Switch random function to std::mt19937

Added class EQEmu::Random
Functions:
EQEmu::Random::Int(int low, int high)
EQEmu::Random::Real(double low, double high)
EQEmu::Random::Roll(int required)
EQEmu::Random::Roll(double required)
EQEmu::Random::Reseed()

For zone, you will access the random object through the zone object
ex.
	zone->random.Int(0, 100);

Int returns a random int between low and high
Real returns a random double between low and high
Roll(int) returns true if Int(0, 99) < required is true
Roll(double) returns true if Real(0.0, 1.0) <= required is true
This commit is contained in:
Michael Cook (mackal)
2014-12-01 18:13:12 -05:00
parent a59cdc2c89
commit 395be050a3
42 changed files with 683 additions and 799 deletions
+72 -82
View File
@@ -339,7 +339,7 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
// Did we hit?
//
float tohit_roll = MakeRandomFloat(0, 100);
float tohit_roll = zone->random.Real(0, 100);
mlog(COMBAT__TOHIT, "Final hit chance: %.2f%%. Hit roll %.2f", chancetohit, tohit_roll);
@@ -415,7 +415,7 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
//Live AA - HightenedAwareness
int BlockBehindChance = aabonuses.BlockBehind + spellbonuses.BlockBehind + itembonuses.BlockBehind;
if (BlockBehindChance && (BlockBehindChance > MakeRandomInt(1, 100))){
if (BlockBehindChance && zone->random.Roll(BlockBehindChance)) {
bBlockFromRear = true;
if (spellbonuses.BlockBehind || itembonuses.BlockBehind)
@@ -508,7 +508,7 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
}
if(damage > 0){
roll = MakeRandomFloat(0,100);
roll = zone->random.Real(0,100);
if(roll <= RollTable[0]){
damage = -3;
}
@@ -674,7 +674,7 @@ void Mob::MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttac
if (acfail>100) acfail=100;
}
if (acfail<=0 || MakeRandomInt(0, 100)>acfail) {
if (acfail<=0 || zone->random.Int(0, 100)>acfail) {
float acreduction=1;
int acrandom=300;
if (database.GetVariable("ACreduction", tmp, 9))
@@ -693,7 +693,7 @@ void Mob::MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttac
damage -= (int32) (GetAC() * acreduction/100.0f);
}
if (acrandom>0) {
damage -= (myac * MakeRandomInt(0, acrandom) / 10000);
damage -= (myac * zone->random.Int(0, acrandom) / 10000);
}
if (damage<1) damage=1;
mlog(COMBAT__DAMAGE, "AC Damage Reduction: fail chance %d%%. Failed. Reduction %.3f%%, random %d. Resulting damage %d.", acfail, acreduction, acrandom, damage);
@@ -721,8 +721,8 @@ int32 Mob::GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit,
float mit_rating, float atk_rating)
{
float d = 10.0;
float mit_roll = MakeRandomFloat(0, mit_rating);
float atk_roll = MakeRandomFloat(0, atk_rating);
float mit_roll = zone->random.Real(0, mit_rating);
float atk_roll = zone->random.Real(0, atk_rating);
if (atk_roll > mit_roll) {
float a_diff = atk_roll - mit_roll;
@@ -771,8 +771,8 @@ int32 Client::GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit,
dmg_bonus -= dmg_bonus * (itembonuses.MeleeMitigation / 100.0);
dmg_interval -= dmg_interval * spellMeleeMit;
float mit_roll = MakeRandomFloat(0, mit_rating);
float atk_roll = MakeRandomFloat(0, atk_rating);
float mit_roll = zone->random.Real(0, mit_rating);
float atk_roll = zone->random.Real(0, atk_rating);
if (atk_roll > mit_roll) {
float a_diff = atk_roll - mit_roll;
@@ -1272,7 +1272,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
if(RuleB(Combat, UseIntervalAC))
damage = max_hit;
else
damage = MakeRandomInt(min_hit, max_hit);
damage = zone->random.Int(min_hit, max_hit);
damage = mod_client_damage(damage, skillinuse, Hand, weapon, other);
@@ -1296,9 +1296,9 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
} else { //we hit, try to avoid it
other->AvoidDamage(this, damage);
other->MeleeMitigation(this, damage, min_hit, opts);
if(damage > 0)
if(damage > 0)
CommonOutgoingHitSuccess(other, damage, skillinuse);
mlog(COMBAT__DAMAGE, "Final damage after all reductions: %d", damage);
}
@@ -1314,7 +1314,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
OffhandRiposteFail *= -1; //Live uses a negative value for this.
