Combat Revamp - MAJOR BREAKING CHANGE

This commit makes combat much more live like. This is based on a lot of parses
done by TAKP and myself. There are numerous things based on dev quotes and
hints. Pretty much all combat has changed, spell effects correct, stacking
correct, etc.

This is the fist stage of the revamp, I will be trying to remove some code
duplication and make things generally cleaner.

Server ops will have to rebalance their NPCs. AC actually means something now.
Rough recommendations?
Level 50 "classic" trash should be no more than 115.
Classic raid mobs should be more 200+ etc
Other "classic" NPCs should be a lot lower as well.
PoP trash probably shouldn't exceed 120 AC
PoP raids should be higher
Devs have said the vast majority of NPCs didn't exceed 600 AC until very
recently. The exceptions were mostly raid encounters.

There really isn't a good "default" for every server, so this will be up to
the devs to find where they want their server stats to be.
This commit is contained in:
Michael Cook (mackal)
2017-01-15 00:03:02 -05:00
parent 891fa0411c
commit 9e824876ba
25 changed files with 1520 additions and 1514 deletions
+152 -299
View File
@@ -1992,110 +1992,6 @@ bool Bot::CheckBotDoubleAttack(bool tripleAttack) {
return false;
}
void Bot::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, EQEmu::skills::SkillType skillinuse, int16 chance_mod, int16 focus, bool CanRiposte, int ReuseTime) {
if (!CanDoSpecialAttack(other))
return;
//For spells using skill value 98 (feral swipe ect) server sets this to 67 automatically.
if (skillinuse == EQEmu::skills::SkillBegging)
skillinuse = EQEmu::skills::SkillOffense;
int damage = 0;
uint32 hate = 0;
int Hand = EQEmu::inventory::slotPrimary;
if (hate == 0 && weapon_damage > 1)
hate = weapon_damage;
if(weapon_damage > 0) {
if(GetClass() == BERSERKER) {
int bonus = (3 + GetLevel( )/ 10);
weapon_damage = (weapon_damage * (100 + bonus) / 100);
}
int32 min_hit = 1;
int32 max_hit = ((2 * weapon_damage * GetDamageTable(skillinuse)) / 100);
if(GetLevel() >= 28 && IsWarriorClass()) {
int ucDamageBonus = GetWeaponDamageBonus((const EQEmu::ItemData*) nullptr);
min_hit += (int) ucDamageBonus;
max_hit += (int) ucDamageBonus;
hate += ucDamageBonus;
}
ApplySpecialAttackMod(skillinuse, max_hit, min_hit);
min_hit += (min_hit * GetMeleeMinDamageMod_SE(skillinuse) / 100);
if(max_hit < min_hit)
max_hit = min_hit;
if(RuleB(Combat, UseIntervalAC))
damage = max_hit;
else
damage = zone->random.Int(min_hit, max_hit);
if (other->AvoidDamage(this, damage, CanRiposte ? EQEmu::inventory::slotRange : EQEmu::inventory::slotPrimary)) { // MainRange excludes ripo, primary doesn't have any extra behavior
if (damage == -3) {
DoRiposte(other);
if (HasDied())
return;
}
} else {
if (other->CheckHitChance(this, skillinuse, chance_mod)) {
other->MeleeMitigation(this, damage, min_hit);
if (damage > 0) {
damage += damage*focus/100;
ApplyMeleeDamageBonus(skillinuse, damage);
damage += other->GetFcDamageAmtIncoming(this, 0, true, skillinuse);
damage += ((itembonuses.HeroicSTR / 10) + (damage * other->GetSkillDmgTaken(skillinuse) / 100) + GetSkillDmgAmt(skillinuse));
TryCriticalHit(other, skillinuse, damage, nullptr);
}
} else {
damage = 0;
}
}
}
else
damage = -5;
if (skillinuse == EQEmu::skills::SkillBash){
const EQEmu::ItemInstance* inst = GetBotItem(EQEmu::inventory::slotSecondary);
const EQEmu::ItemData* botweapon = 0;
if(inst)
botweapon = inst->GetItem();
if(botweapon) {
if (botweapon->ItemType == EQEmu::item::ItemTypeShield)
hate += botweapon->AC;
hate = (hate * (100 + GetFuriousBash(botweapon->Focus.Effect)) / 100);
}
}
other->AddToHateList(this, hate);
bool CanSkillProc = true;
if (skillinuse == EQEmu::skills::SkillOffense){ //Hack to allow damage to display.
skillinuse = EQEmu::skills::SkillTigerClaw; //'strike' your opponent - Arbitrary choice for message.
