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https://github.com/EQEmu/Server.git
synced 2025-12-12 01:11:29 +00:00
Implemented an enumerator list for numhits type variables.
Implemented type 4 outgoing spell damage numhits type.
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a4fe14a3d3
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6ef11777e3
@ -1350,7 +1350,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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MeleeLifeTap(damage);
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if (damage > 0)
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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//break invis when you attack
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if(invisible) {
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@ -1965,7 +1965,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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MeleeLifeTap(damage);
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if (damage > 0)
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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//break invis when you attack
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if(invisible) {
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@ -3421,7 +3421,7 @@ int32 Mob::ReduceAllDamage(int32 damage)
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TryTriggerOnValueAmount(false, true);
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}
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CheckNumHitsRemaining(8);
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CheckNumHitsRemaining(NUMHIT_IncomingDamage);
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return(damage);
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}
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@ -3527,10 +3527,10 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
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}
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if (spell_id == SPELL_UNKNOWN && skill_used) {
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CheckNumHitsRemaining(1); //Incoming Hit Attempts
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CheckNumHitsRemaining(NUMHIT_IncomingHitAttempts);
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if (attacker)
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attacker->CheckNumHitsRemaining(2); //Outgoing Hit Attempts
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attacker->CheckNumHitsRemaining(NUMHIT_OutgoingHitAttempts);
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}
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if(attacker){
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@ -3604,7 +3604,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
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}
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if (skill_used)
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CheckNumHitsRemaining(6); //Incomming Hit Success on Defender
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CheckNumHitsRemaining(NUMHIT_IncomingHitSuccess);
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ReduceAllDamage(damage);
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@ -4021,7 +4021,7 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand, int dam
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int chance = ProcChance * (DefensiveProcs[i].chance);
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if ((MakeRandomInt(0, 100) < chance)) {
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ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on);
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CheckNumHitsRemaining(10,0,DefensiveProcs[i].base_spellID);
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CheckNumHitsRemaining(NUMHIT_DefensiveSpellProcs,0,DefensiveProcs[i].base_spellID);
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}
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}
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}
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@ -4208,7 +4208,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
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"Spell proc %d procing spell %d (%.2f percent chance)",
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i, SpellProcs[i].spellID, chance);
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ExecWeaponProc(nullptr, SpellProcs[i].spellID, on);
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CheckNumHitsRemaining(11, 0, SpellProcs[i].base_spellID);
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CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs, 0, SpellProcs[i].base_spellID);
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} else {
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mlog(COMBAT__PROCS,
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"Spell proc %d failed to proc %d (%.2f percent chance)",
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@ -4224,7 +4224,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
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"Ranged proc %d procing spell %d (%.2f percent chance)",
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i, RangedProcs[i].spellID, chance);
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ExecWeaponProc(nullptr, RangedProcs[i].spellID, on);
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CheckNumHitsRemaining(11, 0, RangedProcs[i].base_spellID);
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CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs, 0, RangedProcs[i].base_spellID);
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} else {
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mlog(COMBAT__PROCS,
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"Ranged proc %d failed to proc %d (%.2f percent chance)",
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@ -4594,7 +4594,7 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, float chance)
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int ProcChance = chance * (float)SkillProcs[i].chance;
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if ((MakeRandomInt(0, 100) < ProcChance)) {
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ExecWeaponProc(nullptr, SkillProcs[i].spellID, on);
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CheckNumHitsRemaining(11,0, SkillProcs[i].base_spellID);
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CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs,0, SkillProcs[i].base_spellID);
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}
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}
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}
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@ -3389,7 +3389,7 @@ void Bot::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
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return;
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if (damage > 0)
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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if((skillinuse == SkillDragonPunch) && GetAA(aaDragonPunch) && MakeRandomInt(0, 99) < 25){
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SpellFinished(904, other, 10, 0, -1, spells[904].ResistDiff);
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@ -6632,7 +6632,7 @@ bool Bot::Attack(Mob* other, int Hand, bool FromRiposte, bool IsStrikethrough, b
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MeleeLifeTap(damage);
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if (damage > 0)
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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//break invis when you attack
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if(invisible) {
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@ -8092,7 +8092,7 @@ void Bot::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
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if (HasDied()) return;
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if (max_damage > 0)
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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//[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill
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if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){
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@ -150,6 +150,20 @@ enum TradeState {
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TradeCompleting
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};
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enum { //Numhits type
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NUMHIT_IncomingHitAttempts = 1, //Attempted incoming melee attacks (hit or miss) on YOU.
