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Implemented SE_HeadShot, SE_HeadShotLevel - Defines headshot damage and level requirements.
Revised HeadShot mechanic so damage now recieves all archery bonuses, proc chance can be set to either (lives new Proc Per minute system, or flat chance based on dex (formula updated). Required SQL for AA data Optional SQL for rules
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@@ -141,7 +141,7 @@ public:
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virtual void TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttackOptions *opts = nullptr);
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void TryPetCriticalHit(Mob *defender, uint16 skill, int32 &damage);
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virtual bool TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse);
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virtual bool TryHeadShot(Mob* defender, SkillUseTypes skillInUse);
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uint32 TryHeadShot(Mob* defender, SkillUseTypes skillInUse);
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virtual void DoRiposte(Mob* defender);
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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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@@ -991,6 +991,7 @@ protected:
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void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on);
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virtual float GetProcChances(float ProcBonus, uint16 weapon_speed = 30, uint16 hand = 13);
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virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13);
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virtual float GetSpecialProcChances(uint16 hand = 13);
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int GetWeaponDamage(Mob *against, const Item_Struct *weapon_item);
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int GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate = nullptr);
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int GetKickDamage();
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