CanSkillProc = false; //Disable skill procs
}
other->Damage(this, damage, SPELL_UNKNOWN, skillinuse);
if (HasDied())
return;
if (damage > 0)
CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
if ((skillinuse == EQEmu::skills::SkillDragonPunch) && GetAA(aaDragonPunch) && zone->random.Int(0, 99) < 25){
SpellFinished(904, other, EQEmu::CastingSlot::Item, 0, -1, spells[904].ResistDiff);
other->Stun(100);
}
if (CanSkillProc && HasSkillProcs())
TrySkillProc(other, skillinuse, ReuseTime);
if (CanSkillProc && (damage > 0) && HasSkillProcSuccess())
TrySkillProc(other, skillinuse, ReuseTime, true);
}
void Bot::ApplySpecialAttackMod(EQEmu::skills::SkillType skill, int32 &dmg, int32 &mindmg) {
int item_slot = -1;
//1: Apply bonus from AC (BOOT/SHIELD/HANDS) est. 40AC=6dmg
@@ -3664,7 +3560,7 @@ bool Bot::Death(Mob *killerMob, int32 damage, uint16 spell_id, EQEmu::skills::Sk
return true;
}
void Bot::Damage(Mob *from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable, int8 buffslot, bool iBuffTic, int special) {
void Bot::Damage(Mob *from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable, int8 buffslot, bool iBuffTic, eSpecialAttacks special) {
if(spell_id == 0)
spell_id = SPELL_UNKNOWN;
@@ -3710,7 +3606,7 @@ void Bot::AddToHateList(Mob* other, uint32 hate /*= 0*/, int32 damage /*= 0*/, b
Mob::AddToHateList(other, hate, damage, iYellForHelp, bFrenzy, iBuffTic);
}
bool Bot::Attack(Mob* other, int Hand, bool FromRiposte, bool IsStrikethrough, bool IsFromSpell, ExtraAttackOptions *opts, int special) {
bool Bot::Attack(Mob* other, int Hand, bool FromRiposte, bool IsStrikethrough, bool IsFromSpell, ExtraAttackOptions *opts) {
if (!other) {
SetTarget(nullptr);
Log.Out(Logs::General, Logs::Error, "A null Mob object was passed to Bot::Attack for evaluation!");
@@ -3778,25 +3674,7 @@ bool Bot::Attack(Mob* other, int Hand, bool FromRiposte, bool IsStrikethrough, b
//if weapon damage > 0 then we know we can hit the target with this weapon
//otherwise we cannot and we set the damage to -5 later on
if(weapon_damage > 0) {
//Berserker Berserk damage bonus
if(berserk && (GetClass() == BERSERKER)){
int bonus = (3 + GetLevel() / 10); //unverified
weapon_damage = (weapon_damage * (100 + bonus) / 100);
Log.Out(Logs::Detail, Logs::Combat, "Berserker damage bonus increases DMG to %d", weapon_damage);
}
//try a finishing blow.. if successful end the attack
if(TryFinishingBlow(other, skillinuse))
return true;
//damage formula needs some work
int min_hit = 1;
int max_hit = ((2 * weapon_damage * GetDamageTable(skillinuse)) / 100);
if(GetLevel() < 10 && max_hit > RuleI(Combat, HitCapPre10))
max_hit = (RuleI(Combat, HitCapPre10));
else if(GetLevel() < 20 && max_hit > RuleI(Combat, HitCapPre20))
max_hit = (RuleI(Combat, HitCapPre20));
int min_damage = 0;
// ***************************************************************
// *** Calculate the damage bonus, if applicable, for this hit ***
@@ -3814,8 +3692,7 @@ bool Bot::Attack(Mob* other, int Hand, bool FromRiposte, bool IsStrikethrough, b
// Damage bonuses apply only to hits from the main hand (Hand == MainPrimary) by characters level 28 and above
// who belong to a melee class. If we're here, then all of these conditions apply.
ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemData*) nullptr);
min_hit += (int) ucDamageBonus;
max_hit += (int) ucDamageBonus;
min_damage = ucDamageBonus;
hate += ucDamageBonus;
}
#endif
@@ -3823,28 +3700,21 @@ bool Bot::Attack(Mob* other, int Hand, bool FromRiposte, bool IsStrikethrough, b
if (Hand == EQEmu::inventory::slotSecondary) {
if (aabonuses.SecondaryDmgInc || itembonuses.SecondaryDmgInc || spellbonuses.SecondaryDmgInc){
ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemData*) nullptr);
min_hit += (int) ucDamageBonus;
max_hit += (int) ucDamageBonus;
min_damage = ucDamageBonus;
hate += ucDamageBonus;
}
}
min_hit = (min_hit * GetMeleeMinDamageMod_SE(skillinuse) / 100);
int min_cap = (base_damage * GetMeleeMinDamageMod_SE(skillinuse) / 100);
if(max_hit < min_hit)
max_hit = min_hit;
Log.Out(Logs::Detail, Logs::Combat, "Damage calculated to %d (bonus %d, base %d, str %d, skill %d, DMG %d, lv %d)",
damage, min_damage, base_damage, GetSTR(), GetSkill(skillinuse), weapon_damage, mylevel);
if(RuleB(Combat, UseIntervalAC))
damage = max_hit;
else
damage = zone->random.Int(min_hit, max_hit);
Log.Out(Logs::Detail, Logs::Combat, "Damage calculated to %d (min %d, max %d, str %d, skill %d, DMG %d, lv %d)",
damage, min_hit, max_hit, GetSTR(), GetSkill(skillinuse), weapon_damage, GetLevel());
auto offense = this->offense(skillinuse);
if(opts) {
damage *= opts->damage_percent;
damage += opts->damage_flat;
base_damage *= opts->damage_percent;
base_damage += opts->damage_flat;
hate *= opts->hate_percent;
hate += opts->hate_flat;
}
@@ -3866,10 +3736,11 @@ bool Bot::Attack(Mob* other, int Hand, bool FromRiposte, bool IsStrikethrough, b
}
} else {
if (other->CheckHitChance(this, skillinuse)) {
other->MeleeMitigation(this, damage, min_hit, opts);
ApplyMeleeDamageBonus(skillinuse, damage);
damage += ((itembonuses.HeroicSTR / 10) + (damage * other->GetSkillDmgTaken(skillinuse) / 100) + GetSkillDmgAmt(skillinuse));
TryCriticalHit(other, skillinuse, damage, opts);
other->MeleeMitigation(this, damage, base_damage, offense, skillinuse, opts);
if (damage > 0) {
ApplyDamageTable(damage, offense);
CommonOutgoingHitSuccess(other, damage, min_damage, min_cap, skillinuse, opts);
}
} else {
damage = 0;
}
@@ -3896,39 +3767,7 @@ bool Bot::Attack(Mob* other, int Hand, bool FromRiposte, bool IsStrikethrough, b
if (damage > 0)
CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
//break invis when you attack
if(invisible) {
Log.Out(Logs::Detail, Logs::Combat, "Removing invisibility due to melee attack.");
BuffFadeByEffect(SE_Invisibility);
BuffFadeByEffect(SE_Invisibility2);
invisible = false;
}
if(invisible_undead) {
Log.Out(Logs::Detail, Logs::Combat, "Removing invisibility vs. undead due to melee attack.");
BuffFadeByEffect(SE_InvisVsUndead);
BuffFadeByEffect(SE_InvisVsUndead2);
invisible_undead = false;
}
if(invisible_animals){
Log.Out(Logs::Detail, Logs::Combat, "Removing invisibility vs. animals due to melee attack.");
BuffFadeByEffect(SE_InvisVsAnimals);
invisible_animals = false;
}