if (OffhandRiposteFail &&
(OffhandRiposteFail > 99 || (MakeRandomInt(0, 100) < OffhandRiposteFail))) {
(OffhandRiposteFail > 99 || zone->random.Roll(OffhandRiposteFail))) {
damage = 0; // Counts as a miss
slippery_attack = true;
} else
@@ -1330,7 +1330,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
if (((damage < 0) || slippery_attack) && !bRiposte && !IsStrikethrough) { // Hack to still allow Strikethrough chance w/ Slippery Attacks AA
int32 bonusStrikeThrough = itembonuses.StrikeThrough + spellbonuses.StrikeThrough + aabonuses.StrikeThrough;
if(bonusStrikeThrough && (MakeRandomInt(0, 100) < bonusStrikeThrough)) {
if(bonusStrikeThrough && zone->random.Roll(bonusStrikeThrough)) {
Message_StringID(MT_StrikeThrough, STRIKETHROUGH_STRING); // You strike through your opponents defenses!
Attack(other, Hand, false, true); // Strikethrough only gives another attempted hit
return false;
@@ -1843,7 +1843,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
if(RuleB(Combat, UseIntervalAC))
damage = (max_dmg+eleBane);
else
damage = MakeRandomInt((min_dmg+eleBane),(max_dmg+eleBane));
damage = zone->random.Int((min_dmg+eleBane),(max_dmg+eleBane));
//check if we're hitting above our max or below it.
@@ -3438,17 +3438,16 @@ bool Client::CheckDoubleAttack(bool tripleAttack) {
chance *= float(100.0f+triple_bonus)/100.0f; //Apply modifiers.
}
if((MakeRandomFloat(0, 1) < chance))
if(zone->random.Roll(chance))
return true;
return false;
}
bool Client::CheckDoubleRangedAttack() {
int32 chance = spellbonuses.DoubleRangedAttack + itembonuses.DoubleRangedAttack + aabonuses.DoubleRangedAttack;
if(chance && (MakeRandomInt(0, 100) < chance))
if(chance && zone->random.Roll(chance))
return true;
return false;
@@ -3465,7 +3464,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
mlog(COMBAT__DAMAGE, "Avoiding %d damage due to invulnerability.", damage);
damage = -5;
}
if( spell_id != SPELL_UNKNOWN || attacker == nullptr )
avoidable = false;
@@ -3632,7 +3631,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
}
}
if (stun_chance && MakeRandomInt(0, 99) < stun_chance) {
if (stun_chance && zone->random.Roll(stun_chance)) {
// Passed stun, try to resist now
int stun_resist = itembonuses.StunResist + spellbonuses.StunResist;
int frontal_stun_resist = itembonuses.FrontalStunResist + spellbonuses.FrontalStunResist;
@@ -3645,18 +3644,18 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
// frontal stun check for ogres/bonuses
if (((GetBaseRace() == OGRE && IsClient()) ||
(frontal_stun_resist && MakeRandomInt(0, 99) < frontal_stun_resist)) &&
(frontal_stun_resist && zone->random.Roll(frontal_stun_resist))) &&
!attacker->BehindMob(this, attacker->GetX(), attacker->GetY())) {
mlog(COMBAT__HITS, "Frontal stun resisted. %d chance.", frontal_stun_resist);
} else {
// Normal stun resist check.
