mirror of
https://github.com/EQEmu/Server.git
synced 2026-06-11 07:38:36 +00:00
InLiquid converted to xyz_location
This commit is contained in:
+99
-98
@@ -274,21 +274,21 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
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}
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//Avoidance Bonuses on defender decreases baseline hit chance by percent.
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avoidanceBonus = defender->spellbonuses.AvoidMeleeChanceEffect +
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defender->itembonuses.AvoidMeleeChanceEffect +
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avoidanceBonus = defender->spellbonuses.AvoidMeleeChanceEffect +
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defender->itembonuses.AvoidMeleeChanceEffect +
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defender->aabonuses.AvoidMeleeChanceEffect +
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(defender->itembonuses.AvoidMeleeChance / 10.0f); //Item Mod 'Avoidence'
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Mob *owner = nullptr;
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if (defender->IsPet())
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if (defender->IsPet())
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owner = defender->GetOwner();
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else if ((defender->IsNPC() && defender->CastToNPC()->GetSwarmOwner()))
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owner = entity_list.GetMobID(defender->CastToNPC()->GetSwarmOwner());
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if (owner)
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avoidanceBonus += owner->aabonuses.PetAvoidance + owner->spellbonuses.PetAvoidance + owner->itembonuses.PetAvoidance;
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if(defender->IsNPC())
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if(defender->IsNPC())
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avoidanceBonus += (defender->CastToNPC()->GetAvoidanceRating() / 10.0f); //Modifier from database
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//Hit Chance Bonuses on attacker increases baseline hit chance by percent.
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@@ -312,7 +312,7 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
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if(attacker->IsNPC())
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hitBonus += (attacker->CastToNPC()->GetAccuracyRating() / 10.0f); //Modifier from database
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if(skillinuse == SkillArchery)
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hitBonus -= hitBonus*RuleR(Combat, ArcheryHitPenalty);
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@@ -332,7 +332,7 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
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else if(chancetohit < RuleR(Combat,MinChancetoHit)) {
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chancetohit = RuleR(Combat,MinChancetoHit);
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}
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//I dont know the best way to handle a garunteed hit discipline being used
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//agains a garunteed riposte (for example) discipline... for now, garunteed hit wins
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@@ -568,7 +568,7 @@ void Mob::MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttac
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armor = (armor / RuleR(Combat, NPCACFactor));
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Mob *owner = nullptr;
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if (IsPet())
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if (IsPet())
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owner = GetOwner();
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else if ((CastToNPC()->GetSwarmOwner()))
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owner = entity_list.GetMobID(CastToNPC()->GetSwarmOwner());
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@@ -1302,9 +1302,9 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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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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if(damage > 0)
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CommonOutgoingHitSuccess(other, damage, skillinuse);
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mlog(COMBAT__DAMAGE, "Final damage after all reductions: %d", damage);
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}
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@@ -1437,7 +1437,7 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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if(dead)
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return false; //cant die more than once...
