diff --git a/changelog.txt b/changelog.txt index 6931fac1d..dafc65268 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,5 +1,37 @@ EQEMu Changelog (Started on Sept 24, 2003 15:50) ------------------------------------------------------- +== 04/06/2014 == +Uleat: Changed Mob::CanThisClassDualWield() behavior. This should let non-monk/beastlord dual-wielding classes attack with either fist as long as the other hand is occupied. +Notes: + See this thread for more information and to provide feedback: http://www.eqemulator.org/forums/showthread.php?p=229328#post229328 + + +== 04/05/2014 == +Akkadius: Fix for the Fix for the Fix: Rule Combat:OneProcPerWeapon was created so that you can revert to the original proc functionality + for custom servers that have balanced their content around having more than 1 aug proc on weapons. By having this rule set to 'false' you revert this functionality. + This rule is set to 'true' by default as the original functionality from Live was intended to be +Akkadius: (Performance Adjustment) Removed AsyncLoadVariables from InterserverTimer.Check() in both zone and world. By watching the MySQL general.log file on mass zone idle activity, you can + see that the query 'SELECT varname, value, unix_timestamp() FROM variables where unix_timestamp(ts) >= timestamp' is called every 10 seconds. This function is loading + variables that are initially loaded on World and Zone bootup. When running a large amount of zone servers, the amount of MySQL chatter that is produced is enormous and + unnecessary. For example, if I ran 400 zone servers, I would see 3,456,000 unnecessary queries from all idle or active zone processes in a 24 hour interval. +Secrets: Added a rule to enable multiple procs from the same weapon's other slots if a proc is deemed to trigger, Defaults to true. + If Combat:OneProcPerWeapon is not enabled, we reset the try for that weapon regardless of if we procced or not. + This is for some servers that may want to have as many procs triggering from weapons as possible in a single round. + +Optional SQL: utils/sql/git/optional/2014_04_05_ProcRules.sql + +== 04/04/2014 == +Kayen: Implemented 'Physical Resists' (Resist Type 9) to be consistent with live based on extensive parsing. + SQL will add new field to npc_types 'PhR' and fill in database with values consistent with observations. + +Required SQL: utils/sql/git/optional/2014_04_04_PhysicalResists.sql + +== 04/03/2014 == +Kayen: Implemented live like spell projectiles (ie. Mage Bolts). + +Optional SQL: utils/sql/git/optional/2014_04_03_SpellProjectileRules.sql +Note: The rules in this SQL are for setting the item id for the graphic used by the projectile on different clients. + == 04/01/2014 == demonstar55: Implemented ability for a merchant to open and close shop. Lua quest functions: e.self:MerchantOpenShop() and e.self:MerchantCloseShop() diff --git a/common/ruletypes.h b/common/ruletypes.h index 32775f316..dec5a6a8f 100644 --- a/common/ruletypes.h +++ b/common/ruletypes.h @@ -304,6 +304,9 @@ RULE_BOOL ( Spells, BuffLevelRestrictions, true) //Buffs will not land on low le RULE_INT ( Spells, RootBreakCheckChance, 70) //Determines chance for a root break check to occur each buff tick. RULE_INT ( Spells, FearBreakCheckChance, 70) //Determines chance for a fear break check to occur each buff tick. RULE_INT ( Spells, SuccorFailChance, 2) //Determines chance for a succor spell not to teleport an invidual player +RULE_INT ( Spells, FRProjectileItem_Titanium, 1113) // Item id for Titanium clients for Fire 'spell projectile'. +RULE_INT ( Spells, FRProjectileItem_SOF, 80684) // Item id for SOF clients for Fire 'spell projectile'. +RULE_INT ( Spells, FRProjectileItem_NPC, 80684) // Item id for NPC Fire 'spell