Implemented an enumerator list for numhits type variables.

Implemented type 4 outgoing spell damage numhits type.
This commit is contained in:
KayenEQ
2014-06-24 22:04:13 -04:00
parent a4fe14a3d3
commit 6ef11777e3
7 changed files with 51 additions and 31 deletions
+10 -10
View File
@@ -1350,7 +1350,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
MeleeLifeTap(damage);
if (damage > 0)
CheckNumHitsRemaining(5);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
//break invis when you attack
if(invisible) {
@@ -1965,7 +1965,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
MeleeLifeTap(damage);
if (damage > 0)
CheckNumHitsRemaining(5);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
//break invis when you attack
if(invisible) {
@@ -3421,7 +3421,7 @@ int32 Mob::ReduceAllDamage(int32 damage)
TryTriggerOnValueAmount(false, true);
}
CheckNumHitsRemaining(8);
CheckNumHitsRemaining(NUMHIT_IncomingDamage);
return(damage);
}
@@ -3527,10 +3527,10 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
}
if (spell_id == SPELL_UNKNOWN && skill_used) {
CheckNumHitsRemaining(1); //Incoming Hit Attempts
CheckNumHitsRemaining(NUMHIT_IncomingHitAttempts);
if (attacker)
attacker->CheckNumHitsRemaining(2); //Outgoing Hit Attempts
attacker->CheckNumHitsRemaining(NUMHIT_OutgoingHitAttempts);
}
if(attacker){
@@ -3604,7 +3604,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
}
if (skill_used)
CheckNumHitsRemaining(6); //Incomming Hit Success on Defender
CheckNumHitsRemaining(NUMHIT_IncomingHitSuccess);
ReduceAllDamage(damage);
@@ -4021,7 +4021,7 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand, int dam
int chance = ProcChance * (DefensiveProcs[i].chance);
if ((MakeRandomInt(0, 100) < chance)) {
ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on);
CheckNumHitsRemaining(10,0,DefensiveProcs[i].base_spellID);
CheckNumHitsRemaining(NUMHIT_DefensiveSpellProcs,0,DefensiveProcs[i].base_spellID);
}
}
}
@@ -4208,7 +4208,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
"Spell proc %d procing spell %d (%.2f percent chance)",
i, SpellProcs[i].spellID, chance);
ExecWeaponProc(nullptr, SpellProcs[i].spellID, on);
CheckNumHitsRemaining(11, 0, SpellProcs[i].base_spellID);
CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs, 0, SpellProcs[i].base_spellID);
} else {
mlog(COMBAT__PROCS,
"Spell proc %d failed to proc %d (%.2f percent chance)",
@@ -4224,7 +4224,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
"Ranged proc %d procing spell %d (%.2f percent chance)",
i, RangedProcs[i].spellID, chance);
ExecWeaponProc(nullptr, RangedProcs[i].spellID, on);
CheckNumHitsRemaining(11, 0, RangedProcs[i].base_spellID);
CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs, 0, RangedProcs[i].base_spellID);
} else {
mlog(COMBAT__PROCS,
"Ranged proc %d failed to proc %d (%.2f percent chance)",
@@ -4594,7 +4594,7 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, float chance)
int ProcChance = chance * (float)SkillProcs[i].chance;
if ((MakeRandomInt(0, 100) < ProcChance)) {
ExecWeaponProc(nullptr, SkillProcs[i].spellID, on);
CheckNumHitsRemaining(11,0, SkillProcs[i].base_spellID);
CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs,0, SkillProcs[i].base_spellID);
}
}
}