient()->CalcATK() + add_atk) + ((attacker->GetSTR() - 66) * 0.9) + (attacker->GetSkill(EQ::skills::SkillOffense)*1.345));
}
else{
if (atk_override)
attack_rating = (atk_override + (attacker->GetSkill(EQEmu::skills::SkillOffense)*1.345) + ((attacker->GetSTR() - 66) * 0.9));
attack_rating = (atk_override + (attacker->GetSkill(EQ::skills::SkillOffense)*1.345) + ((attacker->GetSTR() - 66) * 0.9));
else
attack_rating = ((attacker->GetATK() + add_atk) + (attacker->GetSkill(EQEmu::skills::SkillOffense)*1.345) + ((attacker->GetSTR() - 66) * 0.9));
attack_rating = ((attacker->GetATK() + add_atk) + (attacker->GetSkill(EQ::skills::SkillOffense)*1.345) + ((attacker->GetSTR() - 66) * 0.9));
}
attack_rating = attacker->mod_attack_rating(attack_rating, this);
@@ -468,7 +468,7 @@ int32 Mob::Tune_MeleeMitigation(Mob* GM, Mob *attacker, int32 damage, int32 minh
GM->Message(Chat::White, "# %i #### ATTACKER Worn/Equip ATK Bonus", attacker->itembonuses.ATK);
GM->Message(Chat::White, "# %i #### ATTACKER Worn/Equip ATK Bonus", attacker->itembonuses.ATK);
GM->Message(Chat::White, "# %.2f #### ATTACKER Strength Stat ATK Bonus [Stat Amt: %i]", ((attacker->GetSTR()-66) * 0.9),attacker->GetSTR());
GM->Message(Chat::White, "# %.2f #### ATTACKER Offensive Skill ATK Bonus [Stat Amt: %i]", (attacker->GetSkill(EQEmu::skills::SkillOffense)*1.345), attacker->GetSkill(EQEmu::skills::SkillOffense));
GM->Message(Chat::White, "# %.2f #### ATTACKER Offensive Skill ATK Bonus [Stat Amt: %i]", (attacker->GetSkill(EQ::skills::SkillOffense)*1.345), attacker->GetSkill(EQ::skills::SkillOffense));
}
else{
@@ -476,7 +476,7 @@ int32 Mob::Tune_MeleeMitigation(Mob* GM, Mob *attacker, int32 damage, int32 minh
GM->Message(Chat::White, "# %i #### ATTACKER SE_ATK(2) spell Bonus", attacker->spellbonuses.ATK);
GM->Message(Chat::White, "# %i #### ATTACKER NPC ATK Stat", attacker->CastToNPC()->ATK);
GM->Message(Chat::White, "# %.2f #### ATTACKER Strength Stat ATK Bonus [Stat Amt: %i]", ((attacker->GetSTR()-66) * 0.9),attacker->GetSTR());
GM->Message(Chat::White, "# %.2f #### ATTACKER Offensive Skill ATK Bonus [Stat Amt: %i]", (attacker->GetSkill(EQEmu::skills::SkillOffense)*1.345), attacker->GetSkill(EQEmu::skills::SkillOffense));
GM->Message(Chat::White, "# %.2f #### ATTACKER Offensive Skill ATK Bonus [Stat Amt: %i]", (attacker->GetSkill(EQ::skills::SkillOffense)*1.345), attacker->GetSkill(EQ::skills::SkillOffense));
}
}
@@ -582,13 +582,13 @@ int32 Client::Tune_GetMeleeMitDmg(Mob* GM, Mob *attacker, int32 damage, int32 mi
int32 Client::GetMeleeDamage(Mob* other, bool GetMinDamage)
{
int Hand = EQEmu::invslot::slotPrimary;
int Hand = EQ::invslot::slotPrimary;
if (!other)
return 0;
EQEmu::ItemInstance* weapon;
weapon = GetInv().GetItem(EQEmu::invslot::slotPrimary);
EQ::ItemInstance* weapon;
weapon = GetInv().GetItem(EQ::invslot::slotPrimary);
if(weapon != nullptr) {
if (!weapon->IsWeapon()) {
@@ -596,7 +596,7 @@ int32 Client::GetMeleeDamage(Mob* other, bool GetMinDamage)
}
}
EQEmu::skills::SkillType skillinuse = AttackAnimation(Hand, weapon);
EQ::skills::SkillType skillinuse = AttackAnimation(Hand, weapon);
int damage = 0;
uint8 mylevel = GetLevel() ? GetLevel() : 1;
@@ -620,16 +620,16 @@ int32 Client::GetMeleeDamage(Mob* other, bool GetMinDamage)
max_hit = (RuleI(Combat, HitCapPre20));
CheckIncreaseSkill(skillinuse, other, -15);
CheckIncreaseSkill(EQEmu::skills::SkillOffense, other, -15);
CheckIncreaseSkill(EQ::skills::SkillOffense, other, -15);
#ifndef EQEMU_NO_WEAPON_DAMAGE_BONUS
int ucDamageBonus = 0;
if (Hand == EQEmu::invslot::slotPrimary && GetLevel() >= 28 && IsWarriorClass())
if (Hand == EQ::invslot::slotPrimary && GetLevel() >= 28 && IsWarriorClass())
{
ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemData*) nullptr);
ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQ::ItemData*) nullptr);
min_hit += (int) ucDamageBonus;
max_hit += (int) ucDamageBonus;
@@ -657,28 +657,28 @@ void Mob::Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_ch
float tmp_hit_chance = 0.0f;
bool end = false;
EQEmu::skills::SkillType skillinuse = EQEmu::skills::SkillHandtoHand;
EQ::skills::SkillType skillinuse = EQ::skills::SkillHandtoHand;
if (attacker->IsClient())
{//Will check first equiped weapon for skill. Ie. remove wepaons to assess bow.
