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[Combat] AE Ramp now allows Max Melee Range
RuleR AERampageSafeZone - Reduce AE Ramp range by this amount to allow for a small safe zone on AE Ramp.
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@ -391,6 +391,7 @@ RULE_BOOL(Spells, NPCSpellPush, false, "Enable spell push on NPCs")
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RULE_CATEGORY_END()
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RULE_CATEGORY(Combat)
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RULE_REAL(Combat, AERampageSafeZone, 0.018, "max hit ae ramp reduction range")
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RULE_INT(Combat, PetBaseCritChance, 0, "Pet base crit chance")
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RULE_INT(Combat, NPCBashKickLevel, 6, "The level that NPCcan KICK/BASH")
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RULE_INT(Combat, NPCBashKickStunChance, 15, "Percent chance that a bash/kick will stun")
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@ -492,6 +493,7 @@ RULE_INT(Combat, NPCAssistCap, 5, "Maxiumium number of NPCthat will assist anoth
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RULE_INT(Combat, NPCAssistCapTimer, 6000, "Time a NPC will take to clear assist aggro cap space (milliseconds)")
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RULE_BOOL(Combat, UseRevampHandToHand, false, "Use h2h revamped dmg/delays I believe this was implemented during SoF")
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RULE_BOOL(Combat, ClassicMasterWu, false, "Classic master wu uses a random special, modern doesn't")
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RULE_REAL(Combat, HitBoxMod, 1.00, "Added to test hit boxes.")
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RULE_INT(Combat, LevelToStopDamageCaps, 0, "Level to stop damage caps. 1 will effectively disable them, 20 should give basically same results as old incorrect system")
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RULE_INT(Combat, LevelToStopACTwinkControl, 50, "Level to stop armorclass twink control. 1 will effectively disable it, 50 should give basically same results as current system")
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RULE_BOOL(Combat, ClassicNPCBackstab, false, "True disables npc facestab - NPCget normal attack if not behind")
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@ -800,7 +800,7 @@ bool Mob::IsBeneficialAllowed(Mob *target)
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return false;
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}
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bool Mob::CombatRange(Mob* other)
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bool Mob::CombatRange(Mob* other, float fixed_size_mod, bool aeRampage)
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{
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if(!other)
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return(false);
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@ -825,13 +825,25 @@ bool Mob::CombatRange(Mob* other)
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// this could still use some work, but for now it's an improvement....
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if (size_mod > 29)
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if (size_mod > 29) {
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size_mod *= size_mod;
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else if (size_mod > 19)
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} else if (size_mod > 19) {
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size_mod *= size_mod * 2;
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else
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} else {
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size_mod *= size_mod * 4;
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}
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if (other->GetRace() == 184) // Lord Vyemm and other velious dragons
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{
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size_mod *= 1.75;
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}
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if (other->GetRace() == 122) // Dracoliche in Fear. Skeletal Dragon
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{
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size_mod *= 2.25;
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}
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size_mod *= RuleR(Combat,HitBoxMod); // used for testing sizemods on different races.
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size_mod *= fixed_size_mod; // used to extend the size_mod
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// prevention of ridiculously sized hit boxes
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if (size_mod > 10000)
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@ -865,6 +877,15 @@ bool Mob::CombatRange(Mob* other)
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else
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SetPseudoRoot(false);
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}
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if(aeRampage) {
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float multiplyer = GetSize() * RuleR(Combat, AERampageSafeZone);
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float ramp_range = (size_mod * multiplyer);
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if (_DistNoRoot <= ramp_range) {
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return true;
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} else {
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return false;
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}
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}
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if (_DistNoRoot <= size_mod)
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{
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@ -872,13 +893,11 @@ bool Mob::CombatRange(Mob* other)
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if (flymode != GravityBehavior::Flying && _zDist > 500 && !CheckLastLosState()) {
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return false;
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}
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return true;
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}
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return false;
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}
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//Father Nitwit's LOS code
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bool Mob::CheckLosFN(Mob *other)
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{
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bool Result = false;
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@ -675,10 +675,12 @@ int HateList::AreaRampage(Mob *caster, Mob *target, int count, ExtraAttackOption
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std::vector<uint16> id_list;
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for (auto &h : list) {
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if (h->entity_on_hatelist && h->entity_on_hatelist != caster && h->entity_on_hatelist != target &&
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caster->CombatRange(h->entity_on_hatelist))
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caster->CombatRange(h->entity_on_hatelist, 1.0, true)) {
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id_list.push_back(h->entity_on_hatelist->GetID());
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if (count != -1 && id_list.size() > count)
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}
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if (count != -1 && id_list.size() > count) {
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break;
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}
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}
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for (auto &id : id_list) {
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@ -688,7 +690,6 @@ int HateList::AreaRampage(Mob *caster, Mob *target, int count, ExtraAttackOption
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caster->ProcessAttackRounds(mob, opts);
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}
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}
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return hit_count;
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}
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@ -222,7 +222,7 @@ public:
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inline int GetMitigationAC() { return mitigation_ac; }
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void MeleeMitigation(Mob *attacker, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr);
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double RollD20(int offense, int mitigation); // CALL THIS FROM THE DEFENDER
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bool CombatRange(Mob* other);
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bool CombatRange(Mob* other, float fixed_size_mod = 1.0, bool aeRampage = false);
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virtual inline bool IsBerserk() { return false; } // only clients
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void RogueEvade(Mob *other);
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void CommonOutgoingHitSuccess(Mob *defender, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr);
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