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if(!spell)
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if(!spell)
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spell = SPELL_UNKNOWN;
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char buffer[48] = { 0 };
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@@ -1462,7 +1462,7 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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#1: Send death packet to everyone
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*/
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uint8 killed_level = GetLevel();
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SendLogoutPackets();
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/* Make self become corpse packet */
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@@ -1675,8 +1675,8 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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if(LeftCorpse && (GetClientVersionBit() & BIT_SoFAndLater) && RuleB(Character, RespawnFromHover))
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{
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ClearDraggedCorpses();
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RespawnFromHoverTimer.Start(RuleI(Character, RespawnFromHoverTimer) * 1000);
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ClearDraggedCorpses();
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RespawnFromHoverTimer.Start(RuleI(Character, RespawnFromHoverTimer) * 1000);
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SendRespawnBinds();
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}
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else
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@@ -1693,19 +1693,19 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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if(r)
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r->MemberZoned(this);
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dead_timer.Start(5000, true);
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dead_timer.Start(5000, true);
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m_pp.zone_id = m_pp.binds[0].zoneId;
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m_pp.zoneInstance = m_pp.binds[0].instance_id;
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database.MoveCharacterToZone(this->CharacterID(), database.GetZoneName(m_pp.zone_id));
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Save();
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database.MoveCharacterToZone(this->CharacterID(), database.GetZoneName(m_pp.zone_id));
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Save();
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GoToDeath();
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}
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/* QS: PlayerLogDeaths */
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if (RuleB(QueryServ, PlayerLogDeaths)){
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const char * killer_name = "";
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if (killerMob && killerMob->GetCleanName()){ killer_name = killerMob->GetCleanName(); }
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std::string event_desc = StringFormat("Died in zoneid:%i instid:%i by '%s', spellid:%i, damage:%i", this->GetZoneID(), this->GetInstanceID(), killer_name, spell, damage);
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if (killerMob && killerMob->GetCleanName()){ killer_name = killerMob->GetCleanName(); }
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std::string event_desc = StringFormat("Died in zoneid:%i instid:%i by '%s', spellid:%i, damage:%i", this->GetZoneID(), this->GetInstanceID(), killer_name, spell, damage);
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QServ->PlayerLogEvent(Player_Log_Deaths, this->CharacterID(), event_desc);
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}
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@@ -1864,7 +1864,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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mlog(COMBAT__DAMAGE, "Damage (%d) is above max (%d). Setting to max.", damage, (max_dmg+eleBane));
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damage = (max_dmg+eleBane);
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}
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damage = mod_npc_damage(damage, skillinuse, Hand, weapon, other);
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int32 hate = damage;
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@@ -1943,7 +1943,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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return false;
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MeleeLifeTap(damage);
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CommonBreakInvisible();
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//I doubt this works...
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@@ -1952,15 +1952,15 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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if(!bRiposte && !other->HasDied()) {
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TryWeaponProc(nullptr, weapon, other, Hand); //no weapon
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if (!other->HasDied())
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TrySpellProc(nullptr, weapon, other, Hand);
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if (damage > 0 && HasSkillProcSuccess() && !other->HasDied())
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TrySkillProc(other, skillinuse, 0, true, Hand);
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}
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if(GetHP() > 0 && !other->HasDied())
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if(GetHP() > 0 && !other->HasDied())
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TriggerDefensiveProcs(nullptr, other, Hand, damage);
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// now check ripostes
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@@ -2020,7 +2020,7 @@ void NPC::Damage(Mob* other, int32 damage, uint16 spell_id, SkillUseTypes attack
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bool NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes attack_skill) {
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mlog(COMBAT__HITS, "Fatal blow dealt by %s with %d damage, spell %d, skill %d", killerMob->GetName(), damage, spell, attack_skill);
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Mob *oos = nullptr;
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if(killerMob) {
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oos = killerMob->GetOwnerOrSelf();
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@@ -2075,7 +2075,7 @@ bool NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes attack
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if(p_depop == true)
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return false;
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HasAISpellEffects = false;
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BuffFadeAll();
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uint8 killed_level = GetLevel();
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@@ -2248,7 +2248,7 @@ bool NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes attack
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parse->EventNPC(EVENT_KILLED_MERIT, this, give_exp_client, "killed", 0);
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if(RuleB(NPC, EnableMeritBasedFaction))
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give_exp_client->SetFactionLevel(give_exp_client->CharacterID(), GetNPCFactionID(), give_exp_client->GetBaseClass(),
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give_exp_client->SetFactionLevel(give_exp_client->CharacterID(), GetNPCFactionID(), give_exp_client->GetBaseClass(),
