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Implemented Physical Resists consistent with live.
SQL to add new column 'PhR' to npc_types Values to populate table based on extensive parsing. Fixes for spell projectile code.
This commit is contained in:
+116
-114
@@ -1868,70 +1868,6 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
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}
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}
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/*For mage 'Bolt' line and other various spells.
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-This is mostly accurate for how the modern clients handle this effect.
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-It was changed at some point to use an actual projectile as done here (opposed to a particle effect in classic)
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-The projectile graphic appears to be that of 'Ball of Sunlight' ID 80648 and will be visible to anyone in SoF+
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-There is no LOS check to prevent a bolt from being cast. If you don't have LOS your bolt simply goes into whatever barrier
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and you lose your mana. If there is LOS the bolt will lock onto your target and the damage is applied when it hits the target.
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-If your target moves the bolt moves with it in any direction or angle (consistent with other projectiles).
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-The way this is written once a bolt is cast a timer checks the distance from the initial cast to the target repeatedly
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and calculates at what predicted time the bolt should hit that target in client_process (therefore accounting for any target movement).
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When bolt hits its predicted point the damage is then done to target.
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Note: Projectile speed of 1 takes 3 seconds to go 100 distance units. Calculations are based on this constant.
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Live Bolt speed: Projectile speed of X takes 5 seconds to go 300 distance units.
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Pending Implementation: What this code can not do is prevent damage if the bolt hits a barrier after passing the initial LOS check
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because the target has moved while the bolt is in motion. (it is rare to actual get this to occur on live in normal game play)
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*/
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if (spell_target && spells[spell_id].targettype == ST_TargetOptional){
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uint8 anim = spells[spell_id].CastingAnim;
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int bolt_id = -1;
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//Make sure there is an avialable bolt to be cast.
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for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) {
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if (projectile_spell_id[i] == 0){
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bolt_id = i;
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break;
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}
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}
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if (bolt_id < 0)
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return false;
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if (CheckLosFN(spell_target)) {
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projectile_spell_id[bolt_id] = spell_id;
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projectile_target_id[bolt_id] = spell_target->GetID();
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projectile_x[bolt_id] = GetX(), projectile_y[bolt_id] = GetY(), projectile_z[bolt_id] = GetZ();
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projectile_increment[bolt_id] = 1;
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projectile_timer.Start(250);
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}
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//Only use fire graphic for fire spells.
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if (spells[spell_id].resisttype == RESIST_FIRE) {
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if (IsClient()){
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if (CastToClient()->GetClientVersionBit() <= 4) //Titanium needs alternate graphic.
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ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_Titanium)), false, 1.5);
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else
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ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_SOF)), false, 1.5);
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}
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else
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ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_NPC)), false, 1.5);
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if (spells[spell_id].CastingAnim == 64)
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anim = 44; //Corrects for animation error.
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}
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//Pending other types of projectile graphics. (They will function but with a default arrow graphic for now)
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else
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ProjectileAnimation(spell_target,0, 1, 1.5);
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DoAnim(anim, 0, true, IsClient() ? FilterPCSpells : FilterNPCSpells);
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return true;
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}
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//
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// Switch #2 - execute the spell
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//
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@@ -1959,7 +1895,12 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
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if (isproc) {
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SpellOnTarget(spell_id, spell_target, false, true, resist_adjust, true);
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} else {
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if(!SpellOnTarget(spell_id, spell_target, false, true, resist_adjust, false)) {
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if (spells[spell_id].targettype == ST_TargetOptional){
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if (!TrySpellProjectile(spell_target, spell_id))
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return false;
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}
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else if(!SpellOnTarget(spell_id, spell_target, false, true, resist_adjust, false)) {
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if(IsBuffSpell(spell_id) && IsBeneficialSpell(spell_id)) {
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// Prevent mana usage/timers being set for beneficial buffs
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if(casting_spell_type == 1)
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@@ -1968,6 +1909,7 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
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}
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}
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}
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if(IsPlayerIllusionSpell(spell_id)
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&& IsClient()
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&& CastToClient()->CheckAAEffect(aaEffectProjectIllusion)){
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@@ -3504,8 +3446,15 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
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if(spell_effectiveness == 0 || !IsPartialCapableSpell(spell_id) )
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{
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mlog(SPELLS__RESISTS, "Spell %d was completely resisted by %s", spell_id, spelltar->GetName());
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Message_StringID(MT_SpellFailure, TARGET_RESISTED, spells[spell_id].name);
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spelltar->Message_StringID(MT_SpellFailure, YOU_RESIST, spells[spell_id].name);
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if (spells[spell_id].resisttype == RESIST_PHYSICAL){
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Message_StringID(MT_SpellFailure, PHYSICAL_RESIST_FAIL,spells[spell_id].name);
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spelltar->Message_StringID(MT_SpellFailure, YOU_RESIST, spells[spell_id].name);
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}
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else {
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Message_StringID(MT_SpellFailure, TARGET_RESISTED, spells[spell_id].name);
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spelltar->Message_StringID(MT_SpellFailure, YOU_RESIST, spells[spell_id].name);
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}
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if(spelltar->IsAIControlled()){
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int32 aggro = CheckAggroAmount(spell_id);
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@@ -4254,67 +4203,83 @@ float Mob::ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use
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}
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break;
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case RESIST_PHYSICAL:
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{
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if (IsNPC())
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target_resist = GetPhR();
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else
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target_resist = 0;
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}
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default:
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//This is guessed but the others are right
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target_resist = (GetSTA() / 4);
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target_resist = 0;
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}
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//Setup our base resist chance.