projectile'. RULE_CATEGORY_END() RULE_CATEGORY( Combat ) @@ -393,6 +396,7 @@ RULE_BOOL ( Combat, UseArcheryBonusRoll, false) //Make the 51+ archery bonus req RULE_INT ( Combat, ArcheryBonusChance, 50) RULE_INT ( Combat, BerserkerFrenzyStart, 35) RULE_INT ( Combat, BerserkerFrenzyEnd, 45) +RULE_BOOL ( Combat, OneProcPerWeapon, true) //If enabled, One proc per weapon per round RULE_CATEGORY_END() RULE_CATEGORY( NPC ) diff --git a/common/spdat.h b/common/spdat.h index 99de59c83..c7452426d 100644 --- a/common/spdat.h +++ b/common/spdat.h @@ -258,7 +258,7 @@ typedef enum { #define SE_Familiar 108 // implemented #define SE_SummonItemIntoBag 109 // implemented - summons stuff into container //#define SE_IncreaseArchery 110 // not used -#define SE_ResistAll 111 // implemented +#define SE_ResistAll 111 // implemented - Note: Physical Resists are not modified by this effect. #define SE_CastingLevel 112 // implemented #define SE_SummonHorse 113 // implemented #define SE_ChangeAggro 114 // implemented - Hate modifing buffs(ie horrifying visage) @@ -270,7 +270,7 @@ typedef enum { #define SE_HealRate 120 // implemented - reduces healing by a % #define SE_ReverseDS 121 // implemented //#define SE_ReduceSkill 122 // not used -#define SE_Screech 123 // implemented? Spell Blocker(can only have one buff with this effect at one time) +#define SE_Screech 123 // implemented Spell Blocker(If have buff with value +1 will block any effect with -1) #define SE_ImprovedDamage 124 // implemented #define SE_ImprovedHeal 125 // implemented #define SE_SpellResistReduction 126 // implemented diff --git a/utils/sql/git/optional/2014_04_03_SpellProjectileRules.sql b/utils/sql/git/optional/2014_04_03_SpellProjectileRules.sql new file mode 100644 index 000000000..3601a5fef --- /dev/null +++ b/utils/sql/git/optional/2014_04_03_SpellProjectileRules.sql @@ -0,0 +1,3 @@ +INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells:FRProjectileItem_Titanium', '1113', 'Item id for Titanium clients for Fire spell projectile.'); +INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells:FRProjectileItem_SOF', '80684', 'Item id for Titanium clients for Fire spell projectile.'); +INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells:FRProjectileItem_NPC', '80684', 'Item id for Titanium clients for Fire spell projectile.'); diff --git a/utils/sql/git/optional/2014_04_05_ProcRules.sql b/utils/sql/git/optional/2014_04_05_ProcRules.sql new file mode 100644 index 000000000..4566f45fd --- /dev/null +++ b/utils/sql/git/optional/2014_04_05_ProcRules.sql @@ -0,0 +1 @@ +INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Combat:OneProcPerWeapon', 'true', 'If OneProcPerWeapon is not enabled, we reset the proc try for that weapon regardless of if we procced or not.'); diff --git a/utils/sql/git/required/2014_04_04_PhysicalResist.sql b/utils/sql/git/required/2014_04_04_PhysicalResist.sql new file mode 100644 index 000000000..f748f0b9f --- /dev/null +++ b/utils/sql/git/required/2014_04_04_PhysicalResist.sql @@ -0,0 +1,7 @@ +ALTER TABLE `npc_types` ADD `PhR` smallint( 5 ) UNSIGNED NOT NULL DEFAULT '0' AFTER `Corrup`; + +-- Approximate baseline live npc values based on extensive parsing. +UPDATE npc_types SET PhR = 10 WHERE PhR = 0 AND level <= 50; +UPDATE npc_types SET PhR = (10 + (level - 50)) WHERE PhR = 0 AND (level > 50 AND level <= 60); +UPDATE npc_types SET PhR = (20 + ((level - 60)*4)) WHERE PhR = 0 AND level > 60; + diff --git a/world/net.cpp b/world/net.cpp index 8be3283f0..d7179bffe 100644 --- a/world/net.cpp +++ b/world/net.cpp @@ -461,7 +461,7 @@ int main(int argc, char** argv) { if (InterserverTimer.Check()) { InterserverTimer.Start(); database.ping(); - AsyncLoadVariables(dbasync, &database); + // AsyncLoadVariables(dbasync, &database); ReconnectCounter++; if (ReconnectCounter >= 12) { // only create thread to reconnect every 10 minutes. previously we were creating a new thread every 10 seconds ReconnectCounter = 0; diff --git a/zone/StringIDs.h b/zone/StringIDs.h index d34bb4148..05bbffdec 100644 --- a/zone/StringIDs.h +++ b/zone/StringIDs.h @@ -262,6 +262,7 @@ #define DISCIPLINE_REUSE_MSG 5807 //You can use the ability %1 again in %2 hour(s) %3 minute(s) %4 seconds. #define DISCIPLINE_REUSE_MSG2 5808 //You can use the ability %1 again in %2 minute(s) %3 seconds. #define FAILED_TAUNT 5811 //You have failed to taunt your target. +#define PHYSICAL_RESIST_FAIL 5817 //Your target avoided your %1 ability. #define AA_NO_TARGET 5825 //You must first select a target for this ability! #define FORAGE_MASTERY 6012 //Your forage mastery has enabled you to find something else! #define GUILD_BANK_CANNOT_DEPOSIT 6097 // Cannot deposit this item. Containers must be empty, and only one of each LORE and no NO TRADE or TEMPORARY items may be deposited. @@ -333,6 +334,7 @@ #define ALREADY_CASTING 12442 //You are already casting a spell! #define SENSE_CORPSE_NOT_NAME 12446 //You don't sense any corpses of that name. #define SENSE_CORPSE_NONE 12447 //You don't sense any corpses. +#define SCREECH_BUFF_BLOCK 12448 //Your immunity buff protected you from the spell %1! #define NOT_HOLDING_ITEM 12452 //You are not holding an item! #define SENSE_UNDEAD 12471 //You sense undead in this direction. #define SENSE_ANIMAL 12472 //You sense an animal in this direction. diff --git a/zone/attack.cpp b/zone/attack.cpp index 91ce521d5..324f5942d 100644 --- a/zone/attack.cpp +++ b/zone/attack.cpp @@ -4085,6 +4085,10 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on } } } + //If OneProcPerWeapon is not enabled, we reset the try for that weapon regardless of if we procced or not. + //This is for some servers that may want to have as many procs triggering from weapons as possible in a single round. + if(!RuleB(Combat, OneProcPerWeapon)) + proced = false; if (!proced && inst) { for (int r = 0; r < MAX_AUGMENT_SLOTS; r++) { @@ -4109,7 +4113,8 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on } } else { ExecWeaponProc(aug_i, aug->Proc.Effect, on); - break; + if (RuleB(Combat, OneProcPerWeapon)) + break; } } } diff --git a/zone/bonuses.cpp b/zone/bonuses.cpp index b6f341f56..56f8b9f5f 100644 --- a/zone/bonuses.cpp +++ b/zone/bonuses.cpp @@ -2588,6 +2588,12 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_NegateIfCombat: newbon->NegateIfCombat = true; + break; + + case SE_Screech: + newbon->Screech = effect_value; + break; + } } } diff --git a/zone/client_process.cpp b/zone/client_process.cpp index f1e25226a..c28affd28 100644 --- a/zone/client_process.cpp +++ b/zone/client_process.cpp @@ -570,6 +570,9 @@ bool Client::Process() { viral_timer_counter = 0; } + if(projectile_timer.Check()) + SpellProjectileEffect(); + if(spellbonuses.GravityEffect == 1) { if(gravity_timer.Check()) DoGravityEffect(); diff --git a/zone/common.h b/zone/common.h index 11b9f8919..d720f3d43 100644 --- a/zone/common.h +++ b/zone/common.h @@ -5,6 +5,7 @@ #include "../common/spdat.h" #define HIGHEST_RESIST 9 //Max resist type value +#define MAX_SPELL_PROJECTILE 10 //Max amount of spell projectiles that can be active by a single mob. /* solar: macros for IsAttackAllowed, IsBeneficialAllowed */ #define _CLIENT(x) (x && x->IsClient() && !x->CastToClient()->IsBecomeNPC()) @@ -345,6 +346,7 @@ struct StatBonuses { uint16 AbsorbMagicAtt[2]; // 0 = magic rune value 1 = buff slot uint16 MeleeRune[2]; // 0 = rune value 1 = buff slot bool NegateIfCombat; // Bool Drop buff if cast or melee + int8 Screech; // -1 = Will be blocked if another Screech is +(1) // AAs int8 Packrat; //weight