if (stun_resist && MakeRandomInt(0, 99) < stun_resist) {
if (stun_resist && zone->random.Roll(stun_resist)) {
if (IsClient())
Message_StringID(MT_Stun, SHAKE_OFF_STUN);
mlog(COMBAT__HITS, "Stun Resisted. %d chance.", stun_resist);
} else {
mlog(COMBAT__HITS, "Stunned. %d resist chance.", stun_resist);
Stun(MakeRandomInt(0, 2) * 1000); // 0-2 seconds
Stun(zone->random.Int(0, 2) * 1000); // 0-2 seconds
}
}
} else {
@@ -3937,7 +3936,7 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand) {
for (int i = 0; i < MAX_PROCS; i++) {
if (IsValidSpell(DefensiveProcs[i].spellID)) {
float chance = ProcChance * (static_cast<float>(DefensiveProcs[i].chance)/100.0f);
if ((MakeRandomFloat(0, 1) <= chance)) {
if (zone->random.Roll(chance)) {
ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on);
CheckNumHitsRemaining(NUMHIT_DefensiveSpellProcs,0,DefensiveProcs[i].base_spellID);
}
@@ -3999,7 +3998,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on
if (weapon->Proc.Type == ET_CombatProc) {
float WPC = ProcChance * (100.0f + // Proc chance for this weapon
static_cast<float>(weapon->ProcRate)) / 100.0f;
if (MakeRandomFloat(0, 1) <= WPC) { // 255 dex = 0.084 chance of proc. No idea what this number should be really.
if (zone->random.Roll(WPC)) { // 255 dex = 0.084 chance of proc. No idea what this number should be really.
if (weapon->Proc.Level > ourlevel) {
mlog(COMBAT__PROCS,
"Tried to proc (%s), but our level (%d) is lower than required (%d)",
@@ -4037,7 +4036,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on
if (aug->Proc.Type == ET_CombatProc) {
float APC = ProcChance * (100.0f + // Proc chance for this aug
static_cast<float>(aug->ProcRate)) / 100.0f;
if (MakeRandomFloat(0, 1) <= APC) {
if (zone->random.Roll(APC)) {
if (aug->Proc.Level > ourlevel) {
if (IsPet()) {
Mob *own = GetOwner();
@@ -4090,7 +4089,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
if (!rangedattk) {
// Perma procs (AAs)
if (PermaProcs[i].spellID != SPELL_UNKNOWN) {
if (MakeRandomInt(0, 99) < PermaProcs[i].chance) { // TODO: Do these get spell bonus?
if (zone->random.Roll(PermaProcs[i].chance)) { // TODO: Do these get spell bonus?
mlog(COMBAT__PROCS,
"Permanent proc %d procing spell %d (%d percent chance)",
i, PermaProcs[i].spellID, PermaProcs[i].chance);
@@ -4105,7 +4104,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
// Spell procs (buffs)
if (SpellProcs[i].spellID != SPELL_UNKNOWN) {
float chance = ProcChance * (static_cast<float>(SpellProcs[i].chance) / 100.0f);
if (MakeRandomFloat(0, 1) <= chance) {
if (zone->random.Roll(chance)) {
mlog(COMBAT__PROCS,
"Spell proc %d procing spell %d (%.2f percent chance)",
i, SpellProcs[i].spellID, chance);
@@ -4121,7 +4120,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
// ranged spell procs (buffs)
if (RangedProcs[i].spellID != SPELL_UNKNOWN) {
float chance = ProcChance * (static_cast<float>(RangedProcs[i].chance) / 100.0f);
if (MakeRandomFloat(0, 1) <= chance) {
if (zone->random.Roll(chance)) {
mlog(COMBAT__PROCS,
"Ranged proc %d procing spell %d (%.2f percent chance)",
i, RangedProcs[i].spellID, chance);
@@ -4189,7 +4188,7 @@ void Mob::TryPetCriticalHit(Mob *defender, uint16 skill, int32 &damage)
critChance /= 100;
if(MakeRandomFloat(0, 1) < critChance)
if(zone->random.Roll(critChance))
{
critMod += GetCritDmgMob(skill) * 2; // To account for base crit mod being 200 not 100
damage = (damage * critMod) / 100;
@@ -4228,7 +4227,7 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
int32 SlayRateBonus = aabonuses.SlayUndead[0] + itembonuses.SlayUndead[0] + spellbonuses.SlayUndead[0];
