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[Quest API] Added NPC special ability to modify Riposte/Dodge/Parry/Block chance (#1683)
* Update attack.cpp * u * Update attack.cpp * spellchecked
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@ -396,6 +396,20 @@ bool Mob::AvoidDamage(Mob *other, DamageHitInfo &hit)
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counter_dodge = attacker->GetSpecialAbilityParam(COUNTER_AVOID_DAMAGE, 4);
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}
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int modify_all = 0;
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int modify_riposte = 0;
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int modify_block = 0;
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int modify_parry = 0;
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int modify_dodge = 0;
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if (GetSpecialAbility(MODIFY_AVOID_DAMAGE)) {
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modify_all = GetSpecialAbilityParam(MODIFY_AVOID_DAMAGE, 0);
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modify_riposte = GetSpecialAbilityParam(MODIFY_AVOID_DAMAGE, 1);
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modify_block = GetSpecialAbilityParam(MODIFY_AVOID_DAMAGE, 2);
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modify_parry = GetSpecialAbilityParam(MODIFY_AVOID_DAMAGE, 3);
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modify_dodge = GetSpecialAbilityParam(MODIFY_AVOID_DAMAGE, 4);
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}
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// riposte -- it may seem crazy, but if the attacker has SPA 173 on them, they are immune to Ripo
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bool ImmuneRipo = attacker->aabonuses.RiposteChance || attacker->spellbonuses.RiposteChance || attacker->itembonuses.RiposteChance || attacker->IsEnraged();
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// Need to check if we have something in MainHand to actually attack with (or fists)
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@ -420,6 +434,10 @@ bool Mob::AvoidDamage(Mob *other, DamageHitInfo &hit)
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float counter = (counter_riposte + counter_all) / 100.0f;
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chance -= chance * counter;
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}
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if (modify_riposte || modify_all) {
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float npc_modifier = (modify_riposte + modify_all) / 100.0f;
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chance += chance * npc_modifier;
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}
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// AA Slippery Attacks
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if (hit.hand == EQ::invslot::slotSecondary) {
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int slip = aabonuses.OffhandRiposteFail + itembonuses.OffhandRiposteFail + spellbonuses.OffhandRiposteFail;
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@ -459,6 +477,10 @@ bool Mob::AvoidDamage(Mob *other, DamageHitInfo &hit)
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float counter = (counter_block + counter_all) / 100.0f;
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chance -= chance * counter;
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}
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if (modify_block || modify_all) {
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float npc_modifier = (modify_block + modify_all) / 100.0f;
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chance += chance * npc_modifier;
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}
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if (zone->random.Roll(chance)) {
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hit.damage_done = DMG_BLOCKED;
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return true;
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@ -482,6 +504,10 @@ bool Mob::AvoidDamage(Mob *other, DamageHitInfo &hit)
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float counter = (counter_parry + counter_all) / 100.0f;
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chance -= chance * counter;
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}
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if (modify_parry || modify_all) {
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float npc_modifier = (modify_parry + modify_all) / 100.0f;
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chance += chance * npc_modifier;
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}
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if (zone->random.Roll(chance)) {
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hit.damage_done = DMG_PARRIED;
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return true;
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@ -505,6 +531,10 @@ bool Mob::AvoidDamage(Mob *other, DamageHitInfo &hit)
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float counter = (counter_dodge + counter_all) / 100.0f;
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chance -= chance * counter;
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}
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if (modify_dodge || modify_all) {
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float npc_modifier = (modify_dodge + modify_all) / 100.0f;
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chance += chance * npc_modifier;
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}
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if (zone->random.Roll(chance)) {
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hit.damage_done = DMG_DODGED;
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return true;
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@ -201,14 +201,15 @@ enum {
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ALLOW_TO_TANK = 41,
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IGNORE_ROOT_AGGRO_RULES = 42,
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CASTING_RESIST_DIFF = 43,
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COUNTER_AVOID_DAMAGE = 44,
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COUNTER_AVOID_DAMAGE = 44, //Modify by percent NPC's opponents chance to riposte, block, parry or dodge individually, or for all skills
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PROX_AGGRO = 45,
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IMMUNE_RANGED_ATTACKS = 46,
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IMMUNE_DAMAGE_CLIENT = 47,
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IMMUNE_DAMAGE_NPC = 48,
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IMMUNE_AGGRO_CLIENT = 49,
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IMMUNE_AGGRO_NPC = 50,
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MAX_SPECIAL_ATTACK = 51
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MODIFY_AVOID_DAMAGE = 51, //Modify by percent the NPCs chance to riposte, block, parry or dodge individually, or for all skills
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MAX_SPECIAL_ATTACK = 52
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};
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typedef enum { //fear states
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@ -2841,6 +2841,7 @@ luabind::scope lua_register_mob() {
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luabind::scope lua_register_special_abilities() {
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return luabind::class_<SpecialAbilities>("SpecialAbility")
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.enum_("constants")
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[
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luabind::value("summon", static_cast<int>(SPECATK_SUMMON)),
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@ -2891,7 +2892,8 @@ luabind::scope lua_register_special_abilities() {
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luabind::value("immune_damage_client", static_cast<int>(IMMUNE_DAMAGE_CLIENT)),
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luabind::value("immune_damage_npc", static_cast<int>(IMMUNE_DAMAGE_NPC)),
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luabind::value("immune_aggro_client", static_cast<int>(IMMUNE_AGGRO_CLIENT)),
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luabind::value("immune_aggro_npc", static_cast<int>(IMMUNE_AGGRO_NPC))
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luabind::value("immune_aggro_npc", static_cast<int>(IMMUNE_AGGRO_NPC)),
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luabind::value("modify_avoid_damage", static_cast<int>(MODIFY_AVOID_DAMAGE))
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];
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}
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