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
This commit is contained in:
KayenEQ
2014-06-29 01:10:19 -04:00
parent ce2a79b63e
commit 8a92fada5a
11 changed files with 176 additions and 32 deletions
+2 -1
View File
@@ -141,7 +141,7 @@ public:
virtual void TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttackOptions *opts = nullptr);
void TryPetCriticalHit(Mob *defender, uint16 skill, int32 &damage);
virtual bool TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse);
virtual bool TryHeadShot(Mob* defender, SkillUseTypes skillInUse);
uint32 TryHeadShot(Mob* defender, SkillUseTypes skillInUse);
virtual void DoRiposte(Mob* defender);
void ApplyMeleeDamageBonus(uint16 skill, int32 &damage);
virtual void MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttackOptions *opts = nullptr);
@@ -991,6 +991,7 @@ protected:
void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on);
virtual float GetProcChances(float ProcBonus, uint16 weapon_speed = 30, uint16 hand = 13);
virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13);
virtual float GetSpecialProcChances(uint16 hand = 13);
int GetWeaponDamage(Mob *against, const Item_Struct *weapon_item);
int GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate = nullptr);
int GetKickDamage();