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Reworked activated avoidance skills based on dev quotes
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@ -1,5 +1,10 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 7/4/2015 ==
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mackal: Reworked the activated avoidace skills (riposte, dodge, etc) based on dev quotes
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This also fixes the order things are checked (avoidance skills, THEN hit/miss)
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Also riposte immunity from the increase riposte chance spell effect.
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== 7/2/2015 ==
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KLS/Demonstar55: AA system has been rewritten fixing a ton of bugs and extending functionality while making it easier to create new AA points.
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KLS/Demonstar55: New tables are needed and so older data will need to be migrated to the new system.
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368
zone/attack.cpp
368
zone/attack.cpp
@ -341,7 +341,7 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
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return(tohit_roll <= chancetohit);
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}
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bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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bool Mob::AvoidDamage(Mob *other, int32 &damage, int hand)
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{
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/* called when a mob is attacked, does the checks to see if it's a hit
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* and does other mitigation checks. 'this' is the mob being attacked.
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@ -353,22 +353,32 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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* -4 - dodge
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*
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*/
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float skill;
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float bonus;
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float RollTable[4] = {0,0,0,0};
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float roll;
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Mob *attacker=other;
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Mob *defender=this;
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//garunteed hit
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bool ghit = false;
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if((attacker->aabonuses.MeleeSkillCheck + attacker->spellbonuses.MeleeSkillCheck + attacker->itembonuses.MeleeSkillCheck) > 500)
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ghit = true;
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/* Order according to current (SoF+?) dev quotes:
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* https://forums.daybreakgames.com/eq/index.php?threads/test-update-06-10-15.223510/page-2#post-3261772
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* https://forums.daybreakgames.com/eq/index.php?threads/test-update-06-10-15.223510/page-2#post-3268227
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* Riposte 50, hDEX, must have weapon/fists, doesn't work on archery/throwing
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* Block 25, hDEX, works on archery/throwing, behind block done here if back to attacker base1 is chance
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* Parry 45, hDEX, doesn't work on throwing/archery, must be facing target
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* Dodge 45, hAGI, works on archery/throwing, monks can dodge attacks from behind
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* Shield Block, rand base1
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* Staff Block, rand base1
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* regular strike through
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* avoiding the attack (CheckHitChance)
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* As soon as one succeeds, none of the rest are checked
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*
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* Formula (all int math)
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* (posted for parry, assume rest at the same)
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* Chance = (((SKILL + 100) + [((SKILL+100) * SPA(175).Base1) / 100]) / 45) + [(hDex / 25) - min([hDex / 25], hStrikethrough)].
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* hStrikethrough is a mob stat that was added to counter the bonuses of heroic stats
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* Number rolled against 100, if the chance is greater than 100 it happens 100% of time
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*
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* Things with 10k accuracy mods can be avoided with these skills qq
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*/
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Mob *attacker = other;
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Mob *defender = this;
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bool InFront = false;
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if (attacker->InFrontMob(this, attacker->GetX(), attacker->GetY()))
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InFront = true;
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bool InFront = attacker->InFrontMob(this, attacker->GetX(), attacker->GetY());
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/*
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This special ability adds a negative modifer to the defenders riposte/block/parry/chance
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@ -383,10 +393,9 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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int counter_parry = 0;
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int counter_dodge = 0;
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if (attacker->GetSpecialAbility(COUNTER_AVOID_DAMAGE)){
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if (attacker->GetSpecialAbility(COUNTER_AVOID_DAMAGE)) {
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counter_all = attacker->GetSpecialAbilityParam(COUNTER_AVOID_DAMAGE, 0);
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counter_riposte = attacker->GetSpecialAbilityParam(COUNTER_AVOID_DAMAGE,1);
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counter_riposte = attacker->GetSpecialAbilityParam(COUNTER_AVOID_DAMAGE, 1);
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counter_block = attacker->GetSpecialAbilityParam(COUNTER_AVOID_DAMAGE, 2);
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counter_parry = attacker->GetSpecialAbilityParam(COUNTER_AVOID_DAMAGE, 3);
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counter_dodge = attacker->GetSpecialAbilityParam(COUNTER_AVOID_DAMAGE, 4);
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@ -400,31 +409,37 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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Log.Out(Logs::Detail, Logs::Combat, "I am enraged, riposting frontal attack.");
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}
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/////////////////////////////////////////////////////////
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// riposte
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/////////////////////////////////////////////////////////
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float riposte_chance = 0.0f;
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if (CanRiposte && damage > 0 && CanThisClassRiposte() && InFront)
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{
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riposte_chance = (100.0f + static_cast<float>(aabonuses.RiposteChance + spellbonuses.RiposteChance +
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itembonuses.RiposteChance - counter_riposte - counter_all)) / 100.0f;
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skill = GetSkill(SkillRiposte);
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if (IsClient()) {
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// riposte -- it may seem crazy, but if the attacker has SPA 173 on them, they are immune to Ripo
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bool ImmuneRipo = attacker->aabonuses.RiposteChance || attacker->spellbonuses.RiposteChance || attacker->itembonuses.RiposteChance;
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// Need to check if we have something in MainHand to actually attack with (or fists)
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if (hand != MainRange && CanThisClassRiposte() && InFront && !ImmuneRipo) {
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if (IsClient())
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CastToClient()->CheckIncreaseSkill(SkillRiposte, other, -10);
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// check auto discs ... I guess aa/items too :P
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if (spellbonuses.RiposteChance == 10000 || aabonuses.RiposteChance == 10000 || itembonuses.RiposteChance == 10000) {
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damage = -3;
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return true;
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}
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if (!ghit) { //if they are not using a garunteed hit discipline
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bonus = 2.0 + skill/60.0 + (GetDEX()/200);
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bonus *= riposte_chance;
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bonus = mod_riposte_chance(bonus, attacker);
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RollTable[0] = bonus + (itembonuses.HeroicDEX / 25); // 25 heroic = 1%, applies to ripo, parry, block
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int chance = GetSkill(SkillRiposte) + 100;
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chance += (chance * (aabonuses.RiposteChance + spellbonuses.RiposteChance + itembonuses.RiposteChance)) / 100;
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chance /= 50;
