ExtraAttackOptions (for npc special attacks) additions.

melee_damage_bonus_flat //(+/-) damage percent applied to out going damage
skilldmgtaken_bonus_flat //(+/-) mitigation percent applied to out going damage

*Note: These have not been applied to any ingame functions set.
This commit is contained in:
KayenEQ 2016-05-03 08:25:36 -04:00
parent 705295f4c4
commit 57b483f697
4 changed files with 27 additions and 14 deletions

View File

@ -1217,7 +1217,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
if (other->CheckHitChance(this, skillinuse, Hand, hit_chance_bonus)) { if (other->CheckHitChance(this, skillinuse, Hand, hit_chance_bonus)) {
other->MeleeMitigation(this, damage, min_hit, opts); other->MeleeMitigation(this, damage, min_hit, opts);
if (damage > 0) if (damage > 0)
CommonOutgoingHitSuccess(other, damage, skillinuse); CommonOutgoingHitSuccess(other, damage, skillinuse,opts);
Log.Out(Logs::Detail, Logs::Combat, "Final damage after all reductions: %d", damage); Log.Out(Logs::Detail, Logs::Combat, "Final damage after all reductions: %d", damage);
} else { } else {
Log.Out(Logs::Detail, Logs::Combat, "Attack missed. Damage set to 0."); Log.Out(Logs::Detail, Logs::Combat, "Attack missed. Damage set to 0.");
@ -1746,7 +1746,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
if(other->IsClient() && other->CastToClient()->IsSitting()) { if(other->IsClient() && other->CastToClient()->IsSitting()) {
Log.Out(Logs::Detail, Logs::Combat, "Client %s is sitting. Hitting for max damage (%d).", other->GetName(), (max_dmg+eleBane)); Log.Out(Logs::Detail, Logs::Combat, "Client %s is sitting. Hitting for max damage (%d).", other->GetName(), (max_dmg+eleBane));
damage = (max_dmg+eleBane); damage = (max_dmg+eleBane);
damage += (itembonuses.HeroicSTR / 10) + (damage * other->GetSkillDmgTaken(skillinuse) / 100) + GetSkillDmgAmt(skillinuse); damage += (itembonuses.HeroicSTR / 10) + (damage * other->GetSkillDmgTaken(skillinuse, opts) / 100) + GetSkillDmgAmt(skillinuse);
if(opts) { if(opts) {
damage *= opts->damage_percent; damage *= opts->damage_percent;
@ -1777,7 +1777,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
} else { } else {
if (other->CheckHitChance(this, skillinuse, Hand, hit_chance_bonus)) { if (other->CheckHitChance(this, skillinuse, Hand, hit_chance_bonus)) {
other->MeleeMitigation(this, damage, min_dmg+eleBane, opts); other->MeleeMitigation(this, damage, min_dmg+eleBane, opts);
CommonOutgoingHitSuccess(other, damage, skillinuse); CommonOutgoingHitSuccess(other, damage, skillinuse, opts);
} else { } else {
damage = 0; damage = 0;
} }
@ -4055,7 +4055,7 @@ void Mob::DoRiposte(Mob *defender)
} }
} }
void Mob::ApplyMeleeDamageBonus(uint16 skill, int32 &damage){ void Mob::ApplyMeleeDamageBonus(uint16 skill, int32 &damage,ExtraAttackOptions *opts){
if(!RuleB(Combat, UseIntervalAC)){ if(!RuleB(Combat, UseIntervalAC)){
if(IsNPC()){ //across the board NPC damage bonuses. if(IsNPC()){ //across the board NPC damage bonuses.
@ -4068,7 +4068,13 @@ void Mob::ApplyMeleeDamageBonus(uint16 skill, int32 &damage){
} }
} }
damage += damage * GetMeleeDamageMod_SE(skill) / 100; int dmgbonusmod = 0;
dmgbonusmod += GetMeleeDamageMod_SE(skill);
if (opts)
dmgbonusmod += opts->melee_damage_bonus_flat;
damage += damage * dmgbonusmod / 100;
} }
bool Mob::HasDied() { bool Mob::HasDied() {
@ -4426,14 +4432,14 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
return damage; return damage;
} }
void Mob::CommonOutgoingHitSuccess(Mob* defender, int32 &damage, SkillUseTypes skillInUse) void Mob::CommonOutgoingHitSuccess(Mob* defender, int32 &damage, SkillUseTypes skillInUse, ExtraAttackOptions *opts)
{ {
if (!defender) if (!defender)
return; return;
ApplyMeleeDamageBonus(skillInUse, damage); ApplyMeleeDamageBonus(skillInUse, damage, opts);
damage += (damage * defender->GetSkillDmgTaken(skillInUse) / 100) + (GetSkillDmgAmt(skillInUse) + defender->GetFcDamageAmtIncoming(this, 0, true, skillInUse)); damage += (damage * defender->GetSkillDmgTaken(skillInUse, opts) / 100) + (GetSkillDmgAmt(skillInUse) + defender->GetFcDamageAmtIncoming(this, 0, true, skillInUse));
TryCriticalHit(defender, skillInUse, damage); TryCriticalHit(defender, skillInUse, damage,opts);
CheckNumHitsRemaining(NumHit::OutgoingHitSuccess); CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
} }