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int resist_chance = 0;
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int level_mod = 0;
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//Adjust our resist chance based on level modifiers
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int temp_level_diff = GetLevel() - caster->GetLevel();
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if(IsNPC() && GetLevel() >= RuleI(Casting,ResistFalloff))
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{
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int a = (RuleI(Casting,ResistFalloff)-1) - caster->GetLevel();
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if(a > 0)
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//Physical Resists are calclated using their own formula derived from extensive parsing.
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if (resist_type == RESIST_PHYSICAL) {
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level_mod = ResistPhysical(temp_level_diff, caster->GetLevel());
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}
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else {
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if(IsNPC() && GetLevel() >= RuleI(Casting,ResistFalloff))
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{
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temp_level_diff = a;
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}
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else
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{
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temp_level_diff = 0;
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}
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}
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if(IsClient() && GetLevel() >= 21 && temp_level_diff > 15)
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{
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temp_level_diff = 15;
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}
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if(IsNPC() && temp_level_diff < -9)
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{
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temp_level_diff = -9;
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}
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int level_mod = temp_level_diff * temp_level_diff / 2;
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if(temp_level_diff < 0)
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{
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level_mod = -level_mod;
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}
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if(IsNPC() && (caster->GetLevel() - GetLevel()) < -20)
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{
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level_mod = 1000;
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}
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//Even more level stuff this time dealing with damage spells
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if(IsNPC() && IsDamageSpell(spell_id) && GetLevel() >= 17)
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{
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int level_diff;
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if(GetLevel() >= RuleI(Casting,ResistFalloff))
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{
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level_diff = (RuleI(Casting,ResistFalloff)-1) - caster->GetLevel();
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if(level_diff < 0)
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int a = (RuleI(Casting,ResistFalloff)-1) - caster->GetLevel();
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if(a > 0)
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{
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level_diff = 0;
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temp_level_diff = a;
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}
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else
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{
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temp_level_diff = 0;
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}
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}
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else
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if(IsClient() && GetLevel() >= 21 && temp_level_diff > 15)
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{
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level_diff = GetLevel() - caster->GetLevel();
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temp_level_diff = 15;
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}
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if(IsNPC() && temp_level_diff < -9)
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{
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temp_level_diff = -9;
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}
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level_mod = temp_level_diff * temp_level_diff / 2;
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if(temp_level_diff < 0)
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{
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level_mod = -level_mod;
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}
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if(IsNPC() && (caster->GetLevel() - GetLevel()) < -20)
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{
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level_mod = 1000;
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}
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//Even more level stuff this time dealing with damage spells
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if(IsNPC() && IsDamageSpell(spell_id) && GetLevel() >= 17)
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{
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int level_diff;
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if(GetLevel() >= RuleI(Casting,ResistFalloff))
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{
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level_diff = (RuleI(Casting,ResistFalloff)-1) - caster->GetLevel();
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if(level_diff < 0)
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{
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level_diff = 0;
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}
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}
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else
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{
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level_diff = GetLevel() - caster->GetLevel();
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}
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level_mod += (2 * level_diff);
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}
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level_mod += (2 * level_diff);
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}
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if (CharismaCheck)
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@@ -4461,6 +4426,43 @@ float Mob::ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use
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}
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}
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int Mob::ResistPhysical(int level_diff, uint8 caster_level)
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{
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/* Physical resists use the standard level mod calculation in
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conjunction with a resist fall off formula that greatly prevents you
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from landing abilities on mobs that are higher level than you.
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After level 12, every 4 levels gained the max level you can hit
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your target without a sharp resist penalty is raised by 1.
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Extensive parsing confirms this, along with baseline phyiscal resist rates used.
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*/
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if (level_diff == 0)
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return level_diff;
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int level_mod = 0;
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if (level_diff > 0) {
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int ResistFallOff = 0;
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if (caster_level <= 12)
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ResistFallOff = 3;
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else
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ResistFallOff = caster_level/4;
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if (level_diff > ResistFallOff || level_diff >= 15)
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level_mod = ((level_diff * 10) + level_diff)*2;
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else
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level_mod = level_diff * level_diff / 2;
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}
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else
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level_mod = -(level_diff * level_diff / 2);
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return level_mod;
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}
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int16 Mob::CalcResistChanceBonus()
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{
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int resistchance = spellbonuses.ResistSpellChance + itembonuses.ResistSpellChance;
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