if (SlayRateBonus) {
float slayChance = static_cast<float>(SlayRateBonus) / 10000.0f;
if (MakeRandomFloat(0, 1) < slayChance) {
if (zone->random.Roll(slayChance)) {
int32 SlayDmgBonus = aabonuses.SlayUndead[1] + itembonuses.SlayUndead[1] + spellbonuses.SlayUndead[1];
damage = (damage * SlayDmgBonus * 2.25) / 100;
if (GetGender() == 1) // female
@@ -4299,12 +4298,12 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
critChance /= 100;
if(MakeRandomFloat(0, 1) < critChance)
if(zone->random.Roll(critChance))
{
uint32 critMod = 200;
bool crip_success = false;
int32 CripplingBlowChance = GetCrippBlowChance();
//Crippling Blow Chance: The percent value of the effect is applied
//to the your Chance to Critical. (ie You have 10% chance to critical and you
//have a 200% Chance to Critical Blow effect, therefore you have a 20% Chance to Critical Blow.
@@ -4312,7 +4311,7 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
if (!IsBerserk() && !IsBerskerSPA)
critChance *= float(CripplingBlowChance)/100.0f;
if ((IsBerserk() || IsBerskerSPA) || MakeRandomFloat(0, 1) < critChance) {
if ((IsBerserk() || IsBerskerSPA) || zone->random.Roll(critChance)) {
critMod = 400;
crip_success = true;
}
@@ -4322,7 +4321,7 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
damage = damage * critMod / 100;
bool deadlySuccess = false;
if (deadlyChance && MakeRandomFloat(0, 1) < static_cast<float>(deadlyChance) / 100.0f) {
if (deadlyChance && zone->random.Roll(static_cast<float>(deadlyChance) / 100.0f)) {
if (BehindMob(defender, GetX(), GetY())) {
damage *= deadlyMod;
deadlySuccess = true;
@@ -4358,7 +4357,7 @@ bool Mob::TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse)
if (defender && !defender->IsClient() && defender->GetHPRatio() < 10){
uint32 FB_Dmg = aabonuses.FinishingBlow[1] + spellbonuses.FinishingBlow[1] + itembonuses.FinishingBlow[1];
uint32 FB_Level = 0;
FB_Level = aabonuses.FinishingBlowLvl[0];
if (FB_Level < spellbonuses.FinishingBlowLvl[0])
@@ -4369,7 +4368,7 @@ bool Mob::TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse)
//Proc Chance value of 500 = 5%
uint32 ProcChance = (aabonuses.FinishingBlow[0] + spellbonuses.FinishingBlow[0] + spellbonuses.FinishingBlow[0])/10;
if(FB_Level && FB_Dmg && (defender->GetLevel() <= FB_Level) && (ProcChance >= MakeRandomInt(0, 1000))){
if(FB_Level && FB_Dmg && (defender->GetLevel() <= FB_Level) && (ProcChance >= zone->random.Int(0, 1000))){
entity_list.MessageClose_StringID(this, false, 200, MT_CritMelee, FINISHING_BLOW, GetName());
DoSpecialAttackDamage(defender, skillinuse, FB_Dmg, 1, -1, 10, false, false);
return true;
@@ -4396,7 +4395,7 @@ void Mob::DoRiposte(Mob* defender) {
defender->itembonuses.DoubleRiposte;
//Live AA - Double Riposte
if(DoubleRipChance && (DoubleRipChance >= MakeRandomInt(0, 100))) {
if(DoubleRipChance && zone->random.Roll(DoubleRipChance)) {
mlog(COMBAT__ATTACKS, "Preforming a double riposed (%d percent chance)", DoubleRipChance);
defender->Attack(this, MainPrimary, true);
if (HasDied()) return;
@@ -4407,7 +4406,7 @@ void Mob::DoRiposte(Mob* defender) {
DoubleRipChance = defender->aabonuses.GiveDoubleRiposte[1];
if(DoubleRipChance && (DoubleRipChance >= MakeRandomInt(0, 100))) {
if(DoubleRipChance && zone->random.Roll(DoubleRipChance)) {
mlog(COMBAT__ATTACKS, "Preforming a return SPECIAL ATTACK (%d percent chance)", DoubleRipChance);
if (defender->GetClass() == MONK)
@@ -4510,7 +4509,7 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
uint16 proc_spell_id = 0;
float ProcMod = 0;
float chance = 0;
