Fix double hit bug. Added endurance shield.

This commit is contained in:
carolus21rex 2025-05-15 19:52:36 -04:00
parent cde60926f1
commit 9231109618
3 changed files with 65 additions and 55 deletions

View File

@ -3862,8 +3862,12 @@ int64 Mob::ReduceAllDamage(int64 damage)
}
if (spellbonuses.EnduranceAbsorbPercentDamage[SBIndex::ENDURANCE_ABSORD_MITIGIATION]) {
int64 damage_reduced = damage * spellbonuses.EnduranceAbsorbPercentDamage[SBIndex::ENDURANCE_ABSORD_MITIGIATION] / 10000; //If hit for 1000, at 10% then lower damage by 100;
int32 endurance_drain = damage_reduced * spellbonuses.EnduranceAbsorbPercentDamage[SBIndex::ENDURANCE_ABSORD_DRAIN_PER_HP] / 10000; //Reduce endurance by 0.05% per HP loss
int64 end_absorb = spellbonuses.EnduranceAbsorbPercentDamage[SBIndex::ENDURANCE_ABSORD_MITIGIATION] + itembonuses.EnduranceAbsorbPercentDamage[SBIndex::ENDURANCE_ABSORD_MITIGIATION] + aabonuses.EnduranceAbsorbPercentDamage[SBIndex::ENDURANCE_ABSORD_MITIGIATION];
int64 end_absorb_cap = spellbonuses.EnduranceAbsorbPercentCap + itembonuses.EnduranceAbsorbPercentCap + aabonuses.EnduranceAbsorbPercentDamage;
int64 damage_reduced = damage * end_absorb / 100; //If hit for 1000, at 10% then lower damage by 100;
if (damage_reduced > end_absorb_cap)
damage_reduced = end_absorb_cap;
int32 endurance_drain = damage_reduced * spellbonuses.EnduranceAbsorbPercentDamage[SBIndex::ENDURANCE_ABSORD_DRAIN_PER_HP] / 100; //Reduce endurance by 0.05% per HP loss
if (endurance_drain < 1)
endurance_drain = 1;
@ -3871,6 +3875,7 @@ int64 Mob::ReduceAllDamage(int64 damage)
damage -= damage_reduced;
CastToClient()->SetEndurance(CastToClient()->GetEndurance() - endurance_drain);
TryTriggerOnCastRequirement();
Message(263, "Your endurance shield has absorbed %d damage.", damage_reduced);
}
}
@ -4299,6 +4304,62 @@ void Mob::CommonDamage(Mob* attacker, int64 &damage, const uint16 spell_id, cons
damage = 0;
}
//send damage packet before updating hp to prevent double damage bugs and make the game feel more responsive.
if (!iBuffTic) { //buff ticks do not send damage, instead they just call SendHPUpdate(), which is done above
static EQApplicationPacket p(OP_Damage, sizeof(CombatDamage_Struct));
auto a = (CombatDamage_Struct *) p.pBuffer;
a->target = GetID();
if (!attacker) {
a->source = 0;
} else if (attacker->IsClient() && attacker->CastToClient()->GMHideMe()) {
a->source = 0;
} else {
a->source = attacker->GetID();
}
a->type = (EQ::ValueWithin(skill_used, EQ::skills::Skill1HBlunt, EQ::skills::Skill2HPiercing)) ?
SkillDamageTypes[skill_used] : SkillDamageTypes[EQ::skills::SkillHandtoHand]; // was 0x1c
a->damage = damage;
a->spellid = spell_id;
if (special == eSpecialAttacks::AERampage) {
a->special = 1;
} else if (special == eSpecialAttacks::Rampage) {
a->special = 2;
} else {
a->special = 0;
}
a->hit_heading = attacker ? attacker->GetHeading() : 0.0f;
if (RuleB(Combat, MeleePush) && damage > 0 && !IsRooted() &&
(IsClient() || zone->random.Roll(RuleI(Combat, MeleePushChance)))) {
a->force = EQ::skills::GetSkillMeleePushForce(skill_used);
if (RuleR(Combat, MeleePushForceClientPercent) && IsClient()) {
a->force += a->force * RuleR(Combat, MeleePushForceClientPercent);
}
if (RuleR(Combat, MeleePushForcePetPercent) && IsPet()) {
a->force += a->force * RuleR(Combat, MeleePushForcePetPercent);
}
if (IsNPC()) {
if (!RuleB(Combat, NPCtoNPCPush) && attacker && attacker->IsNPC()) {
a->force = 0.0f; // 2013 change that disabled NPC vs NPC push