if(hidden || improved_hidden){
hidden = false;
improved_hidden = false;
EQApplicationPacket* outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct));
SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer;
sa_out->spawn_id = GetID();
sa_out->type = 0x03;
sa_out->parameter = 0;
entity_list.QueueClients(this, outapp, true);
safe_delete(outapp);
}
CommonBreakInvisibleFromCombat();
if (spellbonuses.NegateIfCombat)
BuffFadeByEffect(SE_NegateIfCombat);
@@ -4816,21 +4655,24 @@ int Bot::GetHandToHandDamage(void) {
return 2;
}
bool Bot::TryFinishingBlow(Mob *defender, EQEmu::skills::SkillType skillinuse) {
bool Bot::TryFinishingBlow(Mob *defender, EQEmu::skills::SkillType skillinuse, int &damage)
{
if (!defender)
return false;
if (aabonuses.FinishingBlow[1] && !defender->IsClient() && defender->GetHPRatio() < 10) {
uint32 chance = (aabonuses.FinishingBlow[0] / 10);
uint32 damage = aabonuses.FinishingBlow[1];
uint16 levelreq = aabonuses.FinishingBlowLvl[0];
if(defender->GetLevel() <= levelreq && (chance >= zone->random.Int(0, 1000))){
Log.Out(Logs::Detail, Logs::Combat, "Landed a finishing blow: levelreq at %d, other level %d", levelreq , defender->GetLevel());
int chance = (aabonuses.FinishingBlow[0] / 10);
int fb_damage = aabonuses.FinishingBlow[1];
int levelreq = aabonuses.FinishingBlowLvl[0];
if (defender->GetLevel() <= levelreq && (chance >= zone->random.Int(0, 1000))) {
Log.Out(Logs::Detail, Logs::Combat, "Landed a finishing blow: levelreq at %d, other level %d",
levelreq, defender->GetLevel());
entity_list.MessageClose_StringID(this, false, 200, MT_CritMelee, FINISHING_BLOW, GetName());
defender->Damage(this, damage, SPELL_UNKNOWN, skillinuse);
damage = fb_damage;
return true;
} else {
Log.Out(Logs::Detail, Logs::Combat, "FAILED a finishing blow: levelreq at %d, other level %d", levelreq , defender->GetLevel());
Log.Out(Logs::Detail, Logs::Combat, "FAILED a finishing blow: levelreq at %d, other level %d",
levelreq, defender->GetLevel());
return false;
}
}
@@ -4858,6 +4700,92 @@ void Bot::DoRiposte(Mob* defender) {
}
}
int Bot::GetBaseSkillDamage(EQEmu::skills::SkillType skill, Mob *target)
{
int base = EQEmu::skills::GetBaseDamage(skill);
auto skill_level = GetSkill(skill);
switch (skill) {
case EQEmu::skills::SkillDragonPunch:
case EQEmu::skills::SkillEagleStrike:
case EQEmu::skills::SkillTigerClaw:
if (skill_level >= 25)
base++;
if (skill_level >= 75)
base++;
if (skill_level >= 125)
base++;
if (skill_level >= 175)
base++;
return base;
case EQEmu::skills::SkillFrenzy:
if (GetBotItem(EQEmu::inventory::slotSecondary)) {
if (GetLevel() > 15)
base += GetLevel() - 15;
if (base > 23)
base = 23;
if (GetLevel() > 50)
base += 2;
if (GetLevel() > 54)
base++;
if (GetLevel() > 59)
base++;
}
return base;
case EQEmu::skills::SkillFlyingKick: {
float skill_bonus = skill_level / 9.0f;
float ac_bonus = 0.0f;
auto inst = GetBotItem(EQEmu::inventory::slotFeet);
if (inst)
ac_bonus = inst->GetItemArmorClass(true) / 25.0f;
if (ac_bonus > skill_bonus)
ac_bonus = skill_bonus;
return static_cast<int>(ac_bonus + skill_bonus);