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chance += itembonuses.HeroicDEX / 25; // live has "heroic strickthrough" here to counter
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if (counter_riposte || counter_all) {
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float counter = (counter_riposte + counter_all) / 100.0f;
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chance -= chance * counter;
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}
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// AA Slippery Attacks
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if (hand == MainSecondary) {
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int slip = aabonuses.OffhandRiposteFail + itembonuses.OffhandRiposteFail + spellbonuses.OffhandRiposteFail;
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chance += chance * slip / 100;
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}
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if (chance > 0 && zone->random.Roll(chance)) { // could be <0 from offhand stuff
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damage = -3;
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return true;
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}
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}
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///////////////////////////////////////////////////////
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// block
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///////////////////////////////////////////////////////
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bool bBlockFromRear = false;
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// a successful roll on this does not mean a successful block is forthcoming. only that a chance to block
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@ -435,101 +450,100 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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if (BlockBehindChance && zone->random.Roll(BlockBehindChance))
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bBlockFromRear = true;
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float block_chance = 0.0f;
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if (damage > 0 && CanThisClassBlock() && (InFront || bBlockFromRear)) {
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block_chance = (100.0f + static_cast<float>(aabonuses.IncreaseBlockChance + spellbonuses.IncreaseBlockChance +
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itembonuses.IncreaseBlockChance - counter_block - counter_all)) / 100.0f;
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skill = CastToClient()->GetSkill(SkillBlock);
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if (IsClient()) {
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if (CanThisClassBlock() && (InFront || bBlockFromRear)) {
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if (IsClient())
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CastToClient()->CheckIncreaseSkill(SkillBlock, other, -10);
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}
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if (!ghit) { //if they are not using a garunteed hit discipline
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bonus = 2.0 + skill/35.0 + (GetDEX()/200);
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bonus = mod_block_chance(bonus, attacker);
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RollTable[1] = RollTable[0] + (bonus * block_chance);
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}
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}
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else{
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RollTable[1] = RollTable[0];
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}
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//Try Shield Block OR TwoHandBluntBlockCheck
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if(damage > 0 && HasShieldEquiped() && (aabonuses.ShieldBlock || spellbonuses.ShieldBlock || itembonuses.ShieldBlock) && (InFront || bBlockFromRear))
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RollTable[1] += static_cast<float>(aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock - counter_block - counter_all);
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else if(damage > 0 && HasTwoHandBluntEquiped() && (aabonuses.TwoHandBluntBlock || spellbonuses.TwoHandBluntBlock || itembonuses.TwoHandBluntBlock) && (InFront || bBlockFromRear))
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RollTable[1] += static_cast<float>(aabonuses.TwoHandBluntBlock + spellbonuses.TwoHandBluntBlock + itembonuses.TwoHandBluntBlock - counter_block - counter_all);
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//////////////////////////////////////////////////////
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// parry
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//////////////////////////////////////////////////////
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float parry_chance = 0.0f;
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if (damage > 0 && CanThisClassParry() && InFront){
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parry_chance = (100.0f + static_cast<float>(aabonuses.ParryChance + itembonuses.ParryChance +
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itembonuses.ParryChance - counter_parry - counter_all)) / 100.0f;
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skill = CastToClient()->GetSkill(SkillParry);
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if (IsClient()) {
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CastToClient()->CheckIncreaseSkill(SkillParry, other, -10);
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}
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if (!ghit) { //if they are not using a garunteed hit discipline
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bonus = 2.0 + skill/60.0 + (GetDEX()/200);
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bonus *= parry_chance;
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bonus = mod_parry_chance(bonus, attacker);
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RollTable[2] = RollTable[1] + bonus;
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}
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}
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else{
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RollTable[2] = RollTable[1];
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}
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////////////////////////////////////////////////////////
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// dodge
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////////////////////////////////////////////////////////
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float dodge_chance = 0.0f;
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if (damage > 0 && CanThisClassDodge() && InFront){
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dodge_chance = (100.0f + static_cast<float>(aabonuses.DodgeChance + spellbonuses.DodgeChance +
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itembonuses.DodgeChance - counter_dodge - counter_all)) / 100.0f;
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skill = CastToClient()->GetSkill(SkillDodge);
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if (IsClient()) {
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CastToClient()->CheckIncreaseSkill(SkillDodge, other, -10);
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}
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if (!ghit) { //if they are not using a garunteed hit discipline
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bonus = 2.0 + skill/60.0 + (GetAGI()/200);
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bonus *= dodge_chance;
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//DCBOOMKAR
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bonus = mod_dodge_chance(bonus, attacker);
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RollTable[3] = RollTable[2] + bonus - (itembonuses.HeroicDEX / 25) + (itembonuses.HeroicAGI / 25);
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}
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}
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else{
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RollTable[3] = RollTable[2];
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}
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if(damage > 0){
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roll = zone->random.Real(0,100);
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if(roll <= RollTable[0]){
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damage = -3;
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}
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else if(roll <= RollTable[1]){
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// check auto discs ... I guess aa/items too :P
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if (spellbonuses.IncreaseBlockChance == 10000 || aabonuses.IncreaseBlockChance == 10000 ||
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itembonuses.IncreaseBlockChance == 10000) {
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damage = -1;
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return true;
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}
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else if(roll <= RollTable[2]){
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damage = -2;
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int chance = GetSkill(SkillBlock) + 100;
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chance += (chance * (aabonuses.IncreaseBlockChance + spellbonuses.IncreaseBlockChance + itembonuses.IncreaseBlockChance)) / 100;
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chance /= 25;
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chance += itembonuses.HeroicDEX / 25; // live has "heroic strickthrough" here to counter
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if (counter_block || counter_all) {
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float counter = (counter_block + counter_all) / 100.0f;
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chance -= chance * counter;
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}
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else if(roll <= RollTable[3]){
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damage = -4;
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if (zone->random.Roll(chance)) {
