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synced 2026-06-11 03:31:08 +00:00
Implemented an enumerator list for numhits type variables.
Implemented type 4 outgoing spell damage numhits type.
This commit is contained in:
+10
-10
@@ -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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