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https://github.com/EQEmu/Server.git
synced 2026-05-17 03:08:26 +00:00
Few more AA updates to use database instead of hard coded values.
This commit is contained in:
+17
-7
@@ -1199,13 +1199,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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break;
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}
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// Kayen: Not sure best way to implement this yet.
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// Physically raises skill cap ie if 55/55 it will raise to 55/60
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case SE_RaiseSkillCap: {
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if (newbon->RaiseSkillCap[0] < base1) {
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newbon->RaiseSkillCap[0] = base1; // value
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newbon->RaiseSkillCap[1] = base2; // skill
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}
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if (newbon->RaiseSkillCap[base2] < base1)
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newbon->RaiseSkillCap[base2] = base1;
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break;
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}
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@@ -1441,6 +1438,11 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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newbon->ReduceTradeskillFail[base2] += base1;
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break;
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case SE_TradeSkillMastery:
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if (newbon->TradeSkillMastery < base1)
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newbon->TradeSkillMastery = base1;
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break;
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// to do
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case SE_PetDiscipline:
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break;
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@@ -1452,8 +1454,6 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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break;
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case SE_ForageSkill:
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break;
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case SE_TradeSkillMastery:
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break;
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case SE_SecondaryForte:
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break;
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case SE_FeignedCastOnChance:
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@@ -3161,6 +3161,16 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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new_bonus->ReduceTradeskillFail[base2] += effect_value;
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break;
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case SE_TradeSkillMastery:
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if (new_bonus->TradeSkillMastery < effect_value)
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new_bonus->TradeSkillMastery = effect_value;
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break;
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case SE_RaiseSkillCap:
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if (new_bonus->RaiseSkillCap[base2] < effect_value)
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new_bonus->RaiseSkillCap[base2] = effect_value;
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break;
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//Special custom cases for loading effects on to NPC from 'npc_spels_effects' table
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if (IsAISpellEffect) {
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+2
-12
@@ -2439,18 +2439,8 @@ uint16 Client::GetMaxSkillAfterSpecializationRules(SkillUseTypes skillid, uint16
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}
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}
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// This should possibly be handled by bonuses rather than here.
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switch(skillid)
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{
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case SkillTracking:
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{
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Result += ((GetAA(aaAdvancedTracking) * 10) + (GetAA(aaTuneofPursuance) * 10));
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break;
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}
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default:
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break;
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}
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Result += spellbonuses.RaiseSkillCap[skillid] + itembonuses.RaiseSkillCap[skillid] + aabonuses.RaiseSkillCap[skillid];
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return Result;
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}
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+2
-1
@@ -439,7 +439,7 @@ struct StatBonuses {
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int32 CombatStability; // Melee damage mitigation.
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int32 DoubleRiposte; // Chance to double riposte
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int32 GiveDoubleRiposte[3]; // 0=Regular Chance, 1=Skill Attack Chance, 2=Skill
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uint32 RaiseSkillCap[2]; // Raise a specific skill cap (1 = value, 2=skill)
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uint32 RaiseSkillCap[HIGHEST_SKILL+1]; // Raise a specific skill cap (base1= value, base2=skill)
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int32 Ambidexterity; // Increase chance to duel wield by adding bonus 'skill'.
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int32 PetMaxHP; // Increase the max hp of your pet.
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int32 PetFlurry; // Chance for pet to flurry.
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@@ -470,6 +470,7 @@ struct StatBonuses {
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bool ShroudofStealth; // rogue improved invisiblity
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uint16 ReduceFallDamage; // reduce fall damage by percent
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int32 ReduceTradeskillFail[HIGHEST_SKILL+1]; // Reduces chance for trade skills to fail by percent.
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uint8 TradeSkillMastery; // Allow number of tradeskills to exceed 200 skill.
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};
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typedef struct
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@@ -1403,8 +1403,9 @@ bool Client::CanIncreaseTradeskill(SkillUseTypes tradeskill) {
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uint8 Pottery = (GetRawSkill(SkillPottery) > 200) ? 1 : 0;
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uint8 Tailoring = (GetRawSkill(SkillTailoring) > 200) ? 1 : 0;
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uint8 SkillTotal = Baking + Smithing + Brewing + Fletching + Jewelry + Pottery + Tailoring; //Tradeskills above 200
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uint32 aaLevel = GetAA(aaNewTanaanCraftingMastery); //New Tanaan AA: Each level allows an additional tradeskill above 200 (first one is free)
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//New Tanaan AA: Each level allows an additional tradeskill above 200 (first one is free)
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uint8 aaLevel = spellbonuses.TradeSkillMastery + itembonuses.TradeSkillMastery + aabonuses.TradeSkillMastery;
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switch (tradeskill) {
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case SkillBaking:
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case SkillBlacksmithing:
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