}
case EQEmu::skills::SkillKick: {
float skill_bonus = skill_level / 10.0f;
float ac_bonus = 0.0f;
auto inst = GetBotItem(EQEmu::inventory::slotFeet);
if (inst)
ac_bonus = inst->GetItemArmorClass(true) / 25.0f;
if (ac_bonus > skill_bonus)
ac_bonus = skill_bonus;
return static_cast<int>(ac_bonus + skill_bonus);
}
case EQEmu::skills::SkillBash: {
float skill_bonus = skill_level / 10.0f;
float ac_bonus = 0.0f;
const EQEmu::ItemInstance *inst = nullptr;
if (HasShieldEquiped())
inst = GetBotItem(EQEmu::inventory::slotSecondary);
else if (HasTwoHanderEquipped())
inst = GetBotItem(EQEmu::inventory::slotPrimary);
if (inst)
ac_bonus = inst->GetItemArmorClass(true) / 25.0f;
if (ac_bonus > skill_bonus)
ac_bonus = skill_bonus;
return static_cast<int>(ac_bonus + skill_bonus);
}
case EQEmu::skills::SkillBackstab: {
float skill_bonus = static_cast<float>(skill_level) * 0.02f;
auto inst = GetBotItem(EQEmu::inventory::slotPrimary);
if (inst && inst->GetItem() && inst->GetItem()->ItemType == EQEmu::item::ItemType1HPiercing) {
base = inst->GetItemBackstabDamage(true);
if (!inst->GetItemBackstabDamage())
base += inst->GetItemWeaponDamage(true);
if (target) {
if (inst->GetItemElementalFlag(true) && inst->GetItemElementalDamage(true))
base += target->ResistElementalWeaponDmg(inst);
if (inst->GetItemBaneDamageBody(true) || inst->GetItemBaneDamageRace(true))
base += target->CheckBaneDamage(inst);
}
}
return static_cast<int>(static_cast<float>(base) * (skill_bonus + 2.0f));
}
default:
return 0;
}
}
void Bot::DoSpecialAttackDamage(Mob *who, EQEmu::skills::SkillType skill, int32 max_damage, int32 min_damage, int32 hate_override, int ReuseTime, bool HitChance) {
int32 hate = max_damage;
if(hate_override > -1)
@@ -4877,33 +4805,36 @@ void Bot::DoSpecialAttackDamage(Mob *who, EQEmu::skills::SkillType skill, int32
}
}
min_damage += (min_damage * GetMeleeMinDamageMod_SE(skill) / 100);
int min_cap = max_damage * GetMeleeMinDamageMod_SE(skill) / 100;
int hand = EQEmu::inventory::slotPrimary;
int damage = 0;
auto offense = this->offense(skill);
if (skill == EQEmu::skills::SkillThrowing || skill == EQEmu::skills::SkillArchery)
hand = EQEmu::inventory::slotRange;
if (who->AvoidDamage(this, max_damage, hand)) {
if (max_damage == -3)
if (who->AvoidDamage(this, damage, hand)) {
if (damage == -3)
DoRiposte(who);
} else {
if (HitChance || who->CheckHitChance(this, skill)) {
who->MeleeMitigation(this, max_damage, min_damage);
ApplyMeleeDamageBonus(skill, max_damage);
max_damage += who->GetFcDamageAmtIncoming(this, 0, true, skill);
max_damage += ((itembonuses.HeroicSTR / 10) + (max_damage * who->GetSkillDmgTaken(skill) / 100) + GetSkillDmgAmt(skill));
TryCriticalHit(who, skill, max_damage);
if (max_damage > 0)
who->MeleeMitigation(this, damage, max_damage, offense, skill);
if (damage > 0) {
ApplyDamageTable(damage, offense);
CommonOutgoingHitSuccess(who, damage, min_damage, min_cap, skill);
}
} else {
max_damage = 0;
damage = 0;
}
}
who->AddToHateList(this, hate);
who->Damage(this, max_damage, SPELL_UNKNOWN, skill, false);
