Revised Finishing blow so that damage now receives all melee bonus. Support also for this effect if placed on items or spells.

This commit is contained in:
KayenEQ
2014-06-30 07:18:47 -04:00
parent 93900086e1
commit 8edb73dc3a
3 changed files with 69 additions and 16 deletions
+13 -15
View File
@@ -4443,27 +4443,25 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
bool Mob::TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse)
{
if (defender && !defender->IsClient() && defender->GetHPRatio() < 10){
if (!defender)
return false;
uint32 FB_Dmg = aabonuses.FinishingBlow[1] + spellbonuses.FinishingBlow[1] + itembonuses.FinishingBlow[1];
uint16 FB_Level = 0; //Get Highest Headshot Level
FB_Level = aabonuses.FinishingBlowLvl[0];
if (FB_Level < spellbonuses.FinishingBlowLvl[0])
FB_Level = spellbonuses.FinishingBlowLvl[0];
else if (FB_Level < itembonuses.FinishingBlowLvl[0])
FB_Level = itembonuses.FinishingBlowLvl[0];
if (aabonuses.FinishingBlow[1] && !defender->IsClient() && defender->GetHPRatio() < 10){
//Proc Chance value of 500 = 5%
uint32 ProcChance = (aabonuses.FinishingBlow[0] + spellbonuses.FinishingBlow[0] + spellbonuses.FinishingBlow[0])/10;
uint32 chance = aabonuses.FinishingBlow[0]/10; //500 = 5% chance.
uint32 damage = aabonuses.FinishingBlow[1];
uint16 levelreq = aabonuses.FinishingBlowLvl[0];
if(defender->GetLevel() <= levelreq && (chance >= MakeRandomInt(0, 1000))){
mlog(COMBAT__ATTACKS, "Landed a finishing blow: levelreq at %d, other level %d", levelreq , defender->GetLevel());
if(FB_Level && FB_Dmg && (defender->GetLevel() <= FB_Level) && (ProcChance >= MakeRandomInt(0, 1000))){
entity_list.MessageClose_StringID(this, false, 200, MT_CritMelee, FINISHING_BLOW, GetName());
defender->Damage(this, damage, SPELL_UNKNOWN, skillinuse);
DoSpecialAttackDamage(defender, skillinuse, FB_Dmg, 1, -1, 10, false, false);
return true;
}
else
{
mlog(COMBAT__ATTACKS, "FAILED a finishing blow: levelreq at %d, other level %d", levelreq , defender->GetLevel());
return false;
}
}
return false;
}
+54 -1
View File
@@ -1204,7 +1204,6 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
case SE_FinishingBlow:
{
//base1 = chance, base2 = damage
if (newbon->FinishingBlow[1] < base2){
newbon->FinishingBlow[0] = base1;
@@ -2825,6 +2824,26 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
break;
}
case SE_FinishingBlow:
{
//base1 = chance, base2 = damage
if (newbon->FinishingBlow[1] < base2){
newbon->FinishingBlow[0] = effect_value;
newbon->FinishingBlow[1] = base2;
}
break;
}
case SE_FinishingBlowLvl:
{
//base1 = level, base2 = ??? (Set to 200 in AA data, possible proc rate mod?)
if (newbon->FinishingBlowLvl[0] < effect_value){
newbon->FinishingBlowLvl[0] = effect_value;
newbon->FinishingBlowLvl[1] = base2;
}
break;
}
//Special custom cases for loading effects on to NPC from 'npc_spels_effects' table
if (IsAISpellEffect) {
@@ -4258,6 +4277,40 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
spellbonuses.HSLevel = effect_value;
aabonuses.HSLevel = effect_value;
itembonuses.HSLevel = effect_value;
break;
case SE_Assassinate:
spellbonuses.Assassinate[0] = effect_value;
aabonuses.Assassinate[0] = effect_value;
itembonuses.Assassinate[0] = effect_value;
spellbonuses.Assassinate[1] = effect_value;
aabonuses.Assassinate[1] = effect_value;
itembonuses.Assassinate[1] = effect_value;
break;
case SE_AssassinateLevel:
spellbonuses.AssassinateLevel = effect_value;
aabonuses.AssassinateLevel = effect_value;
itembonuses.AssassinateLevel = effect_value;
break;
case SE_FinishingBlow:
spellbonuses.FinishingBlow[0] = effect_value;
aabonuses.FinishingBlow[0] = effect_value;
itembonuses.FinishingBlow[0] = effect_value;
spellbonuses.FinishingBlow[1] = effect_value;
aabonuses.FinishingBlow[1] = effect_value;
itembonuses.FinishingBlow[1] = effect_value;
break;
case SE_FinishingBlowLvl:
spellbonuses.FinishingBlowLvl[0] = effect_value;
aabonuses.FinishingBlowLvl[0] = effect_value;
itembonuses.FinishingBlowLvl[0] = effect_value;
spellbonuses.FinishingBlowLvl[1] = effect_value;
aabonuses.FinishingBlowLvl[1] = effect_value;
itembonuses.FinishingBlowLvl[1] = effect_value;
break;
}
}