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@ -614,7 +614,8 @@ struct ExtraAttackOptions {
: damage_percent(1.0f), damage_flat(0), : damage_percent(1.0f), damage_flat(0),
armor_pen_percent(0.0f), armor_pen_flat(0), armor_pen_percent(0.0f), armor_pen_flat(0),
crit_percent(1.0f), crit_flat(0.0f), crit_percent(1.0f), crit_flat(0.0f),
hate_percent(1.0f), hate_flat(0), hit_chance(0) hate_percent(1.0f), hate_flat(0), hit_chance(0),
melee_damage_bonus_flat(0), skilldmgtaken_bonus_flat(0)
{ } { }
float damage_percent; float damage_percent;
@ -626,6 +627,9 @@ struct ExtraAttackOptions {
float hate_percent; float hate_percent;
int hate_flat; int hate_flat;
int hit_chance; int hit_chance;
int melee_damage_bonus_flat;
int skilldmgtaken_bonus_flat;
}; };
#endif #endif

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@ -3786,7 +3786,7 @@ int32 Mob::GetVulnerability(Mob* caster, uint32 spell_id, uint32 ticsremaining)
return value; return value;
} }
int16 Mob::GetSkillDmgTaken(const SkillUseTypes skill_used) int16 Mob::GetSkillDmgTaken(const SkillUseTypes skill_used, ExtraAttackOptions *opts)
{ {
int skilldmg_mod = 0; int skilldmg_mod = 0;
@ -3796,6 +3796,9 @@ int16 Mob::GetSkillDmgTaken(const SkillUseTypes skill_used)
skilldmg_mod += SkillDmgTaken_Mod[skill_used] + SkillDmgTaken_Mod[HIGHEST_SKILL+1]; skilldmg_mod += SkillDmgTaken_Mod[skill_used] + SkillDmgTaken_Mod[HIGHEST_SKILL+1];
if (opts)
skilldmg_mod += opts->skilldmgtaken_bonus_flat;
if(skilldmg_mod < -100) if(skilldmg_mod < -100)
skilldmg_mod = -100; skilldmg_mod = -100;

View File

@ -160,13 +160,13 @@ public:
uint32 TryHeadShot(Mob* defender, SkillUseTypes skillInUse); uint32 TryHeadShot(Mob* defender, SkillUseTypes skillInUse);
uint32 TryAssassinate(Mob* defender, SkillUseTypes skillInUse, uint16 ReuseTime); uint32 TryAssassinate(Mob* defender, SkillUseTypes skillInUse, uint16 ReuseTime);
virtual void DoRiposte(Mob* defender); virtual void DoRiposte(Mob* defender);
void ApplyMeleeDamageBonus(uint16 skill, int32 &damage); void ApplyMeleeDamageBonus(uint16 skill, int32 &damage,ExtraAttackOptions *opts = nullptr);
virtual void MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttackOptions *opts = nullptr); virtual void MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttackOptions *opts = nullptr);
virtual int32 GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit, float mit_rating, float atk_rating); virtual int32 GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit, float mit_rating, float atk_rating);
bool CombatRange(Mob* other); bool CombatRange(Mob* other);
virtual inline bool IsBerserk() { return false; } // only clients virtual inline bool IsBerserk() { return false; } // only clients
void RogueEvade(Mob *other); void RogueEvade(Mob *other);
void CommonOutgoingHitSuccess(Mob* defender, int32 &damage, SkillUseTypes skillInUse); void CommonOutgoingHitSuccess(Mob* defender, int32 &damage, SkillUseTypes skillInUse,ExtraAttackOptions *opts = nullptr);
void BreakInvisibleSpells(); void BreakInvisibleSpells();
void CommonBreakInvisibleFromCombat(); void CommonBreakInvisibleFromCombat();
bool HasDied(); bool HasDied();
@ -645,7 +645,7 @@ public:
int32 GetVulnerability(Mob* caster, uint32 spell_id, uint32 ticsremaining); int32 GetVulnerability(Mob* caster, uint32 spell_id, uint32 ticsremaining);
int32 GetFcDamageAmtIncoming(Mob *caster, uint32 spell_id, bool use_skill = false, uint16 skill=0); int32 GetFcDamageAmtIncoming(Mob *caster, uint32 spell_id, bool use_skill = false, uint16 skill=0);
int32 GetFocusIncoming(focusType type, int effect, Mob *caster, uint32 spell_id); int32 GetFocusIncoming(focusType type, int effect, Mob *caster, uint32 spell_id);
int16 GetSkillDmgTaken(const SkillUseTypes skill_used); int16 GetSkillDmgTaken(const SkillUseTypes skill_used,ExtraAttackOptions *opts=nullptr);
void DoKnockback(Mob *caster, uint32 pushback, uint32 pushup); void DoKnockback(Mob *caster, uint32 pushback, uint32 pushup);
int16 CalcResistChanceBonus(); int16 CalcResistChanceBonus();
int16 CalcFearResistChance(); int16 CalcFearResistChance();