Spell effect addition / fixes

This commit is contained in:
KayenEQ 2014-02-26 00:09:59 -05:00
parent 970b30b467
commit 8caac162b2
7 changed files with 34 additions and 8 deletions

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@ -1,5 +1,10 @@
EQEMu Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------
== 02/26/2014 ==
Kayen: Implemented SE_FrenziedDevestation - increase critical spell chacnce and 2x mana cost for DD spells
Kayen: Fixed SE_SpellProcChance - Now works on spell dervived procs
== 02/24/2014 ==
Sorvani: Updated GetUnusedInstanceID to not recycle instance ID's unless it has reached max (65535)

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@ -359,7 +359,7 @@ typedef enum {
#define SE_DispelBeneficial 209 // implemented
//#define SE_PetShield 210 // *not implemented
#define SE_AEMelee 211 // implemented
//#define SE_CastingSkills 212 // *not implemented -Include/Exclude Casting Skill type. (*no longer used on live)
#define SE_FrenziedDevastation 212 // implemented - increase spell criticals + all DD spells cast 2x mana.
#define SE_PetMaxHP 213 // implemented[AA] - increases the maximum hit points of your pet
#define SE_MaxHPChange 214 // implemented
#define SE_PetAvoidance 215 // implemented[AA] - increases pet ability to avoid melee damage
@ -397,7 +397,7 @@ typedef enum {
#define SE_RaiseSkillCap 247 // *not implemented[AA] - adds skill over the skill cap.
//#define SE_SecondaryForte 248 // not implemented as bonus(gives you a 2nd specialize skill that can go past 50 to 100)
#define SE_SecondaryDmgInc 249 // implemented[AA] Allows off hand weapon to recieve a damage bonus (Sinister Strikes)
#define SE_SpellProcChance 250 // implemented - Increase chance to sympathetic proc by %
#define SE_SpellProcChance 250 // implemented - Increase chance to proc from melee proc spells (ie Spirit of Panther)
#define SE_ConsumeProjectile 251 // implemented[AA] - chance to not consume an arrow (ConsumeProjectile = 100)
#define SE_FrontalBackstabChance 252 // implemented[AA] - chance to perform a full damage backstab from front.
#define SE_FrontalBackstabMinDmg 253 // implemented[AA] - allow a frontal backstab for mininum damage.

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@ -1414,7 +1414,7 @@ bool Mob::PassCharismaCheck(Mob* caster, Mob* spellTarget, uint16 spell_id) {
if (caster->IsClient())
{
//3: At maxed ability, Total Domination has a 50% chance of preventing the charm break that otherwise would have occurred.
uint16 TotalDominationBonus = caster->aabonuses.CharmBreakChance + caster->spellbonuses.CharmBreakChance + caster->itembonuses.CharmBreakChance;
int16 TotalDominationBonus = caster->aabonuses.CharmBreakChance + caster->spellbonuses.CharmBreakChance + caster->itembonuses.CharmBreakChance;
if (MakeRandomInt(0, 99) < TotalDominationBonus)
return true;

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@ -4149,6 +4149,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct* weapon, Mob *on
}
}
int16 SpellProcChance = spellbonuses.SpellProcChance + itembonuses.SpellProcChance + aabonuses.SpellProcChance;
uint32 i;
for(i = 0; i < MAX_PROCS; i++) {
if (PermaProcs[i].spellID != SPELL_UNKNOWN) {
@ -4169,6 +4170,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct* weapon, Mob *on
else
{
int chance = ProcChance * (SpellProcs[i].chance);
chance += chance*SpellProcChance/100;
if(MakeRandomInt(0, 100) < chance) {
mlog(COMBAT__PROCS, "Spell proc %d procing spell %d (%d percent chance)", i, SpellProcs[i].spellID, chance);
ExecWeaponProc(nullptr, SpellProcs[i].spellID, on);
@ -4180,6 +4182,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct* weapon, Mob *on
}
if (bRangedAttack) {
int chance = ProcChance * RangedProcs[i].chance;
chance += chance*SpellProcChance/100;
if(MakeRandomInt(0, 100) < chance) {
mlog(COMBAT__PROCS, "Ranged proc %d procing spell %d", i, RangedProcs[i].spellID, RangedProcs[i].chance);
ExecWeaponProc(nullptr, RangedProcs[i].spellID, on);

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@ -1228,6 +1228,14 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
break;
}
case SE_FrenziedDevastation:
newbon->FrenziedDevastation += base2;
break;
case SE_SpellProcChance:
newbon->SpellProcChance += base1;
break;
}
}
}
@ -2524,6 +2532,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
newbon->DistanceRemoval = true;
break;
case SE_FrenziedDevastation:
newbon->FrenziedDevastation += spells[spell_id].base2[i];
break;
}
}
}
@ -3866,7 +3878,13 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
spellbonuses.ImprovedTaunt[0] = effect_value;
spellbonuses.ImprovedTaunt[1] = effect_value;
spellbonuses.ImprovedTaunt[2] = -1;
break;
case SE_FrenziedDevastation:
spellbonuses.FrenziedDevastation += effect_value;
aabonuses.FrenziedDevastation += effect_value;
itembonuses.FrenziedDevastation += effect_value;
break;
}
}
}

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@ -311,8 +311,8 @@ struct StatBonuses {
//uint16 BlockSpellEffect[EFFECT_COUNT]; // Prevents spells with certain effects from landing on you *no longer used
bool ImmuneToFlee; // Bypass the fleeing flag
uint16 VoiceGraft; // Stores the ID of the mob with which to talk through
uint16 SpellProcChance; // chance to proc from sympathetic spell effects
uint16 CharmBreakChance; // chance to break charm
int16 SpellProcChance; // chance to proc from sympathetic spell effects
int16 CharmBreakChance; // chance to break charm
int16 SongRange; // increases range of beneficial bard songs
uint16 HPToManaConvert; // Uses HP to cast spells at specific conversion
uint16 FocusEffects[HIGHEST_FOCUS+1]; // Stores the focus effectid for each focustype you have.
@ -335,6 +335,7 @@ struct StatBonuses {
bool DivineAura; // invulnerability
bool DistanceRemoval; // Check if Cancle if Moved effect is present
int16 ImprovedTaunt[3]; // 0 = Max Level 1 = Aggro modifier 2 = buffid
int16 FrenziedDevastation; // base1= AArank(used) base2= chance increase spell criticals + all DD spells 2x mana.
//bool AbsorbMagicAtt; // Magic Rune *Need to be implemented for NegateEffect
//bool MeleeRune; // Melee Rune *Need to be implemented for NegateEffect

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@ -2826,6 +2826,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
case SE_CriticalMend:
case SE_LimitCastTimeMax:
case SE_TriggerOnReqCaster:
case SE_FrenziedDevastation:
{
break;
}
@ -5396,14 +5397,12 @@ bool Mob::AffectedBySpellExcludingSlot(int slot, int effect)
float Mob::GetSympatheticProcChances(float &ProcBonus, float &ProcChance, int32 cast_time, int16 ProcRateMod) {
ProcBonus = spellbonuses.SpellProcChance + itembonuses.SpellProcChance;
ProcChance = 0;
if(cast_time > 0)
{
ProcChance = ((float)cast_time * RuleR(Casting, AvgSpellProcsPerMinute) / 60000.0f);
ProcChance = ProcChance * (float)(ProcRateMod/100);
ProcChance = ProcChance+(ProcChance*ProcBonus/100);
}
return ProcChance;
}