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give_exp_client->GetBaseRace(), give_exp_client->GetDeity());
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mod_npc_killed_merit(give_exp_client);
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@@ -2410,9 +2410,9 @@ bool NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes attack
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}
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void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp, bool bFrenzy, bool iBuffTic) {
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assert(other != nullptr);
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if (other == this)
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return;
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@@ -2429,12 +2429,12 @@ void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp,
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if(other){
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AddRampage(other);
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int hatemod = 100 + other->spellbonuses.hatemod + other->itembonuses.hatemod + other->aabonuses.hatemod;
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int32 shieldhatemod = other->spellbonuses.ShieldEquipHateMod + other->itembonuses.ShieldEquipHateMod + other->aabonuses.ShieldEquipHateMod;
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if (shieldhatemod && other->HasShieldEquiped())
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hatemod += shieldhatemod;
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if(hatemod < 1)
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hatemod = 1;
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hate = ((hate * (hatemod))/100);
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@@ -2451,7 +2451,7 @@ void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp,
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if (other->IsNPC() && (other->IsPet() || other->CastToNPC()->GetSwarmOwner() > 0))
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TryTriggerOnValueAmount(false, false, false, true);
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if(IsClient() && !IsAIControlled())
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return;
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@@ -2478,8 +2478,9 @@ void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp,
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}
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}
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auto otherPosition = xyz_location(other->GetX(), other->GetY(), other->GetZ());
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if(IsNPC() && CastToNPC()->IsUnderwaterOnly() && zone->HasWaterMap()) {
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if(!zone->watermap->InLiquid(other->GetX(), other->GetY(), other->GetZ())) {
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if(!zone->watermap->InLiquid(otherPosition)) {
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return;
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}
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}
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@@ -2493,9 +2494,9 @@ void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp,
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if(damage > GetHP())
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damage = GetHP();
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if (spellbonuses.ImprovedTaunt[1] && (GetLevel() < spellbonuses.ImprovedTaunt[0])
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if (spellbonuses.ImprovedTaunt[1] && (GetLevel() < spellbonuses.ImprovedTaunt[0])
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&& other && (buffs[spellbonuses.ImprovedTaunt[2]].casterid != other->GetID()))
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hate = (hate*spellbonuses.ImprovedTaunt[1])/100;
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hate = (hate*spellbonuses.ImprovedTaunt[1])/100;
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hate_list.Add(other, hate, damage, bFrenzy, !iBuffTic);
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@@ -3141,7 +3142,7 @@ int32 Mob::ReduceDamage(int32 damage)
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slot = spellbonuses.NegateAttacks[1];
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if(slot >= 0) {
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if(--buffs[slot].numhits == 0) {
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if(!TryFadeEffect(slot))
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BuffFadeBySlot(slot , true);
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}
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@@ -3156,8 +3157,8 @@ int32 Mob::ReduceDamage(int32 damage)
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//Only mitigate if damage is above the minimium specified.
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if (spellbonuses.MeleeThresholdGuard[0]){
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slot = spellbonuses.MeleeThresholdGuard[1];
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if (slot >= 0 && (damage > spellbonuses.MeleeThresholdGuard[2]))
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if (slot >= 0 && (damage > spellbonuses.MeleeThresholdGuard[2]))
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{
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DisableMeleeRune = true;
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int damage_to_reduce = damage * spellbonuses.MeleeThresholdGuard[0] / 100;
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@@ -3188,7 +3189,7 @@ int32 Mob::ReduceDamage(int32 damage)
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if (spellbonuses.MitigateMeleeRune[2] && (damage_to_reduce > spellbonuses.MitigateMeleeRune[2]))
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damage_to_reduce = spellbonuses.MitigateMeleeRune[2];
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if(spellbonuses.MitigateMeleeRune[3] && (damage_to_reduce >= buffs[slot].melee_rune))
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{
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mlog(SPELLS__EFFECT_VALUES, "Mob::ReduceDamage SE_MitigateMeleeDamage %d damage negated, %d"
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@@ -3201,10 +3202,10 @@ int32 Mob::ReduceDamage(int32 damage)
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{
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mlog(SPELLS__EFFECT_VALUES, "Mob::ReduceDamage SE_MitigateMeleeDamage %d damage negated, %d"
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" damage remaining.", damage_to_reduce, buffs[slot].melee_rune);
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if (spellbonuses.MitigateMeleeRune[3])
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buffs[slot].melee_rune = (buffs[slot].melee_rune - damage_to_reduce);
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damage -= damage_to_reduce;
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}
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}
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@@ -3235,7 +3236,7 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
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slot = spellbonuses.NegateAttacks[1];
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if(slot >= 0) {
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if(--buffs[slot].numhits == 0) {
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if(!TryFadeEffect(slot))
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BuffFadeBySlot(slot , true);
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}
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@@ -3250,7 +3251,7 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
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// If this is a DoT, use DoT Shielding...