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damage = -1;
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return true;
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}
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}
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Log.Out(Logs::Detail, Logs::Combat, "Final damage after all avoidances: %d", damage);
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// parry
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if (CanThisClassParry() && InFront && hand != MainRange) {
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if (IsClient())
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CastToClient()->CheckIncreaseSkill(SkillParry, other, -10);
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// check auto discs ... I guess aa/items too :P
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if (spellbonuses.ParryChance == 10000 || aabonuses.ParryChance == 10000 || itembonuses.ParryChance == 10000) {
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damage = -2;
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return true;
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}
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int chance = GetSkill(SkillParry) + 100;
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chance += (chance * (aabonuses.ParryChance + spellbonuses.ParryChance + itembonuses.ParryChance)) / 100;
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chance /= 45;
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chance += itembonuses.HeroicDEX / 25; // live has "heroic strickthrough" here to counter
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if (counter_parry || counter_all) {
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float counter = (counter_parry + counter_all) / 100.0f;
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chance -= chance * counter;
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}
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if (zone->random.Roll(chance)) {
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damage = -2;
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return true;
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}
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}
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// dodge
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if (CanThisClassDodge() && (InFront || GetClass() == MONK) ) {
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if (IsClient())
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CastToClient()->CheckIncreaseSkill(SkillDodge, other, -10);
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// check auto discs ... I guess aa/items too :P
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if (spellbonuses.DodgeChance == 10000 || aabonuses.DodgeChance == 10000 || itembonuses.DodgeChance == 10000) {
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damage = -4;
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return true;
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}
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int chance = GetSkill(SkillDodge) + 100;
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chance += (chance * (aabonuses.DodgeChance + spellbonuses.DodgeChance + itembonuses.DodgeChance)) / 100;
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chance /= 45;
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chance += itembonuses.HeroicAGI / 25; // live has "heroic strickthrough" here to counter
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if (counter_dodge || counter_all) {
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float counter = (counter_dodge + counter_all) / 100.0f;
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chance -= chance * counter;
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}
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if (zone->random.Roll(chance)) {
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damage = -4;
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return true;
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}
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}
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// Try Shield Block OR TwoHandBluntBlockCheck
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if (HasShieldEquiped() && (aabonuses.ShieldBlock || spellbonuses.ShieldBlock || itembonuses.ShieldBlock) && (InFront || bBlockFromRear)) {
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int chance = aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock;
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if (counter_block || counter_all) {
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float counter = (counter_block + counter_all) / 100.0f;
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chance -= chance * counter;
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}
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if (zone->random.Roll(chance)) {
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damage = -1;
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return true;
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}
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}
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if (HasTwoHandBluntEquiped() && (aabonuses.TwoHandBluntBlock || spellbonuses.TwoHandBluntBlock || itembonuses.TwoHandBluntBlock) && (InFront || bBlockFromRear)) {
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int chance = aabonuses.TwoHandBluntBlock + itembonuses.TwoHandBluntBlock + spellbonuses.TwoHandBluntBlock;
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if (counter_block || counter_all) {
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float counter = (counter_block + counter_all) / 100.0f;
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chance -= chance * counter;
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}
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if (zone->random.Roll(chance)) {
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damage = -1;
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return true;
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}
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}
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if (damage < 0)
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return true;
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return false;
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}
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@ -1286,6 +1300,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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}
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}
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// this effect is actually a min cap that happens after the final damage is calculated
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min_hit += min_hit * GetMeleeMinDamageMod_SE(skillinuse) / 100;
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if(max_hit < min_hit)
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@ -1312,62 +1327,41 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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}
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//check to see if we hit..
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if(!other->CheckHitChance(this, skillinuse, Hand, hit_chance_bonus)) {
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Log.Out(Logs::Detail, Logs::Combat, "Attack missed. Damage set to 0.");
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damage = 0;
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} else { //we hit, try to avoid it
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other->AvoidDamage(this, damage);
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other->MeleeMitigation(this, damage, min_hit, opts);
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if(damage > 0)
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CommonOutgoingHitSuccess(other, damage, skillinuse);
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Log.Out(Logs::Detail, Logs::Combat, "Final damage after all reductions: %d", damage);
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}
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//riposte
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bool slippery_attack = false; // Part of hack to allow riposte to become a miss, but still allow a Strikethrough chance (like on Live)
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if (damage == -3) {
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if (bRiposte) return false;
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else {
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if (Hand == MainSecondary) {// Do we even have it & was attack with mainhand? If not, don't bother with other calculations
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//Live AA - SlipperyAttacks
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//This spell effect most likely directly modifies the actual riposte chance when using offhand attack.
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int32 OffhandRiposteFail = aabonuses.OffhandRiposteFail + itembonuses.OffhandRiposteFail + spellbonuses.OffhandRiposteFail;
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OffhandRiposteFail *= -1; //Live uses a negative value for this.
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if (OffhandRiposteFail &&
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(OffhandRiposteFail > 99 || zone->random.Roll(OffhandRiposteFail))) {
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damage = 0; // Counts as a miss
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slippery_attack = true;
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} else
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DoRiposte(other);
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if (IsDead()) return false;
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if (other->AvoidDamage(this, damage, Hand)) {
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if (!bRiposte && !IsStrikethrough) {
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int strike_through = itembonuses.StrikeThrough + spellbonuses.StrikeThrough + aabonuses.StrikeThrough;
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if(strike_through && zone->random.Roll(strike_through)) {
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Message_StringID(MT_StrikeThrough, STRIKETHROUGH_STRING); // You strike through your opponents defenses!