reduction for items, 1 point = 10% diff --git a/zone/entity.cpp b/zone/entity.cpp index f5533cb84..ed5ee33f0 100644 --- a/zone/entity.cpp +++ b/zone/entity.cpp @@ -3415,9 +3415,14 @@ void EntityList::ReloadAllClientsTaskState(int TaskID) bool EntityList::IsMobInZone(Mob *who) { - auto it = mob_list.find(who->GetID()); - if (it != mob_list.end()) - return who == it->second; + //We don't use mob_list.find(who) because this code needs to be able to handle dangling pointers for the quest code. + auto it = mob_list.begin(); + while(it != mob_list.end()) { + if(it->second == who) { + return true; + } + ++it; + } return false; } diff --git a/zone/mob.cpp b/zone/mob.cpp index 6267f5bcc..87486714c 100644 --- a/zone/mob.cpp +++ b/zone/mob.cpp @@ -276,6 +276,14 @@ Mob::Mob(const char* in_name, casting_spell_inventory_slot = 0; target = 0; + for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_spell_id[i] = 0; } + for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_target_id[i] = 0; } + for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_increment[i] = 0; } + for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_x[i] = 0; } + for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_y[i] = 0; } + for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_z[i] = 0; } + projectile_timer.Disable(); + memset(&itembonuses, 0, sizeof(StatBonuses)); memset(&spellbonuses, 0, sizeof(StatBonuses)); memset(&aabonuses, 0, sizeof(StatBonuses)); @@ -2080,27 +2088,35 @@ void Mob::SetAttackTimer() { } -bool Mob::CanThisClassDualWield(void) const -{ - if (!IsClient()) { +bool Mob::CanThisClassDualWield(void) const { + if(!IsClient()) { return(GetSkill(SkillDualWield) > 0); - } else { - const ItemInst* inst = CastToClient()->GetInv().GetItem(SLOT_PRIMARY); + } + else if(CastToClient()->HasSkill(SkillDualWield)) { + const ItemInst* pinst = CastToClient()->GetInv().GetItem(SLOT_PRIMARY); + const ItemInst* sinst = CastToClient()->GetInv().GetItem(SLOT_SECONDARY); + // 2HS, 2HB, or 2HP - if (inst && inst->IsType(ItemClassCommon)) { - const Item_Struct* item = inst->GetItem(); - if ((item->ItemType == ItemType2HBlunt) || (item->ItemType == ItemType2HSlash) || (item->ItemType == ItemType2HPiercing)) + if(pinst && pinst->IsWeapon()) { + const Item_Struct* item = pinst->GetItem(); + + if((item->ItemType == ItemType2HBlunt) || (item->ItemType == ItemType2HSlash) || (item->ItemType == ItemType2HPiercing)) return false; - } else { - //No weapon in hand... using hand-to-hand... - //only monks and beastlords? can dual wield their fists. - if(class_ != MONK && class_ != MONKGM && class_ != BEASTLORD && class_ != BEASTLORDGM) { - return false; - } } - return (CastToClient()->HasSkill(SkillDualWield)); // No skill = no chance + // OffHand Weapon + if(sinst && !sinst->IsWeapon()) + return false; + + // Dual-Wielding Empty Fists + if(!pinst && !sinst) + if(class_ != MONK && class_ != MONKGM && class_ != BEASTLORD && class_ != BEASTLORDGM) + return false; + + return true; } + + return false; } bool Mob::CanThisClassDoubleAttack(void) const @@ -4358,6 +4374,49 @@ bool Mob::TryReflectSpell(uint32 spell_id) return false; } +void Mob::SpellProjectileEffect() +{ + bool time_disable = false; + + for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { + + if (projectile_increment[i] == 0){ + continue; + } + + Mob* target = entity_list.GetMobID(projectile_target_id[i]); + + float dist = 0; + + if (target) + dist = target->CalculateDistance(projectile_x[i], projectile_y[i], projectile_z[i]); + + int increment_end = 0; + increment_end = (dist / 10) - 1; //This pretty accurately determines end time for speed for 1.5 and timer of 250 ms + + if (increment_end <= projectile_increment[i]){ + + if (target && IsValidSpell(projectile_spell_id[i])) + SpellOnTarget(projectile_spell_id[i], target, false, true, spells[projectile_spell_id[i]].ResistDiff, true); + + projectile_spell_id[i] = 0; + projectile_target_id[i] = 0; + projectile_x[i] = 0, projectile_y[i] = 0, projectile_z[i] = 0; + projectile_increment[i] = 0; + time_disable = true; + } + + else { + projectile_increment[i]++; + time_disable = false; + } + } + + if (time_disable) + projectile_timer.Disable(); +} + + void Mob::DoGravityEffect() { Mob *caster = nullptr; diff --git a/zone/mob.h b/zone/mob.h index c8453d301..4ee5da5a8 100644 --- a/zone/mob.h +++ b/zone/mob.h @@ -192,6 +192,7 @@ public: virtual int32 GetActSpellCasttime(uint16 spell_id, int32 casttime); float ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use_resist_override = false, int resist_override = 0, bool CharismaCheck = false, bool CharmTick = false, bool IsRoot = false); + int ResistPhysical(int level_diff, uint8 caster_level); uint16 GetSpecializeSkillValue(uint16 spell_id) const; void SendSpellBarDisable(); void SendSpellBarEnable(uint16 spellid); @@ -222,6 +223,8 @@ public: uint16 CastingSpellID() const { return casting_spell_id; } bool DoCastingChecks(); bool TryDispel(uint8 caster_level, uint8 buff_level, int level_modifier); + void SpellProjectileEffect(); + bool TrySpellProjectile(Mob* spell_target, uint16 spell_id); //Buff void BuffProcess(); @@ -337,6 +340,7 @@ public: inline virtual int16 GetPR() const { return PR + itembonuses.PR + spellbonuses.PR; } inline virtual int16 GetCR() const { return CR + itembonuses.CR + spellbonuses.CR; } inline virtual int16 GetCorrup() const { return Corrup + itembonuses.Corrup + spellbonuses.Corrup; } + inline virtual int16 GetPhR() const { return PhR; } inline StatBonuses GetItemBonuses() const { return itembonuses; } inline StatBonuses GetSpellBonuses() const { return spellbonuses; } inline StatBonuses GetAABonuses() const { return aabonuses; } @@ -915,6 +919,7 @@ protected: int16 DR; int16 PR; int16 Corrup; + int16 PhR; bool moving; int targeted; bool findable; @@ -1040,6 +1045,12 @@ protected: uint8 bardsong_slot; uint32 bardsong_target_id; + Timer projectile_timer; + uint32 projectile_spell_id[MAX_SPELL_PROJECTILE]; + uint16 projectile_target_id[MAX_SPELL_PROJECTILE]; + uint8 projectile_increment[MAX_SPELL_PROJECTILE]; + float projectile_x[MAX_SPELL_PROJECTILE], projectile_y[MAX_SPELL_PROJECTILE], projectile_z[MAX_SPELL_PROJECTILE]; + float rewind_x; float rewind_y; float rewind_z; diff --git a/zone/net.cpp b/zone/net.cpp index d870ee550..15e108e42 100644 --- a/zone/net.cpp +++ b/zone/net.cpp @@ -447,7 +447,7 @@ int main(int argc, char** argv) { if (InterserverTimer.Check()) { InterserverTimer.Start(); database.ping(); - AsyncLoadVariables(dbasync, &database); + // AsyncLoadVariables(dbasync, &database); entity_list.UpdateWho(); if (worldserver.TryReconnect() && (!worldserver.Connected())) worldserver.AsyncConnect(); diff --git a/zone/npc.cpp b/zone/npc.cpp index 861a4359e..f83d1d31b 100644 --- a/zone/npc.cpp +++ b/zone/npc.cpp @@ -158,6 +158,7 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, float x, float y, float z, float FR = d->FR; PR = d->PR; Corrup = d->Corrup; + PhR = d->PhR; STR = d->STR; STA = d->STA; @@ -659,6 +660,9 @@ bool NPC::Process() viral_timer_counter = 0; } + if(projectile_timer.Check()) + SpellProjectileEffect(); + if(spellbonuses.GravityEffect == 1) { if(gravity_timer.Check()) DoGravityEffect(); @@ -2059,6 +2063,8 @@ void NPC::CalcNPCResists() { PR = (GetLevel() * 11)/10; if (!Corrup) Corrup = 15; + if (!PhR) + PhR = 10; return; } diff --git a/zone/spell_effects.cpp b/zone/spell_effects.cpp index 1292fab89..ce299ed36 100644 --- a/zone/spell_effects.cpp +++ b/zone/spell_effects.cpp @@ -326,7 +326,13 