EQEmu::ItemInstance* weapon;
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::invslot::slotPrimary);
EQ::ItemInstance* weapon;
weapon = attacker->CastToClient()->GetInv().GetItem(EQ::invslot::slotPrimary);
if(weapon && weapon->IsWeapon()){
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::invslot::slotPrimary, weapon);
skillinuse = attacker->CastToClient()->AttackAnimation(EQ::invslot::slotPrimary, weapon);
}
else {
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::invslot::slotSecondary);
weapon = attacker->CastToClient()->GetInv().GetItem(EQ::invslot::slotSecondary);
if (weapon && weapon->IsWeapon())
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::invslot::slotSecondary, weapon);
skillinuse = attacker->CastToClient()->AttackAnimation(EQ::invslot::slotSecondary, weapon);
else {
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::invslot::slotRange);
weapon = attacker->CastToClient()->GetInv().GetItem(EQ::invslot::slotRange);
if (weapon && weapon->IsWeapon())
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::invslot::slotRange, weapon);
skillinuse = attacker->CastToClient()->AttackAnimation(EQ::invslot::slotRange, weapon);
}
}
}
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::invslot::slotPrimary, 0, 0, 0, avoid_override);
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQ::invslot::slotPrimary, 0, 0, 0, avoid_override);
Message(0, "#Tune - Begin Parse [Interval %i Max Loop Iterations %i]", interval, max_loop);
@@ -690,7 +690,7 @@ void Mob::Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_ch
for (int j=0; j < max_loop; j++)
{
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::invslot::slotPrimary, 0, false, 0, avoid_override, add_acc);
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQ::invslot::slotPrimary, 0, false, 0, avoid_override, add_acc);
if (Msg >= 3)
Message(Chat::Yellow, "#Tune - Processing... [%i] [ACCURACY %i] Hit Chance %.2f ",j,add_acc,tmp_hit_chance);
@@ -705,7 +705,7 @@ void Mob::Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_ch
if (end){
Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::invslot::slotPrimary, 0, Msg, 0, avoid_override);//Display Stat Report
Tune_CheckHitChance(defender, attacker, skillinuse, EQ::invslot::slotPrimary, 0, Msg, 0, avoid_override);//Display Stat Report
Message(0, " ");
@@ -737,28 +737,28 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
float tmp_hit_chance = 0.0f;
bool end = false;
EQEmu::skills::SkillType skillinuse = EQEmu::skills::SkillHandtoHand;
EQ::skills::SkillType skillinuse = EQ::skills::SkillHandtoHand;
if (attacker->IsClient())
{//Will check first equiped weapon for skill. Ie. remove wepaons to assess bow.