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Attack(other, Hand, false, true); // Strikethrough only gives another attempted hit
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return false;
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||||
}
|
||||
else
|
||||
// I'm pretty sure you can riposte a riposte
|
||||
if (damage == -3 && !bRiposte) {
|
||||
DoRiposte(other);
|
||||
if (IsDead()) return false;
|
||||
if (IsDead())
|
||||
return false;
|
||||
}
|
||||
}
|
||||
Log.Out(Logs::Detail, Logs::Combat, "Avoided damage with code %d", damage);
|
||||
} else {
|
||||
if (other->CheckHitChance(this, skillinuse, Hand, hit_chance_bonus)) {
|
||||
other->MeleeMitigation(this, damage, min_hit, opts);
|
||||
if (damage > 0)
|
||||
CommonOutgoingHitSuccess(other, damage, skillinuse);
|
||||
Log.Out(Logs::Detail, Logs::Combat, "Final damage after all reductions: %d", damage);
|
||||
} else {
|
||||
Log.Out(Logs::Detail, Logs::Combat, "Attack missed. Damage set to 0.");
|
||||
damage = 0;
|
||||
}
|
||||
}
|
||||
|
||||
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 && 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
else{
|
||||
} else {
|
||||
damage = -5;
|
||||
}
|
||||
|
||||
// Hate Generation is on a per swing basis, regardless of a hit, miss, or block, its always the same.
|
||||
// If we are this far, this means we are atleast making a swing.
|
||||
|
||||
if (!bRiposte) // Ripostes never generate any aggro.
|
||||
other->AddToHateList(this, hate);
|
||||
other->AddToHateList(this, hate);
|
||||
|
||||
///////////////////////////////////////////////////////////
|
||||
////// Send Attack Damage
|
||||
@ -1912,21 +1906,18 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
|
||||
hit_chance_bonus += opts->hit_chance;
|
||||
}
|
||||
|
||||
if(!other->CheckHitChance(this, skillinuse, Hand, hit_chance_bonus)) {
|
||||
damage = 0; //miss
|
||||
} else { //hit, check for damage avoidance
|
||||
other->AvoidDamage(this, damage);
|
||||
other->MeleeMitigation(this, damage, min_dmg+eleBane, opts);
|
||||
if(damage > 0) {
|
||||
if (other->AvoidDamage(this, damage, Hand)) {
|
||||
if (!bRiposte && damage == -3)
|
||||
DoRiposte(other);
|
||||
} else {
|
||||
if (other->CheckHitChance(this, skillinuse, Hand, hit_chance_bonus)) {
|
||||
other->MeleeMitigation(this, damage, min_dmg+eleBane, opts);
|
||||
CommonOutgoingHitSuccess(other, damage, skillinuse);
|
||||
} else {
|
||||
damage = 0;
|
||||
}
|
||||
Log.Out(Logs::Detail, Logs::Combat, "Generating hate %d towards %s", hate, GetName());
|
||||
// now add done damage to the hate list
|
||||
if(damage > 0)
|
||||
other->AddToHateList(this, hate);
|
||||
else
|
||||
other->AddToHateList(this, 0);
|
||||
}
|
||||
other->AddToHateList(this, hate);
|
||||
}
|
||||
|
||||
Log.Out(Logs::Detail, Logs::Combat, "Final damage against %s: %d", other->GetName(), damage);
|
||||
@ -1939,12 +1930,6 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
|
||||
else
|
||||
damage = -5;
|
||||
|
||||
//cant riposte a riposte
|
||||
if (bRiposte && damage == -3) {
|
||||
Log.Out(Logs::Detail, Logs::Combat, "Riposte of riposte canceled.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if(GetHP() > 0 && !other->HasDied()) {
|
||||
other->Damage(this, damage, SPELL_UNKNOWN, skillinuse, false); // Not avoidable client already had thier chance to Avoid
|
||||
} else
|
||||
@ -1974,11 +1959,6 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
|
||||
if(GetHP() > 0 && !other->HasDied())
|
||||
TriggerDefensiveProcs(nullptr, other, Hand, damage);
|
||||
|
||||
// now check ripostes
|
||||
if (damage == -3) { // riposting
|
||||
DoRiposte(other);
|
||||
}
|
||||
|
||||
if (damage > 0)
|
||||
return true;
|
||||
|
||||
@ -3581,7 +3561,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
|
||||
//final damage has been determined.