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NUMHIT_OutgoingHitAttempts = 2, //Attempted outgoing melee attacks (hit or miss) on YOUR TARGET.
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NUMHIT_IncomingSpells = 3, //Incoming detrimental spells
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NUMHIT_OutgoingSpells = 4, //Outgoing deterimental spells
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NUMHIT_OutgoingHitSuccess = 5, //Successful outgoing melee attack HIT on YOUR TARGET.
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NUMHIT_IncomingHitSuccess = 6, //Successful incoming melee attack HIT on YOU.
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NUMHIT_MatchingSpells = 7, //Any casted spell matching/triggering a focus effect.
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NUMHIT_IncomingDamage = 8, //Successful incoming spell or melee dmg attack on YOU
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NUMHIT_ReflectSpell = 9, //Incoming Reflected spells.
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NUMHIT_DefensiveSpellProcs = 10, //Defensive buff procs
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NUMHIT_OffensiveSpellProcs = 11 //Offensive buff procs
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};
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//this is our internal representation of the BUFF struct, can put whatever we want in it
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struct Buffs_Struct {
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uint16 spellid;
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@ -3155,7 +3155,7 @@ void Mob::TriggerOnCast(uint32 focus_spell, uint32 spell_id, bool aa_trigger)
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if(IsValidSpell(trigger_spell_id) && GetTarget()){
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SpellFinished(trigger_spell_id, GetTarget(),10, 0, -1, spells[trigger_spell_id].ResistDiff);
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CheckNumHitsRemaining(7,0, focus_spell);
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CheckNumHitsRemaining(NUMHIT_MatchingSpells,0, focus_spell);
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}
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}
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}
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@ -3408,7 +3408,7 @@ int32 Mob::GetVulnerability(Mob* caster, uint32 spell_id, uint32 ticsremaining)
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value += tmp_focus;
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if (tmp_buffslot >= 0)
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CheckNumHitsRemaining(7, tmp_buffslot);
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CheckNumHitsRemaining(NUMHIT_MatchingSpells, tmp_buffslot);
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}
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return value;
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}
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@ -3509,7 +3509,7 @@ void Mob::TrySympatheticProc(Mob *target, uint32 spell_id)
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SpellFinished(focus_trigger, target, 10, 0, -1, spells[focus_trigger].ResistDiff);
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}
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CheckNumHitsRemaining(7, 0, focus_spell);
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CheckNumHitsRemaining(NUMHIT_MatchingSpells, 0, focus_spell);
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}
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}
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@ -156,7 +156,7 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
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if (HasDied()) return;
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if (max_damage > 0)
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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//[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill
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if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){
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@ -951,7 +951,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item
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TryCriticalHit(other, SkillArchery, TotalDmg);
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other->AddToHateList(this, hate, 0, false);
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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}
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}
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else
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@ -1056,7 +1056,7 @@ void NPC::RangedAttack(Mob* other)
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TryCriticalHit(GetTarget(), SkillArchery, TotalDmg);
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GetTarget()->AddToHateList(this, hate, 0, false);
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GetTarget()->Damage(this, TotalDmg, SPELL_UNKNOWN, SkillArchery);
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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}
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else
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{
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@ -1281,7 +1281,7 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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TryCriticalHit(other, SkillThrowing, TotalDmg);
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int32 hate = (2*WDmg);
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other->AddToHateList(this, hate, 0, false);
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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}
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}
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@ -2196,7 +2196,7 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
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if (HasDied())
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return;
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skillinuse){
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int kb_chance = 25;
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@ -5275,7 +5275,7 @@ void Mob::CheckNumHitsRemaining(uint8 type, uint32 buff_slot, uint16 spell_id)
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1: [Incoming Hit Attempts] (323=SE_DefensiveProc, 172=SE_AvoidMeleeChance, 1=SE_ArmorClass, 40=SE_DivineAura)
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2: [Outgoing Hit Attempts] (185=SE_DamageModifer, 184=SE_HitChance)