} else {
a->force *= 0.10f; // force against NPCs is divided by 10 I guess? ex bash is 0.3, parsed 0.03 against an NPC
}
if (ForcedMovement == 0 && a->force != 0.0f && position_update_melee_push_timer.Check()) {
m_Delta.x += a->force * g_Math.FastSin(a->hit_heading);
m_Delta.y += a->force * g_Math.FastCos(a->hit_heading);
ForcedMovement = 3;
}
}
}
}
SetHP(int64(GetHP() - damage));
if (HasDied()) {
@ -4533,60 +4594,7 @@ void Mob::CommonDamage(Mob* attacker, int64 &damage, const uint16 spell_id, cons
}
} //end `if damage was done`
//send damage packet...
if (!iBuffTic) { //buff ticks do not send damage, instead they just call SendHPUpdate(), which is done above
static EQApplicationPacket p(OP_Damage, sizeof(CombatDamage_Struct));
auto a = (CombatDamage_Struct *) p.pBuffer;
a->target = GetID();
if (!attacker) {
a->source = 0;
} else if (attacker->IsClient() && attacker->CastToClient()->GMHideMe()) {
a->source = 0;
} else {
a->source = attacker->GetID();
}
a->type = (EQ::ValueWithin(skill_used, EQ::skills::Skill1HBlunt, EQ::skills::Skill2HPiercing)) ?
SkillDamageTypes[skill_used] : SkillDamageTypes[EQ::skills::SkillHandtoHand]; // was 0x1c
a->damage = damage;
a->spellid = spell_id;
if (special == eSpecialAttacks::AERampage) {
a->special = 1;
} else if (special == eSpecialAttacks::Rampage) {
a->special = 2;
} else {
a->special = 0;
}
a->hit_heading = attacker ? attacker->GetHeading() : 0.0f;
if (RuleB(Combat, MeleePush) && damage > 0 && !IsRooted() &&
(IsClient() || zone->random.Roll(RuleI(Combat, MeleePushChance)))) {
a->force = EQ::skills::GetSkillMeleePushForce(skill_used);
if (RuleR(Combat, MeleePushForceClientPercent) && IsClient()) {
a->force += a->force * RuleR(Combat, MeleePushForceClientPercent);
}
if (RuleR(Combat, MeleePushForcePetPercent) && IsPet()) {
a->force += a->force * RuleR(Combat, MeleePushForcePetPercent);
}
if (IsNPC()) {
if (!RuleB(Combat, NPCtoNPCPush) && attacker && attacker->IsNPC()) {
a->force = 0.0f; // 2013 change that disabled NPC vs NPC push
} else {
a->force *= 0.10f; // force against NPCs is divided by 10 I guess? ex bash is 0.3, parsed 0.03 against an NPC
}
if (ForcedMovement == 0 && a->force != 0.0f && position_update_melee_push_timer.Check()) {
m_Delta.x += a->force * g_Math.FastSin(a->hit_heading);
m_Delta.y += a->force * g_Math.FastCos(a->hit_heading);
ForcedMovement = 3;
}
}
}
//Note: if players can become pets, they will not receive damage messages of their own
//this was done to simplify the code here (since we can only effectively skip one mob on queue)

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@ -3117,6 +3117,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
new_bonus->EnduranceAbsorbPercentDamage[SBIndex::ENDURANCE_ABSORD_MITIGIATION] = effect_value;
new_bonus->EnduranceAbsorbPercentDamage[SBIndex::ENDURANCE_ABSORD_DRAIN_PER_HP] = limit_value;
}
new_bonus->EnduranceAbsorbPercent += max_value;
break;
}

View File

@ -493,6 +493,7 @@ struct StatBonuses {
uint32 ManaAbsorbPercentDamage; // 0 = Mitigation value
uint32 ManaAbsorbPercentDamageCap; // 0 = Mitigation value
int32 EnduranceAbsorbPercentDamage[2]; // 0 = Mitigation value 1 = Percent Endurance drain per HP lost
uint32 EnduranceAbsorbPercentCap;
int32 ShieldBlock; // Chance to Shield Block
int32 BlockBehind; // Chance to Block Behind (with our without shield)
bool CriticalRegenDecay; // increase critical regen chance, decays based on spell level cast