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial) if(inuse) break; - Heal(); + int32 val = 0; + val = 7500*effect_value; + val = caster->GetActSpellHealing(spell_id, val, this); + + if (val > 0) + HealDamage(val, caster); + break; } @@ -6014,3 +6020,73 @@ bool Mob::PassCastRestriction(bool UseCastRestriction, int16 value, bool IsDama return false; } +bool Mob::TrySpellProjectile(Mob* spell_target, uint16 spell_id){ + + /*For mage 'Bolt' line and other various spells. + -This is mostly accurate for how the modern clients handle this effect. + -It was changed at some point to use an actual projectile as done here (opposed to a particle effect in classic) + -The projectile graphic appears to be that of 'Ball of Sunlight' ID 80648 and will be visible to anyone in SoF+ + -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 + 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. + -If your target moves the bolt moves with it in any direction or angle (consistent with other projectiles). + -The way this is written once a bolt is cast a timer checks the distance from the initial cast to the target repeatedly + and calculates at what predicted time the bolt should hit that target in client_process (therefore accounting for any target movement). + When bolt hits its predicted point the damage is then done to target. + Note: Projectile speed of 1 takes 3 seconds to go 100 distance units. Calculations are based on this constant. + Live Bolt speed: Projectile speed of X takes 5 seconds to go 300 distance units. + Pending Implementation: What this code can not do is prevent damage if the bolt hits a barrier after passing the initial LOS check + 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) + */ + + if (!spell_target) + return false; + + uint8 anim = spells[spell_id].CastingAnim; + int bolt_id = -1; + + //Make sure there is an avialable bolt to be cast. + for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { + if (projectile_spell_id[i] == 0){ + bolt_id = i; + break; + } + } + + if (bolt_id < 0) + return false; + + if (CheckLosFN(spell_target)) { + + projectile_spell_id[bolt_id] = spell_id; + projectile_target_id[bolt_id] = spell_target->GetID(); + projectile_x[bolt_id] = GetX(), projectile_y[bolt_id] = GetY(), projectile_z[bolt_id] = GetZ(); + projectile_increment[bolt_id] = 1; + projectile_timer.Start(250); + } + + //Only use fire graphic for fire spells. + if (spells[spell_id].resisttype == RESIST_FIRE) { + + if (IsClient()){ + if (CastToClient()->GetClientVersionBit() <= 4) //Titanium needs alternate graphic. + ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_Titanium)), false, 1.5); + else + ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_SOF)), false, 1.5); + } + + else + ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_NPC)), false, 1.5); + + if (spells[spell_id].CastingAnim == 64) + anim = 44; //Corrects for animation error. + } + + //Pending other types of projectile graphics. (They will function but with a default arrow graphic for now) + else + ProjectileAnimation(spell_target,0, 1, 1.5); + + DoAnim(anim, 0, true, IsClient() ? FilterPCSpells : FilterNPCSpells); //Override the default projectile animation. + return true; +} + + diff --git a/zone/spells.cpp b/zone/spells.cpp index c8903c537..43a0d2b19 100644 --- a/zone/spells.cpp +++ b/zone/spells.cpp @@ -1830,7 +1830,7 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16 } // check line of sight to target if it's a detrimental spell - if(spell_target && IsDetrimentalSpell(spell_id) && !CheckLosFN(spell_target) && !IsHarmonySpell(spell_id)) + if(spell_target && IsDetrimentalSpell(spell_id) && !CheckLosFN(spell_target) && !IsHarmonySpell(spell_id) && spells[spell_id].targettype != ST_TargetOptional) { mlog(SPELLS__CASTING, "Spell %d: cannot see target %s", spell_target->GetName()); Message_StringID(13,CANT_SEE_TARGET); @@ -1895,7 +1895,12 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16 if (isproc) { SpellOnTarget(spell_id, spell_target, false, true, resist_adjust, true); } else { - if(!SpellOnTarget(spell_id, spell_target, false, true, resist_adjust, false)) { + if (spells[spell_id].targettype == ST_TargetOptional){ + if (!TrySpellProjectile(spell_target, spell_id)) + return false; + } + + else if(!SpellOnTarget(spell_id, spell_target, false, true, resist_adjust, false)) { if(IsBuffSpell(spell_id) && IsBeneficialSpell(spell_id)) { // Prevent mana usage/timers being set for beneficial buffs if(casting_spell_type == 1) @@ -1904,6 +1909,7 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16 } } } + if(IsPlayerIllusionSpell(spell_id) && IsClient() && CastToClient()->CheckAAEffect(aaEffectProjectIllusion)){ @@ -2607,6 +2613,14 @@ int Mob::CheckStackConflict(uint16 spellid1, int caster_level1, uint16 spellid2, { effect1 = sp1.effectid[i]; effect2 = sp2.effectid[i]; + + if (spellbonuses.Screech == 1) { + if (effect2 == SE_Screech && sp2.base[i] == -1) { + Message_StringID(MT_SpellFailure, SCREECH_BUFF_BLOCK, sp2.name); + return -1; + } + } + if(effect2 == SE_StackingCommand_Overwrite) { overwrite_effect = sp2.base[i]; @@ -2651,7 +2665,7 @@ int Mob::CheckStackConflict(uint16 spellid1, int caster_level1, uint16 spellid2, mlog(SPELLS__STACKING, "%s (%d) blocks effect %d on slot %d below %d, but we do not have that effect on that slot. Ignored.", sp1.name, spellid1, blocked_effect, blocked_slot, blocked_below_value); } - } + } } } else { mlog(SPELLS__STACKING, "%s (%d) and %s (%d) appear to be in the same line, skipping Stacking Overwrite/Blocking checks", @@ -3440,8 +3454,15 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r if(spell_effectiveness == 0 || !IsPartialCapableSpell(spell_id) ) { mlog(SPELLS__RESISTS, "Spell %d was completely resisted by %s", spell_id, spelltar->GetName()); - Message_StringID(MT_SpellFailure, TARGET_RESISTED, spells[spell_id].name); - spelltar->Message_StringID(MT_SpellFailure, YOU_RESIST, spells[spell_id].name); + + if (spells[spell_id].resisttype == RESIST_PHYSICAL){ + Message_StringID(MT_SpellFailure, PHYSICAL_RESIST_FAIL,spells[spell_id].name); + spelltar->Message_StringID(MT_SpellFailure, YOU_RESIST, spells[spell_id].name); + } + else { + Message_StringID(MT_SpellFailure, TARGET_RESISTED, spells[spell_id].name); + spelltar->Message_StringID(MT_SpellFailure, YOU_RESIST, spells[spell_id].name); + } if(spelltar->IsAIControlled()){ int32 aggro = CheckAggroAmount(spell_id); @@ -4190,67 +4211,83 @@ float Mob::ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use } break; case RESIST_PHYSICAL: + { + if (IsNPC()) + target_resist = GetPhR(); + else + target_resist = 0; + } default: - //This is guessed but the others are right - target_resist = (GetSTA() / 4); + + target_resist = 0; } //Setup our base resist chance. int resist_chance = 0; + int level_mod = 0; //Adjust our resist chance based on level modifiers int temp_level_diff = GetLevel() - caster->GetLevel(); - if(IsNPC() && GetLevel() >= RuleI(Casting,ResistFalloff)) - { - int a = (RuleI(Casting,ResistFalloff)-1) - caster->GetLevel(); - if(a > 0) + + //Physical Resists are calclated using their own formula derived from extensive parsing. + if (resist_type == RESIST_PHYSICAL) { + level_mod = ResistPhysical(temp_level_diff, caster->GetLevel()); + } + + else { + + if(IsNPC() && GetLevel() >= RuleI(Casting,ResistFalloff)) { - temp_level_diff = a; - } - else - { - temp_level_diff = 0; - } - } - - if(IsClient() && GetLevel() >= 21 && temp_level_diff > 15) - { - temp_level_diff = 15; - } - - if(IsNPC() && temp_level_diff < -9) - { - temp_level_diff = -9; - } - - int level_mod = temp_level_diff * temp_level_diff / 2; - if(temp_level_diff < 0) - { - level_mod = -level_mod; - } - - if(IsNPC() && (caster->GetLevel() - GetLevel()) < -20) - { - level_mod = 1000; - } - - //Even more level stuff this time dealing with damage spells - if(IsNPC() && IsDamageSpell(spell_id) && GetLevel() >= 17) - { - int level_diff; - if(GetLevel() >= RuleI(Casting,ResistFalloff)) - { - level_diff = (RuleI(Casting,ResistFalloff)-1) - caster->GetLevel(); - if(level_diff < 0) + int a = (RuleI(Casting,ResistFalloff)-1) - caster->GetLevel(); + if(a > 0) { - level_diff = 0; + temp_level_diff = a; + } + else + { + temp_level_diff = 0; } } - else + + if(IsClient() && GetLevel() >= 21 && temp_level_diff > 15) { - level_diff = GetLevel() - caster->GetLevel(); + temp_level_diff = 15; + } + + if(IsNPC() && temp_level_diff < -9) + { + temp_level_diff = -9; + } + + level_mod = temp_level_diff * temp_level_diff / 2; + if(temp_level_diff < 0) + { + level_mod = -level_mod; + } + + if(IsNPC() && (caster->GetLevel() - GetLevel()) < -20) + { + level_mod = 1000; + } + + //Even more level stuff this time dealing with damage spells + if(IsNPC() && IsDamageSpell(spell_id) && GetLevel() >= 17) + { + int level_diff; + if(GetLevel() >= RuleI(Casting,ResistFalloff)) + { + level_diff = (RuleI(Casting,ResistFalloff)-1) - caster->GetLevel(); + if(level_diff < 0) + { + level_diff = 0; + } + } + else + { + level_diff = GetLevel() - caster->GetLevel(); + } + level_mod += (2 * level_diff); } - level_mod += (2 * level_diff); } if (CharismaCheck) @@ -4397,6 +4434,43 @@ float Mob::ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use } } +int Mob::ResistPhysical(int level_diff, uint8 caster_level) +{ + /* Physical resists use the standard level mod calculation in + conjunction with a resist fall off formula that greatly prevents you + from landing abilities on mobs that are higher level than you. + After level 12, every 4 levels gained the max level you can hit + your target without a sharp resist penalty is raised by 1. + Extensive parsing confirms this, along with baseline phyiscal resist rates used. + */ + + + if (level_diff == 0) + return level_diff; + + int level_mod = 0; + + if (level_diff > 0) { + + int ResistFallOff = 0; + + if (caster_level <= 12) + ResistFallOff = 3; + else + ResistFallOff = caster_level/4; + + if (level_diff > ResistFallOff || level_diff >= 15) + level_mod = ((level_diff * 10) + level_diff)*2; + else + level_mod = level_diff * level_diff / 2; + } + + else + level_mod = -(level_diff * level_diff / 2); + + return level_mod; +} + int16 Mob::CalcResistChanceBonus() { int resistchance = spellbonuses.ResistSpellChance + itembonuses.ResistSpellChance; diff --git a/zone/zonedb.cpp b/zone/zonedb.cpp index 6c3b8ce6e..568780e7d 100644 --- a/zone/zonedb.cpp +++ b/zone/zonedb.cpp @@ -1047,6 +1047,7 @@ const NPCType* ZoneDatabase::GetNPCType (uint32 id) { "npc_types.FR," "npc_types.PR," "npc_types.Corrup," + "npc_types.PhR," "npc_types.mindmg," "npc_types.maxdmg," "npc_types.attack_count," @@ -1143,6 +1144,7 @@ const NPCType* ZoneDatabase::GetNPCType (uint32 id) { tmpNPCType->FR = atoi(row[r++]); tmpNPCType->PR = atoi(row[r++]); tmpNPCType->Corrup = atoi(row[r++]); + tmpNPCType->PhR = atoi(row[r++]); tmpNPCType->min_dmg = atoi(row[r++]); tmpNPCType->max_dmg = atoi(row[r++]); tmpNPCType->attack_count = atoi(row[r++]); diff --git a/zone/zonedump.h b/zone/zonedump.h index 726041d5b..2c036be61 100644 --- a/zone/zonedump.h +++ b/zone/zonedump.h @@ -75,6 +75,7 @@ struct NPCType int16 PR; int16 DR; int16 Corrup; + int16 PhR; uint8 haircolor; uint8 beardcolor; uint8 eyecolor1; // the eyecolors always seem to be the same, maybe left and right eye?