if (IsDefensive)
chance = on->GetSkillProcChances(ReuseTime, hand);
else
@@ -4519,16 +4518,14 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
if (spellbonuses.LimitToSkill[skill]){
for(int e = 0; e < MAX_SKILL_PROCS; e++){
if (CanProc &&
if (CanProc &&
(!Success && spellbonuses.SkillProc[e] && IsValidSpell(spellbonuses.SkillProc[e]))
|| (Success && spellbonuses.SkillProcSuccess[e] && IsValidSpell(spellbonuses.SkillProcSuccess[e]))) {
base_spell_id = spellbonuses.SkillProc[e];
base_spell_id = 0;
ProcMod = 0;
for (int i = 0; i < EFFECT_COUNT; i++) {
if (spells[base_spell_id].effectid[i] == SE_SkillProc) {
proc_spell_id = spells[base_spell_id].base[i];
ProcMod = static_cast<float>(spells[base_spell_id].base2[i]);
@@ -4538,7 +4535,7 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
if (CanProc && spells[base_spell_id].base[i] == skill && IsValidSpell(proc_spell_id)) {
float final_chance = chance * (ProcMod / 100.0f);
if (MakeRandomFloat(0, 1) <= final_chance) {
if (zone->random.Roll(final_chance)) {
ExecWeaponProc(nullptr, proc_spell_id, on);
CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs,0, base_spell_id);
CanProc = false;
@@ -4558,8 +4555,7 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
if (itembonuses.LimitToSkill[skill]){
CanProc = true;
for(int e = 0; e < MAX_SKILL_PROCS; e++){
if (CanProc &&
if (CanProc &&
(!Success && itembonuses.SkillProc[e] && IsValidSpell(itembonuses.SkillProc[e]))
|| (Success && itembonuses.SkillProcSuccess[e] && IsValidSpell(itembonuses.SkillProcSuccess[e]))) {
base_spell_id = itembonuses.SkillProc[e];
@@ -4567,7 +4563,6 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
ProcMod = 0;
for (int i = 0; i < EFFECT_COUNT; i++) {
if (spells[base_spell_id].effectid[i] == SE_SkillProc) {
proc_spell_id = spells[base_spell_id].base[i];
ProcMod = static_cast<float>(spells[base_spell_id].base2[i]);
@@ -4577,7 +4572,7 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
if (CanProc && spells[base_spell_id].base[i] == skill && IsValidSpell(proc_spell_id)) {
float final_chance = chance * (ProcMod / 100.0f);
if (MakeRandomFloat(0, 1) <= final_chance) {
if (zone->random.Roll(final_chance)) {
ExecWeaponProc(nullptr, proc_spell_id, on);
CanProc = false;
break;
@@ -4602,8 +4597,7 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
uint32 slot = 0;
for(int e = 0; e < MAX_SKILL_PROCS; e++){
if (CanProc &&
if (CanProc &&
(!Success && aabonuses.SkillProc[e])
|| (Success && aabonuses.SkillProcSuccess[e])){
int aaid = aabonuses.SkillProc[e];
@@ -4630,7 +4624,7 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
if (CanProc && base1 == skill && IsValidSpell(proc_spell_id)) {
float final_chance = chance * (ProcMod / 100.0f);
if (MakeRandomFloat(0, 1) <= final_chance) {
if (zone->random.Roll(final_chance)) {
ExecWeaponProc(nullptr, proc_spell_id, on);
CanProc = false;
break;
@@ -4651,62 +4645,58 @@ float Mob::GetSkillProcChances(uint16 ReuseTime, uint16 hand) {
uint32 weapon_speed;
float ProcChance = 0;
if (!ReuseTime && hand) {
weapon_speed = GetWeaponSpeedbyHand(hand);
ProcChance = static_cast<float>(weapon_speed) * (RuleR(Combat, AvgProcsPerMinute) / 60000.0f);
if (hand != MainPrimary)
ProcChance /= 2;
}
else
else
ProcChance = static_cast<float>(ReuseTime) * (RuleR(Combat, AvgProcsPerMinute) / 60000.0f);
return ProcChance;
}
bool Mob::TryRootFadeByDamage(int buffslot, Mob* attacker) {
/*Dev Quote 2010: http://forums.station.sony.com/eq/posts/list.m?topic_id=161443
The Viscid Roots AA does the following: Reduces the chance for root to break by X percent.