|
||||
|
||||
SetHP(GetHP() - damage);
|
||||
|
||||
|
||||
if (IsClient())
|
||||
this->CastToClient()->SendHPUpdateMarquee();
|
||||
|
||||
|
||||
263
zone/bot.cpp
263
zone/bot.cpp
@ -2192,24 +2192,25 @@ void Bot::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
|
||||
else
|
||||
damage = zone->random.Int(min_hit, max_hit);
|
||||
|
||||
if(!other->CheckHitChance(this, skillinuse, Hand, chance_mod))
|
||||
damage = 0;
|
||||
else {
|
||||
other->AvoidDamage(this, damage, CanRiposte);
|
||||
other->MeleeMitigation(this, damage, min_hit);
|
||||
if(damage > 0) {
|
||||
damage += damage*focus/100;
|
||||
ApplyMeleeDamageBonus(skillinuse, damage);
|
||||
damage += other->GetFcDamageAmtIncoming(this, 0, true, skillinuse);
|
||||
damage += ((itembonuses.HeroicSTR / 10) + (damage * other->GetSkillDmgTaken(skillinuse) / 100) + GetSkillDmgAmt(skillinuse));
|
||||
TryCriticalHit(other, skillinuse, damage, nullptr);
|
||||
if (other->AvoidDamage(this, damage, CanRiposte ? MainRange : MainPrimary)) { // MainRange excludes ripo, primary doesn't have any extra behavior
|
||||
if (damage == -3) {
|
||||
DoRiposte(other);
|
||||
if (HasDied())
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
if (other->CheckHitChance(this, skillinuse, Hand, chance_mod)) {
|
||||
other->MeleeMitigation(this, damage, min_hit);
|
||||
if (damage > 0) {
|
||||
damage += damage*focus/100;
|
||||
ApplyMeleeDamageBonus(skillinuse, damage);
|
||||
damage += other->GetFcDamageAmtIncoming(this, 0, true, skillinuse);
|
||||
damage += ((itembonuses.HeroicSTR / 10) + (damage * other->GetSkillDmgTaken(skillinuse) / 100) + GetSkillDmgAmt(skillinuse));
|
||||
TryCriticalHit(other, skillinuse, damage, nullptr);
|
||||
}
|
||||
} else {
|
||||
damage = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (damage == -3) {
|
||||
DoRiposte(other);
|
||||
if (HasDied())
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -4813,70 +4814,38 @@ bool Bot::Attack(Mob* other, int Hand, bool FromRiposte, bool IsStrikethrough, b
|
||||
}
|
||||
|
||||
//check to see if we hit..
|
||||
if(!other->CheckHitChance(other, skillinuse, Hand)) {
|
||||
Log.Out(Logs::Detail, Logs::Combat, "Attack missed. Damage set to 0.");
|
||||
damage = 0;
|
||||
other->AddToHateList(this, 0);
|
||||
} else { //we hit, try to avoid it
|
||||
other->AvoidDamage(this, damage);
|
||||
other->MeleeMitigation(this, damage, min_hit, opts);
|
||||
if(damage > 0) {
|
||||
if (other->AvoidDamage(this, damage, Hand)) {
|
||||
if (!FromRiposte && !IsStrikethrough) {
|
||||
int strike_through = itembonuses.StrikeThrough + spellbonuses.StrikeThrough + aabonuses.StrikeThrough;
|
||||
if(strike_through && zone->random.Roll(strike_through)) {
|
||||
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;
|
||||
}
|
||||
if (damage == -3 && !FromRiposte) {
|
||||
DoRiposte(other);
|
||||
if (HasDied())
|
||||
return false;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (other->CheckHitChance(this, skillinuse, Hand)) {
|
||||
other->MeleeMitigation(this, damage, min_hit, opts);
|
||||
ApplyMeleeDamageBonus(skillinuse, damage);
|
||||
damage += ((itembonuses.HeroicSTR / 10) + (damage * other->GetSkillDmgTaken(skillinuse) / 100) + GetSkillDmgAmt(skillinuse));
|
||||
TryCriticalHit(other, skillinuse, damage, opts);
|
||||
Log.Out(Logs::Detail, Logs::Combat, "Generating hate %d towards %s", hate, GetCleanName());
|
||||
// now add done damage to the hate list
|
||||
//other->AddToHateList(this, hate);
|
||||
}
|
||||
else
|
||||
other->AddToHateList(this, 0);
|
||||
Log.Out(Logs::Detail, Logs::Combat, "Final damage after all reductions: %d", damage);
|
||||
}
|
||||
|
||||
//riposte
|
||||
bool slippery_attack = false; // Part of hack to allow riposte to become a miss, but still allow a Strikethrough chance (like on Live)
|
||||
if (damage == -3) {
|
||||
if (FromRiposte)
|
||||
return false;
|
||||
else {
|
||||
if (Hand == MainSecondary) {// Do we even have it & was attack with mainhand? If not, don't bother with other calculations
|
||||
//Live AA - SlipperyAttacks
|
||||
//This spell effect most likely directly modifies the actual riposte chance when using offhand attack.
|
||||
int32 OffhandRiposteFail = (aabonuses.OffhandRiposteFail + itembonuses.OffhandRiposteFail + spellbonuses.OffhandRiposteFail);
|
||||
OffhandRiposteFail *= -1; //Live uses a negative value for this.
|
||||
|
||||
if (OffhandRiposteFail &&
|
||||
(OffhandRiposteFail > 99 || (zone->random.Int(0, 100) < OffhandRiposteFail))) {
|
||||
damage = 0; // Counts as a miss
|
||||
slippery_attack = true;
|
||||
} else
|
||||
DoRiposte(other);
|
||||
if (GetHP() < 0)
|
||||
return false;
|
||||
}
|
||||
else
|
||||
DoRiposte(other);
|
||||
if (GetHP() < 0)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (((damage < 0) || slippery_attack) && !FromRiposte && !IsStrikethrough) { // Hack to still allow Strikethrough chance w/ Slippery Attacks AA
|
||||
int32 bonusStrikeThrough = (itembonuses.StrikeThrough + spellbonuses.StrikeThrough + aabonuses.StrikeThrough);
|
||||
if(bonusStrikeThrough && (zone->random.Int(0, 100) < 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;
|
||||
} else {
|
||||
damage = 0;
|
||||
}
|
||||
}
|
||||
Log.Out(Logs::Detail, Logs::Combat, "Final damage after all reductions: %d", damage);
|
||||
}
|
||||
else
|
||||
damage = -5;
|
||||
|
||||
// Hate Generation is on a per swing basis, regardless of a hit, miss, or block, its always the same.
|
||||
// If we are this far, this means we are atleast making a swing.