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if(iBuffTic) {
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damage -= (damage * itembonuses.DoTShielding / 100);
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if (spellbonuses.MitigateDotRune[0]){
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slot = spellbonuses.MitigateDotRune[1];
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if(slot >= 0)
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@@ -3270,7 +3271,7 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
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{
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if (spellbonuses.MitigateDotRune[3])
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buffs[slot].dot_rune = (buffs[slot].dot_rune - damage_to_reduce);
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damage -= damage_to_reduce;
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}
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}
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@@ -3283,12 +3284,12 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
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// Reduce damage by the Spell Shielding first so that the runes don't take the raw damage.
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damage -= (damage * itembonuses.SpellShield / 100);
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//Only mitigate if damage is above the minimium specified.
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if (spellbonuses.SpellThresholdGuard[0]){
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slot = spellbonuses.SpellThresholdGuard[1];
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if (slot >= 0 && (damage > spellbonuses.MeleeThresholdGuard[2]))
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if (slot >= 0 && (damage > spellbonuses.MeleeThresholdGuard[2]))
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{
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DisableSpellRune = true;
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int damage_to_reduce = damage * spellbonuses.SpellThresholdGuard[0] / 100;
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@@ -3305,8 +3306,8 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
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}
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}
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}
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// Do runes now.
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if (spellbonuses.MitigateSpellRune[0] && !DisableSpellRune){
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slot = spellbonuses.MitigateSpellRune[1];
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@@ -3329,10 +3330,10 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
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{
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mlog(SPELLS__EFFECT_VALUES, "Mob::ReduceDamage SE_MitigateMeleeDamage %d damage negated, %d"
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" damage remaining.", damage_to_reduce, buffs[slot].magic_rune);
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if (spellbonuses.MitigateSpellRune[3])
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buffs[slot].magic_rune = (buffs[slot].magic_rune - damage_to_reduce);
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damage -= damage_to_reduce;
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}
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}
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@@ -3340,14 +3341,14 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
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if(damage < 1)
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return 0;
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//Regular runes absorb spell damage (except dots) - Confirmed on live.
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if (spellbonuses.MeleeRune[0] && spellbonuses.MeleeRune[1] >= 0)
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damage = RuneAbsorb(damage, SE_Rune);
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damage = RuneAbsorb(damage, SE_Rune);
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if (spellbonuses.AbsorbMagicAtt[0] && spellbonuses.AbsorbMagicAtt[1] >= 0)
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damage = RuneAbsorb(damage, SE_AbsorbMagicAtt);
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if(damage < 1)
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return 0;
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}
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@@ -3367,7 +3368,7 @@ int32 Mob::ReduceAllDamage(int32 damage)
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TryTriggerOnValueAmount(false, true);
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}
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}
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CheckNumHitsRemaining(NUMHIT_IncomingDamage);
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return(damage);
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@@ -3454,7 +3455,7 @@ bool Client::CheckDoubleAttack(bool tripleAttack) {
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}
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bool Client::CheckDoubleRangedAttack() {
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int32 chance = spellbonuses.DoubleRangedAttack + itembonuses.DoubleRangedAttack + aabonuses.DoubleRangedAttack;
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if(chance && (MakeRandomInt(0, 100) < chance))
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@@ -3474,7 +3475,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
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mlog(COMBAT__DAMAGE, "Avoiding %d damage due to invulnerability.", damage);
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damage = -5;
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}
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if( spell_id != SPELL_UNKNOWN || attacker == nullptr )
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avoidable = false;
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@@ -3575,7 +3576,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
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attacker->CastToClient()->sneaking = false;
|
||||
attacker->SendAppearancePacket(AT_Sneak, 0);
|
||||
}
|
||||
|
||||
|
||||
//final damage has been determined.