There is no distinction of any kind between the caster inflicted damage, or anyone
else's damage. There is also no distinction between Direct and DOT damage in the root code.
/* General Mechanics
- Check buffslot to make sure damage from a root does not cancel the root
- If multiple roots on target, always and only checks first root slot and if broken only removes that slots root.
- Only roots on determental spells can be broken by damage.
/*Dev Quote 2010: http://forums.station.sony.com/eq/posts/list.m?topic_id=161443
The Viscid Roots AA does the following: Reduces the chance for root to break by X percent.
There is no distinction of any kind between the caster inflicted damage, or anyone
else's damage. There is also no distinction between Direct and DOT damage in the root code.
General Mechanics
- Check buffslot to make sure damage from a root does not cancel the root
- If multiple roots on target, always and only checks first root slot and if broken only removes that slots root.
- Only roots on determental spells can be broken by damage.
- Root break chance values obtained from live parses.
*/
*/
if (!attacker || !spellbonuses.Root[0] || spellbonuses.Root[1] < 0)
return false;
if (IsDetrimentalSpell(spellbonuses.Root[1]) && spellbonuses.Root[1] != buffslot){
int BreakChance = RuleI(Spells, RootBreakFromSpells);
BreakChance -= BreakChance*buffs[spellbonuses.Root[1]].RootBreakChance/100;
return false;
if (IsDetrimentalSpell(spellbonuses.Root[1]) && spellbonuses.Root[1] != buffslot){
int BreakChance = RuleI(Spells, RootBreakFromSpells);
BreakChance -= BreakChance*buffs[spellbonuses.Root[1]].RootBreakChance/100;
int level_diff = attacker->GetLevel() - GetLevel();
//Use baseline if level difference <= 1 (ie. If target is (1) level less than you, or equal or greater level)
if (level_diff == 2)
BreakChance = (BreakChance * 80) /100; //Decrease by 20%;
else if (level_diff >= 3 && level_diff <= 20)
BreakChance = (BreakChance * 60) /100; //Decrease by 40%;
else if (level_diff > 21)
BreakChance = (BreakChance * 20) /100; //Decrease by 80%;
if (BreakChance < 1)
BreakChance = 1;
if (MakeRandomInt(0, 99) < BreakChance) {
if (BreakChance < 1)
BreakChance = 1;
if (zone->random.Roll(BreakChance)) {
if (!TryFadeEffect(spellbonuses.Root[1])) {
BuffFadeBySlot(spellbonuses.Root[1]);
@@ -4727,7 +4717,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
for(uint32 slot = 0; slot < buff_max; slot++) {
if(slot == spellbonuses.MeleeRune[1] && spellbonuses.MeleeRune[0] && buffs[slot].melee_rune && IsValidSpell(buffs[slot].spellid)){
int melee_rune_left = buffs[slot].melee_rune;
if(melee_rune_left > damage)
{
melee_rune_left -= damage;