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3: [Incoming Spells] (180=SE_ResistSpellChance, 296=SE_FcSpellVulnerability) //Note: Determinetal spells only unless proven otherwise
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4: NONE
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4: [Outgoing Spells]
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5: [Outgoing Hit Successes] (220=SE_SkillDamageAmount, 178=SE_MeleeLifetap, 121=SE_ReverseDS, ?373=SE_CastOnWearoff)
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6: [Incoming Hit Successes] (59=SE_DamageShield, 197=SE_SkillDamageTaken, 162=define SE_MitigateMeleeDamage)
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7: [Matching Spells] *When focus is triggered (focus effects)
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@ -5591,7 +5591,7 @@ int32 Mob::GetFcDamageAmtIncoming(Mob *caster, uint32 spell_id, bool use_skill,
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}
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if ((!limit_exists) || (limit_exists && skill_found)){
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dmg += temp_dmg;
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CheckNumHitsRemaining(7,i);
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CheckNumHitsRemaining(NUMHIT_MatchingSpells,i);
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}
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}
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@ -5599,7 +5599,7 @@ int32 Mob::GetFcDamageAmtIncoming(Mob *caster, uint32 spell_id, bool use_skill,
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int32 focus = caster->CalcFocusEffect(focusFcDamageAmtIncoming, buffs[i].spellid, spell_id);
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if(focus){
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dmg += focus;
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CheckNumHitsRemaining(7,i);
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CheckNumHitsRemaining(NUMHIT_MatchingSpells,i);
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}
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}
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}
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@ -5653,7 +5653,7 @@ int32 Mob::GetFocusIncoming(focusType type, int effect, Mob *caster, uint32 spel
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value = tmp_focus;
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if (tmp_buffslot >= 0)
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CheckNumHitsRemaining(7, tmp_buffslot);
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CheckNumHitsRemaining(NUMHIT_MatchingSpells, tmp_buffslot);
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}
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}
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@ -1250,7 +1250,7 @@ void Mob::CastedSpellFinished(uint16 spell_id, uint32 target_id, uint16 slot,
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}
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if(IsClient()) {
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CheckNumHitsRemaining(7);
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CheckNumHitsRemaining(NUMHIT_MatchingSpells);
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TrySympatheticProc(target, spell_id);
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}
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@ -3401,7 +3401,7 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
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if(IsEffectInSpell(buffs[b].spellid, SE_BlockNextSpellFocus)) {
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focus = CalcFocusEffect(focusBlockNextSpell, buffs[b].spellid, spell_id);
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if(focus) {
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CheckNumHitsRemaining(7,b);
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CheckNumHitsRemaining(NUMHIT_MatchingSpells,b);
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Message_StringID(MT_SpellFailure, SPELL_WOULDNT_HOLD);
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safe_delete(action_packet);
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return false;
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@ -3450,7 +3450,7 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
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}
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if(reflect_chance) {
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Message_StringID(MT_Spells, SPELL_REFLECT, GetCleanName(), spelltar->GetCleanName());
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CheckNumHitsRemaining(9);
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CheckNumHitsRemaining(NUMHIT_ReflectSpell);
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SpellOnTarget(spell_id, this, true, use_resist_adjust, resist_adjust);
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safe_delete(action_packet);
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return false;
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@ -3501,7 +3501,8 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
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}
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}
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spelltar->CheckNumHitsRemaining(3);
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spelltar->CheckNumHitsRemaining(NUMHIT_IncomingSpells);
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CheckNumHitsRemaining(NUMHIT_OutgoingSpells);
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safe_delete(action_packet);
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return false;
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@ -3654,8 +3655,13 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
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}
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if (spelltar && IsDetrimentalSpell(spell_id))
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spelltar->CheckNumHitsRemaining(3); //Incoming spells
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if (IsDetrimentalSpell(spell_id)) {
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CheckNumHitsRemaining(NUMHIT_OutgoingSpells);
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if (spelltar)
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spelltar->CheckNumHitsRemaining(NUMHIT_IncomingSpells);
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}
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// send the action packet again now that the spell is successful
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// NOTE: this is what causes the buff icon to appear on the client, if
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