|
||||
if (!FromRiposte)
|
||||
other->AddToHateList(this, hate);
|
||||
other->AddToHateList(this, hate);
|
||||
|
||||
///////////////////////////////////////////////////////////
|
||||
////// Send Attack Damage
|
||||
@ -5771,132 +5740,6 @@ float Bot::GetProcChances(float ProcBonus, uint16 hand) {
|
||||
return ProcChance;
|
||||
}
|
||||
|
||||
bool Bot::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte) {
|
||||
if(GetAppearance() == eaDead)
|
||||
return false;
|
||||
|
||||
float skill = 0;
|
||||
float bonus = 0;
|
||||
float RollTable[4] = {0,0,0,0};
|
||||
float roll = 0;
|
||||
Mob *attacker = other;
|
||||
Mob *defender = this;
|
||||
|
||||
bool ghit = false;
|
||||
if((attacker->GetSpellBonuses().MeleeSkillCheck + attacker->GetItemBonuses().MeleeSkillCheck) > 500)
|
||||
ghit = true;
|
||||
|
||||
if (IsEnraged() && !other->BehindMob(this, other->GetX(), other->GetY())) {
|
||||
damage = -3;
|
||||
Log.Out(Logs::Detail, Logs::Combat, "I am enraged, riposting frontal attack.");
|
||||
}
|
||||
|
||||
float riposte_chance = 0.0f;
|
||||
if (CanRiposte && damage > 0 && CanThisClassRiposte() && !other->BehindMob(this, other->GetX(), other->GetY())) {
|
||||
riposte_chance = ((100.0f + (float)defender->GetAABonuses().RiposteChance + (float)defender->GetSpellBonuses().RiposteChance + (float)defender->GetItemBonuses().RiposteChance) / 100.0f);
|
||||
skill = GetSkill(SkillRiposte);
|
||||
if (!ghit) {
|
||||
bonus = (2.0 + skill / 60.0 + (GetDEX() / 200));
|
||||
bonus *= riposte_chance;
|
||||
RollTable[0] = (bonus + (itembonuses.HeroicDEX / 25));
|
||||
}
|
||||
}
|
||||
|
||||
bool bBlockFromRear = false;
|
||||
bool bShieldBlockFromRear = false;
|
||||
if (this->IsBot()) {
|
||||
int aaChance = 0;
|
||||
int BlockBehindChance = (aabonuses.BlockBehind + spellbonuses.BlockBehind + itembonuses.BlockBehind);
|
||||
if (BlockBehindChance && (BlockBehindChance > zone->random.Int(1, 100))){
|
||||
bBlockFromRear = true;
|
||||
if (spellbonuses.BlockBehind || itembonuses.BlockBehind)
|
||||
bShieldBlockFromRear = true;
|
||||
}
|
||||
}
|
||||
|
||||
float block_chance = 0.0f;
|
||||
if (damage > 0 && CanThisClassBlock() && (!other->BehindMob(this, other->GetX(), other->GetY()) || bBlockFromRear)) {
|
||||
block_chance = ((100.0f + (float)spellbonuses.IncreaseBlockChance + (float)itembonuses.IncreaseBlockChance) / 100.0f);
|
||||
skill = GetSkill(SkillBlock);
|
||||
if (!ghit) {
|
||||
bonus = (2.0 + skill / 35.0 + (GetDEX() / 200));
|
||||
RollTable[1] = (RollTable[0] + (bonus * block_chance) - riposte_chance);
|
||||
block_chance *= bonus;
|
||||
}
|
||||
} else
|
||||
RollTable[1] = RollTable[0];
|
||||
|
||||
if(damage > 0 && (aabonuses.ShieldBlock || spellbonuses.ShieldBlock || itembonuses.ShieldBlock)
|
||||
&& (!other->BehindMob(this, other->GetX(), other->GetY()) || bShieldBlockFromRear)) {
|
||||
bool equiped = GetBotItem(MainSecondary);
|
||||
if(equiped) {
|
||||
uint8 shield = GetBotItem(MainSecondary)->GetItem()->ItemType;
|
||||
float bonusShieldBlock = 0.0f;
|
||||
if(shield == ItemTypeShield) {
|
||||
bonusShieldBlock = (aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock);
|
||||
RollTable[1] = (RollTable[0] + bonusShieldBlock);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(damage > 0 && (aabonuses.TwoHandBluntBlock || spellbonuses.TwoHandBluntBlock || itembonuses.TwoHandBluntBlock)
|
||||
&& (!other->BehindMob(this, other->GetX(), other->GetY()) || bShieldBlockFromRear)) {
|
||||
bool equiped2 = GetBotItem(MainPrimary);
|
||||
if(equiped2) {
|
||||
uint8 TwoHandBlunt = GetBotItem(MainPrimary)->GetItem()->ItemType;
|
||||
float bonusStaffBlock = 0.0f;
|
||||
if(TwoHandBlunt == ItemType2HBlunt) {
|
||||
bonusStaffBlock = (aabonuses.TwoHandBluntBlock + spellbonuses.TwoHandBluntBlock + itembonuses.TwoHandBluntBlock);
|
||||
RollTable[1] = (RollTable[0] + bonusStaffBlock);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float parry_chance = 0.0f;
|
||||
if (damage > 0 && CanThisClassParry() && !other->BehindMob(this, other->GetX(), other->GetY())) {
|
||||
parry_chance = ((100.0f + (float)defender->GetSpellBonuses().ParryChance + (float)defender->GetItemBonuses().ParryChance) / 100.0f);
|
||||
skill = GetSkill(SkillParry);
|
||||
if (!ghit) {
|
||||
bonus = (2.0 + skill / 60.0 + (GetDEX() / 200));
|
||||
bonus *= parry_chance;
|
||||
RollTable[2] = (RollTable[1] + bonus - block_chance);
|
||||
}
|
||||
} else
|
||||
RollTable[2] = (RollTable[1] - block_chance);
|
||||
|
||||
float dodge_chance = 0.0f;
|
||||
if (damage > 0 && CanThisClassDodge() && !other->BehindMob(this, other->GetX(), other->GetY())) {