EQEmu::ItemInstance* weapon;
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::invslot::slotPrimary);
EQ::ItemInstance* weapon;
weapon = attacker->CastToClient()->GetInv().GetItem(EQ::invslot::slotPrimary);
if(weapon && weapon->IsWeapon()){
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::invslot::slotPrimary, weapon);
skillinuse = attacker->CastToClient()->AttackAnimation(EQ::invslot::slotPrimary, weapon);
}
else {
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::invslot::slotSecondary);
weapon = attacker->CastToClient()->GetInv().GetItem(EQ::invslot::slotSecondary);
if (weapon && weapon->IsWeapon())
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::invslot::slotSecondary, weapon);
skillinuse = attacker->CastToClient()->AttackAnimation(EQ::invslot::slotSecondary, weapon);
else {
weapon = attacker->CastToClient()->GetInv().GetItem(EQEmu::invslot::slotRange);
weapon = attacker->CastToClient()->GetInv().GetItem(EQ::invslot::slotRange);
if (weapon && weapon->IsWeapon())
skillinuse = attacker->CastToClient()->AttackAnimation(EQEmu::invslot::slotRange, weapon);
skillinuse = attacker->CastToClient()->AttackAnimation(EQ::invslot::slotRange, weapon);
}
}
}
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::invslot::slotPrimary, 0, 0, acc_override, 0);
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQ::invslot::slotPrimary, 0, 0, acc_override, 0);
Message(0, "#Tune - Begin Parse [Interval %i Max Loop Iterations %i]", interval, max_loop);
Message(0, "#Tune - Processing... Find Avoidance for hit chance on defender of (%.0f) pct from attacker. [Current Hit Chance %.2f]", hit_chance, tmp_hit_chance);
@@ -768,7 +768,7 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
for (int j=0; j < max_loop; j++)
{
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::invslot::slotPrimary, 0, 0, acc_override, 0, 0, add_avoid);
tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, EQ::invslot::slotPrimary, 0, 0, acc_override, 0, 0, add_avoid);
if (Msg >= 3)
Message(0, "#Tune - Processing... [%i] [AVOIDANCE %i] Hit Chance %.2f ",j,add_avoid,tmp_hit_chance);
@@ -783,7 +783,7 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
if (end){
Tune_CheckHitChance(defender, attacker, skillinuse, EQEmu::invslot::slotPrimary, 0, Msg, acc_override, 0);//Display Stat Report
Tune_CheckHitChance(defender, attacker, skillinuse, EQ::invslot::slotPrimary, 0, Msg, acc_override, 0);//Display Stat Report
Message(0, " ");
@@ -808,7 +808,7 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
}
float Mob::Tune_CheckHitChance(Mob* defender, Mob* attacker, EQEmu::skills::SkillType skillinuse, int Hand, int16 chance_mod, int Msg, int acc_override, int avoid_override, int add_acc, int add_avoid)
float Mob::Tune_CheckHitChance(Mob* defender, Mob* attacker, EQ::skills::SkillType skillinuse, int Hand, int16 chance_mod, int Msg, int acc_override, int avoid_override, int add_acc, int add_avoid)
{
float chancetohit = RuleR(Combat, BaseHitChance);
@@ -896,9 +896,9 @@ float Mob::Tune_CheckHitChance(Mob* defender, Mob* attacker, EQEmu::skills::Skil
if(defender->IsClient())
{
chancetohit += (RuleR(Combat, WeaponSkillFalloff) * (defender->CastToClient()->MaxSkill(EQEmu::skills::SkillDefense) - defender->GetSkill(EQEmu::skills::SkillDefense)));
chancetohit += (RuleR(Combat, WeaponSkillFalloff) * (defender->CastToClient()->MaxSkill(EQ::skills::SkillDefense) - defender->GetSkill(EQ::skills::SkillDefense)));
if (Msg >= 2)
Message(0, "# + %.2f Total: %.2f #### DEFENDER Defense Skill Mod", (RuleR(Combat, WeaponSkillFalloff) * (defender->CastToClient()->MaxSkill(EQEmu::skills::SkillDefense) - defender->GetSkill(EQEmu::skills::SkillDefense))), chancetohit);
Message(0, "# + %.2f Total: %.2f #### DEFENDER Defense Skill Mod", (RuleR(Combat, WeaponSkillFalloff) * (defender->CastToClient()->MaxSkill(EQ::skills::SkillDefense) - defender->GetSkill(EQ::skills::SkillDefense))), chancetohit);
}
@@ -987,17 +987,17 @@ float Mob::Tune_CheckHitChance(Mob* defender, Mob* attacker, EQEmu::skills::Skil
hitBonus += attacker->itembonuses.HitChanceEffect[skillinuse] +
attacker->spellbonuses.HitChanceEffect[skillinuse]+
attacker->aabonuses.HitChanceEffect[skillinuse]+
attacker->itembonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] +
attacker->spellbonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] +
attacker->aabonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1];
attacker->itembonuses.HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1] +
attacker->spellbonuses.HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1] +
attacker->aabonuses.HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1];
if (Msg >= 2){
if (attacker->aabonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1])
Message(0, "# %i #### ATTACKER SE_HitChance(184) AA Bonus [All Skills]", attacker->aabonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1]);
if (attacker->spellbonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1])