|
||||
|
||||
SetHP(GetHP() - damage);
|
||||
@@ -3607,7 +3608,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
|
||||
entity_list.MessageClose_StringID(this, true, 100, MT_WornOff,
|
||||
HAS_BEEN_AWAKENED, GetCleanName(), attacker->GetCleanName());
|
||||
BuffFadeByEffect(SE_Mez);
|
||||
}
|
||||
}
|
||||
|
||||
//check stun chances if bashing
|
||||
if (damage > 0 && ((skill_used == SkillBash || skill_used == SkillKick) && attacker)) {
|
||||
@@ -3905,7 +3906,7 @@ float Mob::GetProcChances(float ProcBonus, uint16 hand)
|
||||
}
|
||||
|
||||
float Mob::GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand, Mob* on) {
|
||||
|
||||
|
||||
if (!on)
|
||||
return ProcChance;
|
||||
|
||||
@@ -3961,7 +3962,7 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
|
||||
LogFile->write(EQEMuLog::Error, "A null Mob object was passed to Mob::TryWeaponProc for evaluation!");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (!IsAttackAllowed(on)) {
|
||||
mlog(COMBAT__PROCS, "Preventing procing off of unattackable things.");
|
||||
return;
|
||||
@@ -3988,7 +3989,7 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
|
||||
|
||||
void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on, uint16 hand)
|
||||
{
|
||||
|
||||
|
||||
if (!weapon)
|
||||
return;
|
||||
uint16 skillinuse = 28;
|
||||
@@ -4149,7 +4150,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
|
||||
uint16 skillinuse = 28;
|
||||
if (weapon)
|
||||
skillinuse = GetSkillByItemType(weapon->ItemType);
|
||||
|
||||
|
||||
TrySkillProc(on, skillinuse, 0, false, hand);
|
||||
}
|
||||
|
||||
@@ -4260,7 +4261,7 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
|
||||
//are defined you will have an innate chance to hit at Level 1 regardless of bonuses.
|
||||
//Warning: Do not define these rules if you want live like critical hits.
|
||||
critChance += RuleI(Combat, MeleeBaseCritChance);
|
||||
|
||||
|
||||
if (IsClient()) {
|
||||
critChance += RuleI(Combat, ClientBaseCritChance);
|
||||
|
||||
@@ -4313,7 +4314,7 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
|
||||
uint32 critMod = 200;
|
||||
bool crip_success = false;
|
||||
int32 CripplingBlowChance = GetCrippBlowChance();
|
||||
|
||||
|
||||
//Crippling Blow Chance: The percent value of the effect is applied
|
||||
//to the your Chance to Critical. (ie You have 10% chance to critical and you
|
||||
//have a 200% Chance to Critical Blow effect, therefore you have a 20% Chance to Critical Blow.
|
||||
@@ -4367,7 +4368,7 @@ bool Mob::TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse)
|
||||
if (defender && !defender->IsClient() && defender->GetHPRatio() < 10){
|
||||
|
||||
uint32 FB_Dmg = aabonuses.FinishingBlow[1] + spellbonuses.FinishingBlow[1] + itembonuses.FinishingBlow[1];
|
||||
|
||||
|
||||
uint32 FB_Level = 0;
|
||||
FB_Level = aabonuses.FinishingBlowLvl[0];
|
||||
if (FB_Level < spellbonuses.FinishingBlowLvl[0])
|
||||
@@ -4510,8 +4511,8 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
|
||||
if (!spellbonuses.LimitToSkill[skill] && !itembonuses.LimitToSkill[skill] && !aabonuses.LimitToSkill[skill])
|
||||
return;
|
||||
|
||||
/*Allow one proc from each (Spell/Item/AA)
|
||||
Kayen: Due to limited avialability of effects on live it is too difficult
|
||||
/*Allow one proc from each (Spell/Item/AA)
|
||||
Kayen: Due to limited avialability of effects on live it is too difficult
|
||||
to confirm how they stack at this time, will adjust formula when more data is avialablle to test.*/