|
||||
dodge_chance = ((100.0f + (float)defender->GetSpellBonuses().DodgeChance + (float)defender->GetItemBonuses().DodgeChance) / 100.0f);
|
||||
skill = GetSkill(SkillDodge);
|
||||
if (!ghit) {
|
||||
bonus = (2.0 + skill / 60.0 + (GetAGI() / 200));
|
||||
bonus *= dodge_chance;
|
||||
RollTable[3] = (RollTable[2] + bonus - (itembonuses.HeroicDEX / 25) + (itembonuses.HeroicAGI / 25) - parry_chance);
|
||||
}
|
||||
} else {
|
||||
RollTable[3] = (RollTable[2] - (itembonuses.HeroicDEX / 25) + (itembonuses.HeroicAGI / 25) - parry_chance);
|
||||
}
|
||||
|
||||
if(damage > 0) {
|
||||
roll = zone->random.Real(0,100);
|
||||
if(roll <= RollTable[0])
|
||||
damage = -3;
|
||||
else if(roll <= RollTable[1])
|
||||
damage = -1;
|
||||
else if(roll <= RollTable[2])
|
||||
damage = -2;
|
||||
else if(roll <= RollTable[3])
|
||||
damage = -4;
|
||||
}
|
||||
|
||||
Log.Out(Logs::Detail, Logs::Combat, "Final damage after all avoidances: %d", damage);
|
||||
|
||||
if (damage < 0)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
int Bot::GetMonkHandToHandDamage(void) {
|
||||
static int damage[66] = {
|
||||
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
|
||||
@ -5986,26 +5829,25 @@ void Bot::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
|
||||
}
|
||||
|
||||
min_damage += (min_damage * GetMeleeMinDamageMod_SE(skill) / 100);
|
||||
if(HitChance && !who->CheckHitChance(this, skill, MainPrimary))
|
||||
max_damage = 0;
|
||||
else {
|
||||
bool CanRiposte = true;
|
||||
if(skill == SkillThrowing || skill == SkillArchery)
|
||||
CanRiposte = false;
|
||||
|
||||
who->AvoidDamage(this, max_damage, CanRiposte);
|
||||
who->MeleeMitigation(this, max_damage, min_damage);
|
||||
|
||||
if(max_damage > 0) {
|
||||
int hand = MainPrimary;
|
||||
if (skill == SkillThrowing || skill == SkillArchery)
|
||||
hand = MainRange;
|
||||
if (who->AvoidDamage(this, max_damage, hand)) {
|
||||
if (max_damage == -3)
|
||||
DoRiposte(who);
|
||||
} else {
|
||||
if (HitChance || who->CheckHitChance(this, skill, MainPrimary)) {
|
||||
who->MeleeMitigation(this, max_damage, min_damage);
|
||||
ApplyMeleeDamageBonus(skill, max_damage);
|
||||
max_damage += who->GetFcDamageAmtIncoming(this, 0, true, skill);
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||||
max_damage += ((itembonuses.HeroicSTR / 10) + (max_damage * who->GetSkillDmgTaken(skill) / 100) + GetSkillDmgAmt(skill));
|
||||
TryCriticalHit(who, skill, max_damage);
|
||||
} else {
|
||||
max_damage = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if(max_damage >= 0)
|
||||
who->AddToHateList(this, hate);
|
||||
who->AddToHateList(this, hate);
|
||||
|
||||
who->Damage(this, max_damage, SPELL_UNKNOWN, skill, false);
|
||||
|
||||
@ -6030,9 +5872,6 @@ void Bot::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
|
||||
|
||||
if (max_damage > 0 && HasSkillProcSuccess())
|
||||
TrySkillProc(who, skill, (ReuseTime * 1000), true);
|
||||
|
||||
if(max_damage == -3 && !(who->GetHP() <= 0))
|
||||
DoRiposte(who);
|
||||
}
|
||||
|
||||
void Bot::TryBackstab(Mob *other, int ReuseTime) {
|
||||
|
||||
@ -169,7 +169,6 @@ public:
|
||||
uint16 BotGetSpellType(int spellslot) { return AIspells[spellslot].type; }
|
||||
uint16 BotGetSpellPriority(int spellslot) { return AIspells[spellslot].priority; }
|
||||
virtual float GetProcChances(float ProcBonus, uint16 hand);
|
||||
virtual bool AvoidDamage(Mob* other, int32 &damage, bool CanRiposte);
|
||||
virtual int GetMonkHandToHandDamage(void);
|
||||
virtual bool TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse);
|
||||
virtual void DoRiposte(Mob* defender);
|
||||
@ -314,7 +313,7 @@ public:
|
||||
virtual float GetAOERange(uint16 spell_id);
|
||||
virtual bool SpellEffect(Mob* caster, uint16 spell_id, float partial = 100);
|
||||
virtual void DoBuffTic(const Buffs_Struct &buff, int slot, Mob* caster = nullptr);
|
||||
virtual bool CastSpell(uint16 spell_id, uint16 target_id, uint16 slot = USE_ITEM_SPELL_SLOT, int32 casttime = -1, int32 mana_cost = -1, uint32* oSpellWillFinish = 0,
|
||||
virtual bool CastSpell(uint16 spell_id, uint16 target_id, uint16 slot = USE_ITEM_SPELL_SLOT, int32 casttime = -1, int32 mana_cost = -1, uint32* oSpellWillFinish = 0,
|
||||
uint32 item_slot = 0xFFFFFFFF, int16 *resist_adjust = nullptr, uint32 aa_id = 0);
|
||||
virtual bool SpellOnTarget(uint16 spell_id, Mob* spelltar);
|
||||
virtual bool IsImmuneToSpell(uint16 spell_id, Mob *caster);
|
||||
|
||||
@ -149,7 +149,7 @@ public:
|
||||
int MonkSpecialAttack(Mob* other, uint8 skill_used);
|
||||