Message(0, "# %i #### ATTACKER SE_HitChance(184) Spell Bonus [All Skills]", attacker->spellbonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1]);
if (attacker->itembonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1])
Message(0, "# %i #### ATTACKER SE_HitChance(184) Worn Bonus [All Skills]", attacker->itembonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1]);
if (attacker->aabonuses.HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1])
Message(0, "# %i #### ATTACKER SE_HitChance(184) AA Bonus [All Skills]", attacker->aabonuses.HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1]);
if (attacker->spellbonuses.HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1])
Message(0, "# %i #### ATTACKER SE_HitChance(184) Spell Bonus [All Skills]", attacker->spellbonuses.HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1]);
if (attacker->itembonuses.HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1])
Message(0, "# %i #### ATTACKER SE_HitChance(184) Worn Bonus [All Skills]", attacker->itembonuses.HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1]);
if (attacker->itembonuses.HitChanceEffect[skillinuse])
Message(0, "# %i #### ATTACKER SE_HitChance(184) AA Bonus [Skill]", attacker->aabonuses.HitChanceEffect[skillinuse]);
if (attacker->spellbonuses.HitChanceEffect[skillinuse])
@@ -1008,19 +1008,19 @@ float Mob::Tune_CheckHitChance(Mob* defender, Mob* attacker, EQEmu::skills::Skil
//Accuracy = Spell Effect , HitChance = 'Accuracy' from Item Effect
//Only AA derived accuracy can be skill limited. ie (Precision of the Pathfinder, Dead Aim)
hitBonus += (attacker->itembonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] +
attacker->spellbonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] +
attacker->aabonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] +
hitBonus += (attacker->itembonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1] +
attacker->spellbonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1] +
attacker->aabonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1] +
attacker->aabonuses.Accuracy[skillinuse] +
attacker->itembonuses.HitChance) / 15.0f; //Item Mod 'Accuracy'
if (Msg >= 2) {
if (attacker->aabonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1])
Message(0, "# %.2f #### ATTACKER SE_Accuracy(216) AA Bonus [All Skills] [Stat Amt: %i]", static_cast<float>(attacker->aabonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1]) / 15.0f, attacker->aabonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1]);
if (attacker->spellbonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1])
Message(0, "# %.2f #### ATTACKER SE_Accuracy(216) Spell Bonus [All Skills] [Stat Amt: %i]", static_cast<float>(attacker->spellbonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1]) / 15.0f, attacker->spellbonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1]);
if (attacker->itembonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1])
Message(0, "# %.2f #### ATTACKER SE_Accuracy(216) Worn Bonus [All Skills] [Stat Amt: %i]", static_cast<float>(attacker->itembonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1]) / 15.0f, attacker->itembonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1]);
if (attacker->aabonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1])
Message(0, "# %.2f #### ATTACKER SE_Accuracy(216) AA Bonus [All Skills] [Stat Amt: %i]", static_cast<float>(attacker->aabonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1]) / 15.0f, attacker->aabonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1]);
if (attacker->spellbonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1])
Message(0, "# %.2f #### ATTACKER SE_Accuracy(216) Spell Bonus [All Skills] [Stat Amt: %i]", static_cast<float>(attacker->spellbonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1]) / 15.0f, attacker->spellbonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1]);
if (attacker->itembonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1])
Message(0, "# %.2f #### ATTACKER SE_Accuracy(216) Worn Bonus [All Skills] [Stat Amt: %i]", static_cast<float>(attacker->itembonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1]) / 15.0f, attacker->itembonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1]);
if (attacker->aabonuses.Accuracy[skillinuse])
Message(0, "# %.2f #### ATTACKER SE_Accuracy(216) AA Bonus [Skill] [Stat Amt: %i]", static_cast<float>(attacker->aabonuses.Accuracy[skillinuse])/15.0f,attacker->aabonuses.Accuracy[skillinuse]);
if (attacker->itembonuses.HitChance)
@@ -1052,7 +1052,7 @@ float Mob::Tune_CheckHitChance(Mob* defender, Mob* attacker, EQEmu::skills::Skil
hitBonus += (add_acc / 15.0f); //Modifier from database
}
if (skillinuse == EQEmu::skills::SkillArchery){
if (skillinuse == EQ::skills::SkillArchery){
hitBonus -= hitBonus*RuleR(Combat, ArcheryHitPenalty);
if (Msg >= 2)
Message(0, "# %.2f pct #### RuleR(Combat, ArcheryHitPenalty) ", RuleR(Combat, ArcheryHitPenalty));