|
||||
bool CanProc = true;
|
||||
|
||||
@@ -4519,7 +4520,7 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
|
||||
uint16 proc_spell_id = 0;
|
||||
float ProcMod = 0;
|
||||
float chance = 0;
|
||||
|
||||
|
||||
if (IsDefensive)
|
||||
chance = on->GetSkillProcChances(ReuseTime, hand);
|
||||
else
|
||||
@@ -4528,16 +4529,16 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
|
||||
if (spellbonuses.LimitToSkill[skill]){
|
||||
|
||||
for(int e = 0; e < MAX_SKILL_PROCS; e++){
|
||||
|
||||
if (CanProc &&
|
||||
(!Success && spellbonuses.SkillProc[e] && IsValidSpell(spellbonuses.SkillProc[e]))
|
||||
|
||||
if (CanProc &&
|
||||
(!Success && spellbonuses.SkillProc[e] && IsValidSpell(spellbonuses.SkillProc[e]))
|
||||
|| (Success && spellbonuses.SkillProcSuccess[e] && IsValidSpell(spellbonuses.SkillProcSuccess[e]))) {
|
||||
base_spell_id = spellbonuses.SkillProc[e];
|
||||
base_spell_id = 0;
|
||||
ProcMod = 0;
|
||||
|
||||
|
||||
for (int i = 0; i < EFFECT_COUNT; i++) {
|
||||
|
||||
|
||||
if (spells[base_spell_id].effectid[i] == SE_SkillProc) {
|
||||
proc_spell_id = spells[base_spell_id].base[i];
|
||||
ProcMod = static_cast<float>(spells[base_spell_id].base2[i]);
|
||||
@@ -4567,16 +4568,16 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
|
||||
if (itembonuses.LimitToSkill[skill]){
|
||||
CanProc = true;
|
||||
for(int e = 0; e < MAX_SKILL_PROCS; e++){
|
||||
|
||||
if (CanProc &&
|
||||
(!Success && itembonuses.SkillProc[e] && IsValidSpell(itembonuses.SkillProc[e]))
|
||||
|
||||
if (CanProc &&
|
||||
(!Success && itembonuses.SkillProc[e] && IsValidSpell(itembonuses.SkillProc[e]))
|
||||
|| (Success && itembonuses.SkillProcSuccess[e] && IsValidSpell(itembonuses.SkillProcSuccess[e]))) {
|
||||
base_spell_id = itembonuses.SkillProc[e];
|
||||
base_spell_id = 0;
|
||||
ProcMod = 0;
|
||||
|
||||
for (int i = 0; i < EFFECT_COUNT; i++) {
|
||||
|
||||
|
||||
if (spells[base_spell_id].effectid[i] == SE_SkillProc) {
|
||||
proc_spell_id = spells[base_spell_id].base[i];
|
||||
ProcMod = static_cast<float>(spells[base_spell_id].base2[i]);
|
||||
@@ -4607,12 +4608,12 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
|
||||
CanProc = true;
|
||||
uint32 effect = 0;
|
||||
int32 base1 = 0;
|
||||
int32 base2 = 0;
|
||||
int32 base2 = 0;
|
||||
uint32 slot = 0;
|
||||
|
||||
for(int e = 0; e < MAX_SKILL_PROCS; e++){
|
||||
|
||||
if (CanProc &&
|
||||
|
||||
if (CanProc &&
|
||||
(!Success && aabonuses.SkillProc[e])
|
||||
|| (Success && aabonuses.SkillProcSuccess[e])){
|
||||
int aaid = aabonuses.SkillProc[e];
|
||||
@@ -4660,44 +4661,44 @@ float Mob::GetSkillProcChances(uint16 ReuseTime, uint16 hand) {
|
||||
|
||||
uint32 weapon_speed;
|
||||
float ProcChance = 0;
|
||||
|
||||
|
||||
if (!ReuseTime && hand) {
|
||||
|
||||
weapon_speed = GetWeaponSpeedbyHand(hand);
|
||||
|
||||
ProcChance = static_cast<float>(weapon_speed) * (RuleR(Combat, AvgProcsPerMinute) / 60000.0f);
|
||||
|
||||
|
||||
if (hand != MainPrimary)
|
||||
ProcChance /= 2;
|
||||
}
|
||||
|
||||
else
|
||||
else
|
||||
ProcChance = static_cast<float>(ReuseTime) * (RuleR(Combat, AvgProcsPerMinute) / 60000.0f);
|
||||
|
||||
return ProcChance;
|
||||
}
|
||||
|
||||
bool Mob::TryRootFadeByDamage(int buffslot, Mob* attacker) {
|
||||
|
||||
|
||||
/*Dev Quote 2010: http://forums.station.sony.com/eq/posts/list.m?topic_id=161443
|
||||
The Viscid Roots AA does the following: Reduces the chance for root to break by X percent.