virtual void TryBackstab(Mob *other,int ReuseTime = 10);
|
||||
void TriggerDefensiveProcs(const ItemInst* weapon, Mob *on, uint16 hand = MainPrimary, int damage = 0);
|
||||
virtual bool AvoidDamage(Mob* attacker, int32 &damage, bool CanRiposte = true);
|
||||
bool AvoidDamage(Mob* attacker, int32 &damage, int hand);
|
||||
virtual bool CheckHitChance(Mob* attacker, SkillUseTypes skillinuse, int Hand, int16 chance_mod = 0);
|
||||
virtual void TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttackOptions *opts = nullptr);
|
||||
void TryPetCriticalHit(Mob *defender, uint16 skill, int32 &damage);
|
||||
|
||||
@ -130,22 +130,19 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
|
||||
|
||||
min_damage += min_damage * GetMeleeMinDamageMod_SE(skill) / 100;
|
||||
|
||||
if(HitChance && !who->CheckHitChance(this, skill, MainPrimary))
|
||||
max_damage = 0;
|
||||
|
||||
else{
|
||||
bool CanRiposte = true;
|
||||
if(skill == SkillThrowing || skill == SkillArchery) // changed from '&&'
|
||||
CanRiposte = false;
|
||||
|
||||
if (CanAvoid)
|
||||
who->AvoidDamage(this, max_damage, CanRiposte);
|
||||
|
||||
who->MeleeMitigation(this, max_damage, min_damage);
|
||||
|
||||
if(max_damage > 0)
|
||||
int hand = MainPrimary; // Avoid checks hand for throwing/archery exclusion, primary should work for most
|
||||
if (skill == SkillThrowing || skill == SkillArchery)
|
||||
hand = MainRange;
|
||||
if (who->AvoidDamage(this, max_damage, hand)) {
|
||||
if (max_damage == -3)
|
||||
DoRiposte(who);
|
||||
} else {
|
||||
if (HitChance || who->CheckHitChance(this, skill, MainPrimary)) {
|
||||
who->MeleeMitigation(this, max_damage, min_damage);
|
||||
CommonOutgoingHitSuccess(who, max_damage, skill);
|
||||
|
||||
} else {
|
||||
max_damage = 0;
|
||||
}
|
||||
}
|
||||
|
||||
who->AddToHateList(this, hate, 0, false);
|
||||
@ -168,8 +165,6 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
|
||||
if (max_damage > 0 && HasSkillProcSuccess())
|
||||
TrySkillProc(who, skill, ReuseTime*1000, true);
|
||||
|
||||
if(max_damage == -3 && !who->HasDied())
|
||||
DoRiposte(who);
|
||||
}
|
||||
|
||||
|
||||
@ -972,7 +967,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
|
||||
}
|
||||
|
||||
if (!HeadShot)
|
||||
other->AvoidDamage(this, TotalDmg, false);
|
||||
other->AvoidDamage(this, TotalDmg, MainRange);
|
||||
|
||||
other->MeleeMitigation(this, TotalDmg, minDmg);
|
||||
if(TotalDmg > 0){
|
||||
@ -1305,7 +1300,7 @@ void NPC::DoRangedAttackDmg(Mob* other, bool Launch, int16 damage_mod, int16 cha
|
||||
|
||||
TotalDmg += TotalDmg * damage_mod / 100;
|
||||
|
||||
other->AvoidDamage(this, TotalDmg, false);
|
||||
other->AvoidDamage(this, TotalDmg, MainRange);
|
||||
other->MeleeMitigation(this, TotalDmg, MinDmg);
|
||||
|
||||
if (TotalDmg > 0)
|
||||
@ -1539,7 +1534,7 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
|
||||
|
||||
Log.Out(Logs::Detail, Logs::Combat, "Item DMG %d. Max Damage %d. Hit for damage %d", WDmg, MaxDmg, TotalDmg);
|
||||
if (!Assassinate_Dmg)
|
||||
other->AvoidDamage(this, TotalDmg, false); //CanRiposte=false - Can not riposte throw attacks.
|
||||
other->AvoidDamage(this, TotalDmg, MainRange);
|
||||
|
||||
other->MeleeMitigation(this, TotalDmg, minDmg);
|
||||
if(TotalDmg > 0)
|
||||
@ -2411,27 +2406,26 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
|
||||
else
|
||||
damage = zone->random.Int(min_hit, max_hit);
|
||||
|
||||
if(!other->CheckHitChance(this, skillinuse, Hand, chance_mod)) {
|
||||
damage = 0;
|
||||
if (other->AvoidDamage(this, damage, CanRiposte ? MainRange : MainPrimary)) { // MainRange excludes ripo, primary doesn't have any extra behavior
|
||||
if (damage == -3) {
|
||||
DoRiposte(other);
|
||||
if (HasDied())
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
other->AvoidDamage(this, damage, CanRiposte);
|
||||
other->MeleeMitigation(this, damage, min_hit);
|
||||
if(damage > 0)
|
||||
if (other->CheckHitChance(this, skillinuse, Hand, chance_mod)) {
|
||||
other->MeleeMitigation(this, damage, min_hit);
|
||||
CommonOutgoingHitSuccess(other, damage, skillinuse);
|
||||
} else {
|
||||
damage = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (damage == -3) {
|
||||
DoRiposte(other);
|
||||
if (HasDied())
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
damage = -5;
|
||||
|
||||
other->AddToHateList(this, hate);
|
||||
|
||||
bool CanSkillProc = true;
|
||||
if (skillinuse == SkillOffense){ //Hack to allow damage to display.
|
||||
skillinuse = SkillTigerClaw; //'strike' your opponent - Arbitrary choice for message.
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user