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Fixed crippling blow issues with berserker frenzy
Also added two rules to control when to enter/exit berserker frenzy
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@ -1,5 +1,8 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 12/11/2013 ==
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demonstar55: Fixed issue with crippling blow from berserker frenzy not actually doing anything
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== 12/04/2013 ==
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demonstar55: Fixed SpellType_Charm case in AICastSpell
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@ -371,6 +371,8 @@ RULE_INT ( Combat, ClientStunLevel, 55) //This is the level where client kicks a
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RULE_INT ( Combat, QuiverWRHasteDiv, 3) //Weight Reduction is divided by this to get haste contribution for quivers
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RULE_BOOL ( Combat, UseArcheryBonusRoll, false) //Make the 51+ archery bonus require an actual roll
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RULE_INT ( Combat, ArcheryBonusChance, 50)
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RULE_INT ( Combat, BerserkerFrenzyStart, 35)
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RULE_INT ( Combat, BerserkerFrenzyEnd, 45)
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RULE_CATEGORY_END()
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RULE_CATEGORY( NPC )
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@ -1173,7 +1173,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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if(weapon_damage > 0){
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//Berserker Berserk damage bonus
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if(berserk && GetClass() == BERSERKER){
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if(IsBerserk() && GetClass() == BERSERKER){
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int bonus = 3 + GetLevel()/10; //unverified
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weapon_damage = weapon_damage * (100+bonus) / 100;
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mlog(COMBAT__DAMAGE, "Berserker damage bonus increases DMG to %d", weapon_damage);
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@ -4102,19 +4102,15 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
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//Warning: Do not define these rules if you want live like critical hits.
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critChance += RuleI(Combat, MeleeBaseCritChance);
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if(IsClient())
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if (IsClient()) {
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critChance += RuleI(Combat, ClientBaseCritChance);
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bool IsBerserk = false;
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if(((GetClass() == WARRIOR || GetClass() == BERSERKER) && GetLevel() >= 12 && IsClient()))
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{
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if(CastToClient()->berserk){
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critChance += RuleI(Combat, BerserkBaseCritChance);
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IsBerserk = true;
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if ((GetClass() == WARRIOR || GetClass() == BERSERKER) && GetLevel() >= 12) {
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if (IsBerserk())
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critChance += RuleI(Combat, BerserkBaseCritChance);
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else
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critChance += RuleI(Combat, WarBerBaseCritChance);
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}
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else
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critChance += RuleI(Combat, WarBerBaseCritChance);
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}
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if(skill == SkillArchery && GetClass() == RANGER && GetSkill(SkillArchery) >= 65)
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@ -4154,10 +4150,11 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
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//Crippling Blow Chance: The percent value of the effect is applied
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//to the your Chance to Critical. (ie You have 10% chance to critical and you
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//have a 200% Chance to Critical Blow effect, therefore you have a 20% Chance to Critical Blow.
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if (CripplingBlowChance){
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critChance *= float(CripplingBlowChance)/100.0f;
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if (CripplingBlowChance || IsBerserk()) {
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if (!IsBerserk())
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critChance *= float(CripplingBlowChance)/100.0f;
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if(MakeRandomFloat(0, 1) < critChance){
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if (IsBerserk() || MakeRandomFloat(0, 1) < critChance) {
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critMod = 400;
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crip_success = true;
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}
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@ -4166,8 +4163,7 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
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critMod += GetCritDmgMob(skill) * 2; // To account for base crit mod being 200 not 100
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damage = damage * critMod / 100;
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if(IsBerserk || crip_success)
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{
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if (crip_success) {
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entity_list.MessageClose_StringID(this, false, 200, MT_CritMelee, CRIPPLING_BLOW, GetCleanName(), itoa(damage));
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// Crippling blows also have a chance to stun
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//Kayen: Crippling Blow would cause a chance to interrupt for npcs < 55, with a staggers message.
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@ -4175,10 +4171,7 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
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defender->Emote("staggers.");
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defender->Stun(0);
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}
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}
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else
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{
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} else {
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entity_list.MessageClose_StringID(this, false, 200, MT_CritMelee, CRITICAL_HIT, GetCleanName(), itoa(damage));
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}
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}
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@ -220,6 +220,7 @@ public:
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virtual bool HasGroup() { return (GetGroup() ? true : false); }
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virtual Raid* GetRaid() { return entity_list.GetRaidByClient(this); }
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virtual Group* GetGroup() { return entity_list.GetGroupByClient(this); }
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virtual inline bool IsBerserk() { return berserk; }
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void AI_Init();
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void AI_Start(uint32 iMoveDelay = 0);
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@ -464,13 +464,13 @@ bool Client::Process() {
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}
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if (GetClass() == WARRIOR || GetClass() == BERSERKER) {
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if(!dead && !berserk && this->GetHPRatio() < 30) {
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if (!dead && !IsBerserk() && GetHPRatio() < RuleI(Combat, BerserkerFrenzyStart)) {
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entity_list.MessageClose_StringID(this, false, 200, 0, BERSERK_START, GetName());
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this->berserk = true;
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berserk = true;
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}
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if (berserk && this->GetHPRatio() > 30) {
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if (IsBerserk() && GetHPRatio() > RuleI(Combat, BerserkerFrenzyEnd)) {
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entity_list.MessageClose_StringID(this, false, 200, 0, BERSERK_END, GetName());
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this->berserk = false;
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berserk = false;
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}
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}
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@ -126,6 +126,7 @@ public:
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void ApplyMeleeDamageBonus(uint16 skill, int32 &damage);
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virtual void MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttackOptions *opts = nullptr);
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bool CombatRange(Mob* other);
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virtual inline bool IsBerserk() { return false; } // only clients
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//Appearance
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void SendLevelAppearance();
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