|
||||
There is no distinction of any kind between the caster inflicted damage, or anyone
|
||||
else's damage. There is also no distinction between Direct and DOT damage in the root code.
|
||||
|
||||
|
||||
/* General Mechanics
|
||||
- Check buffslot to make sure damage from a root does not cancel the root
|
||||
- If multiple roots on target, always and only checks first root slot and if broken only removes that slots root.
|
||||
- If multiple roots on target, always and only checks first root slot and if broken only removes that slots root.
|
||||
- Only roots on determental spells can be broken by damage.
|
||||
- Root break chance values obtained from live parses.
|
||||
*/
|
||||
|
||||
|
||||
if (!attacker || !spellbonuses.Root[0] || spellbonuses.Root[1] < 0)
|
||||
return false;
|
||||
|
||||
|
||||
if (IsDetrimentalSpell(spellbonuses.Root[1]) && spellbonuses.Root[1] != buffslot){
|
||||
|
||||
|
||||
int BreakChance = RuleI(Spells, RootBreakFromSpells);
|
||||
|
||||
|
||||
BreakChance -= BreakChance*buffs[spellbonuses.Root[1]].RootBreakChance/100;
|
||||
int level_diff = attacker->GetLevel() - GetLevel();
|
||||
|
||||
@@ -4705,13 +4706,13 @@ bool Mob::TryRootFadeByDamage(int buffslot, Mob* attacker) {
|
||||
|
||||
if (level_diff == 2)
|
||||
BreakChance = (BreakChance * 80) /100; //Decrease by 20%;
|
||||
|
||||
|
||||
else if (level_diff >= 3 && level_diff <= 20)
|
||||
BreakChance = (BreakChance * 60) /100; //Decrease by 40%;
|
||||
|
||||
else if (level_diff > 21)
|
||||
BreakChance = (BreakChance * 20) /100; //Decrease by 80%;
|
||||
|
||||
|
||||
if (BreakChance < 1)
|
||||
BreakChance = 1;
|
||||
|
||||
@@ -4736,7 +4737,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
|
||||
for(uint32 slot = 0; slot < buff_max; slot++) {
|
||||
if(slot == spellbonuses.MeleeRune[1] && spellbonuses.MeleeRune[0] && buffs[slot].melee_rune && IsValidSpell(buffs[slot].spellid)){
|
||||
int melee_rune_left = buffs[slot].melee_rune;
|
||||
|
||||
|
||||
if(melee_rune_left > damage)
|
||||
{
|
||||
melee_rune_left -= damage;
|
||||
@@ -4748,7 +4749,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
|
||||
{
|
||||
if(melee_rune_left > 0)
|
||||
damage -= melee_rune_left;
|
||||
|
||||
|
||||
if(!TryFadeEffect(slot))
|
||||
BuffFadeBySlot(slot);
|
||||
}
|
||||
@@ -4756,7 +4757,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
else{
|
||||
for(uint32 slot = 0; slot < buff_max; slot++) {
|
||||
if(slot == spellbonuses.AbsorbMagicAtt[1] && spellbonuses.AbsorbMagicAtt[0] && buffs[slot].magic_rune && IsValidSpell(buffs[slot].spellid)){
|
||||
@@ -4772,7 +4773,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
|
||||
{
|
||||
if(magic_rune_left > 0)
|
||||
damage -= magic_rune_left;
|
||||
|
||||
|
||||
if(!TryFadeEffect(slot))
|
||||
BuffFadeBySlot(slot);
|
||||
}
|
||||
@@ -4785,7 +4786,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
|
||||
|
||||
void Mob::CommonOutgoingHitSuccess(Mob* defender, int32 &damage, SkillUseTypes skillInUse)
|
||||
{
|
||||
if (!defender)
|
||||
if (!defender)
|
||||
return;
|
||||
|
||||
ApplyMeleeDamageBonus(skillInUse, damage);
|
||||
|
||||
Reference in New Issue
Block a user