mirror of
https://github.com/EQEmu/Server.git
synced 2026-09-04 14:36:37 +00:00
Update to how bonuses are calculated in chance to hit code to be
consistent across all relevant effects (treating avoidance and hit chance bonuses equally). Rule ArcheryHitPenalty will now calc correctly (Was doing basically nothing) New field npc_types 'Avoidance' (add avoidance bonus to npc) Rules for setting min / max chance to hit
This commit is contained in:
@@ -333,6 +333,8 @@ public:
|
||||
|
||||
int32 GetAccuracyRating() const { return (accuracy_rating); }
|
||||
void SetAccuracyRating(int32 d) { accuracy_rating = d;}
|
||||
int32 GetAvoidanceRating() const { return (avoidance_rating); }
|
||||
void SetAvoidanceRating(int32 d) { avoidance_rating = d;}
|
||||
int32 GetRawAC() const { return AC; }
|
||||
|
||||
void ModifyNPCStat(const char *identifier, const char *newValue);
|
||||
@@ -441,6 +443,7 @@ protected:
|
||||
uint32 max_dmg;
|
||||
uint32 min_dmg;
|
||||
int32 accuracy_rating;
|
||||
int32 avoidance_rating;
|
||||
int16 attack_count;
|
||||
uint32 npc_mana;
|
||||
float spellscale;
|
||||
|
||||
Reference in New Issue
Block a user