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More 'dictionary' updates..added 'constants' files to client translators..started replacement of hard-coded inventory values.
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+18
-18
@@ -131,7 +131,7 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
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min_damage += min_damage * GetMeleeMinDamageMod_SE(skill) / 100;
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if(HitChance && !who->CheckHitChance(this, skill, 13))
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if(HitChance && !who->CheckHitChance(this, skill, MainPrimary))
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max_damage = 0;
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else{
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@@ -570,7 +570,7 @@ void Mob::TryBackstab(Mob *other, int ReuseTime) {
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CastToClient()->CheckIncreaseSkill(SkillBackstab, other, 10);
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}
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else { //We do a single regular attack if we attack from the front without chaotic stab
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Attack(other, 13);
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Attack(other, MainPrimary);
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}
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}
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@@ -817,7 +817,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item
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if (!CanDoSpecialAttack(other))
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return;
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if (!other->CheckHitChance(this, SkillArchery, 13,chance_mod)) {
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if (!other->CheckHitChance(this, SkillArchery, MainPrimary, chance_mod)) {
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mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName());
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other->Damage(this, 0, SPELL_UNKNOWN, SkillArchery);
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} else {
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@@ -939,27 +939,27 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item
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if (ReuseTime)
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TrySkillProc(other, SkillArchery, ReuseTime);
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else
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TrySkillProc(other, SkillArchery, 0, true, 11);
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TrySkillProc(other, SkillArchery, 0, true, MainRange);
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}
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}
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//try proc on hits and misses
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if((RangeWeapon != nullptr) && GetTarget() && other && !other->HasDied())
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{
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TryWeaponProc(RangeWeapon, other, 11);
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TryWeaponProc(RangeWeapon, other, MainRange);
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}
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//Arrow procs because why not?
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if((Ammo != NULL) && GetTarget() && other && !other->HasDied())
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{
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TryWeaponProc(Ammo, other, 11);
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TryWeaponProc(Ammo, other, MainRange);
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}
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if (HasSkillProcs() && GetTarget() && other && !other->HasDied()){
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if (ReuseTime)
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TrySkillProc(other, SkillArchery, ReuseTime);
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else
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TrySkillProc(other, SkillArchery, 0, false, 11);
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TrySkillProc(other, SkillArchery, 0, false, MainRange);
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}
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}
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@@ -1028,7 +1028,7 @@ void NPC::RangedAttack(Mob* other)
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FaceTarget(other);
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if (!other->CheckHitChance(this, skillinuse, 11, GetSpecialAbilityParam(SPECATK_RANGED_ATK, 2)))
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if (!other->CheckHitChance(this, skillinuse, MainRange, GetSpecialAbilityParam(SPECATK_RANGED_ATK, 2)))
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{
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mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName());
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other->Damage(this, 0, SPELL_UNKNOWN, skillinuse);
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@@ -1069,15 +1069,15 @@ void NPC::RangedAttack(Mob* other)
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other->Damage(this, TotalDmg, SPELL_UNKNOWN, skillinuse);
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if (TotalDmg > 0 && HasSkillProcSuccess() && GetTarget() && !other->HasDied())
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TrySkillProc(other, skillinuse, 0, true, 11);
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TrySkillProc(other, skillinuse, 0, true, MainRange);
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}
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//try proc on hits and misses
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if(other && !other->HasDied())
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TrySpellProc(nullptr, (const Item_Struct*)nullptr, other, 11);
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TrySpellProc(nullptr, (const Item_Struct*)nullptr, other, MainRange);
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if (HasSkillProcs() && other && !other->HasDied())
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TrySkillProc(other, skillinuse, 0, false, 11);
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TrySkillProc(other, skillinuse, 0, false, MainRange);
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CommonBreakInvisible();
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}
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@@ -1200,7 +1200,7 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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if (!CanDoSpecialAttack(other))
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return;
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if (!other->CheckHitChance(this, SkillThrowing, 13, chance_mod)){
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if (!other->CheckHitChance(this, SkillThrowing, MainPrimary, chance_mod)){
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mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName());
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other->Damage(this, 0, SPELL_UNKNOWN, SkillThrowing);
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} else {
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@@ -1251,18 +1251,18 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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if (ReuseTime)
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TrySkillProc(other, SkillThrowing, ReuseTime);
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else
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TrySkillProc(other, SkillThrowing, 0, true, 11);
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TrySkillProc(other, SkillThrowing, 0, true, MainRange);
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}
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}
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if((RangeWeapon != nullptr) && GetTarget() && other && (other->GetHP() > -10))
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TryWeaponProc(RangeWeapon, other, 11);
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TryWeaponProc(RangeWeapon, other, MainRange);
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if (HasSkillProcs() && GetTarget() && other && !other->HasDied()){
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if (ReuseTime)
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TrySkillProc(other, SkillThrowing, ReuseTime);
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else
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TrySkillProc(other, SkillThrowing, 0, false, 11);
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TrySkillProc(other, SkillThrowing, 0, false, MainRange);
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}
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}
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@@ -1987,7 +1987,7 @@ uint32 Mob::TryHeadShot(Mob* defender, SkillUseTypes skillInUse) {
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if(HeadShot_Dmg && HeadShot_Level && (defender->GetLevel() <= HeadShot_Level)){
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float ProcChance = GetSpecialProcChances(11);
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float ProcChance = GetSpecialProcChances(MainRange);
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if(ProcChance > MakeRandomFloat(0,1))
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return HeadShot_Dmg;
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}
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@@ -2050,7 +2050,7 @@ uint32 Mob::TryAssassinate(Mob* defender, SkillUseTypes skillInUse, uint16 Reuse
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float ProcChance = 0.0f;
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if (skillInUse == SkillThrowing)
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ProcChance = GetSpecialProcChances(11);
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ProcChance = GetSpecialProcChances(MainRange);
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else
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ProcChance = GetAssassinateProcChances(ReuseTime);
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@@ -2099,7 +2099,7 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
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int damage = 0;
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int32 hate = 0;
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int Hand = 13;
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int Hand = MainPrimary;
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if (hate == 0 && weapon_damage > 1) hate = weapon_damage;
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if(weapon_damage > 0){
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