who->Damage(this, damage, SPELL_UNKNOWN, skill, false);
if(!GetTarget() || HasDied())
return;
if (max_damage > 0)
if (damage > 0)
CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
//[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill
@@ -4919,7 +4850,7 @@ void Bot::DoSpecialAttackDamage(Mob *who, EQEmu::skills::SkillType skill, int32
if (HasSkillProcs())
TrySkillProc(who, skill, (ReuseTime * 1000));
if (max_damage > 0 && HasSkillProcSuccess())
if (damage > 0 && HasSkillProcSuccess())
TrySkillProc(who, skill, (ReuseTime * 1000), true);
}
@@ -4967,72 +4898,33 @@ void Bot::TryBackstab(Mob *other, int ReuseTime) {
}
}
} else if(aabonuses.FrontalBackstabMinDmg || itembonuses.FrontalBackstabMinDmg || spellbonuses.FrontalBackstabMinDmg) {
m_specialattacks = eSpecialAttacks::ChaoticStab;
RogueBackstab(other, true);
if (level > 54) {
float DoubleAttackProbability = ((GetSkill(EQEmu::skills::SkillDoubleAttack) + GetLevel()) / 500.0f);
if(zone->random.Real(0, 1) < DoubleAttackProbability)
if(other->GetHP() > 0)
RogueBackstab(other,true, ReuseTime);
if (tripleChance && other->GetHP() > 0 && tripleChance > zone->random.Int(0, 100))
RogueBackstab(other,false,ReuseTime);
}
m_specialattacks = eSpecialAttacks::None;
}
else
Attack(other, EQEmu::inventory::slotPrimary);
}
void Bot::RogueBackstab(Mob* other, bool min_damage, int ReuseTime) {
int32 ndamage = 0;
int32 max_hit = 0;
int32 min_hit = 0;
int32 hate = 0;
int32 primaryweapondamage = 0;
int32 backstab_dmg = 0;
EQEmu::ItemInstance* botweaponInst = GetBotItem(EQEmu::inventory::slotPrimary);
if(botweaponInst) {
primaryweapondamage = GetWeaponDamage(other, botweaponInst);
backstab_dmg = botweaponInst->GetItem()->BackstabDmg;
for (int i = EQEmu::inventory::socketBegin; i < EQEmu::inventory::SocketCount; ++i) {
EQEmu::ItemInstance *aug = botweaponInst->GetAugment(i);
if(aug)
backstab_dmg += aug->GetItem()->BackstabDmg;
}
} else {
primaryweapondamage = ((GetLevel() / 7) + 1);
backstab_dmg = primaryweapondamage;
void Bot::RogueBackstab(Mob *other, bool min_damage, int ReuseTime)
{
if (!other)
return;
EQEmu::ItemInstance *botweaponInst = GetBotItem(EQEmu::inventory::slotPrimary);
if (botweaponInst) {
if (!GetWeaponDamage(other, botweaponInst))
return;
} else if (!GetWeaponDamage(other, (const EQEmu::ItemData *)nullptr)) {
return;
}
if(primaryweapondamage > 0) {
if(level > 25) {
max_hit = (((((2 * backstab_dmg) * GetDamageTable(EQEmu::skills::SkillBackstab) / 100) * 10 * GetSkill(EQEmu::skills::SkillBackstab) / 355) + ((level - 25) / 3) + 1) * ((100 + RuleI(Combat, BackstabBonus)) / 100));
hate = (20 * backstab_dmg * GetSkill(EQEmu::skills::SkillBackstab) / 355);
} else {
max_hit = (((((2 * backstab_dmg) * GetDamageTable(EQEmu::skills::SkillBackstab) / 100) * 10 * GetSkill(EQEmu::skills::SkillBackstab) / 355) + 1) * ((100 + RuleI(Combat, BackstabBonus)) / 100));
hate = (20 * backstab_dmg * GetSkill(EQEmu::skills::SkillBackstab) / 355);
}
uint32 hate = 0;
if (level < 51)
min_hit = (level * 15 / 10);
else
min_hit = ((level * ( level * 5 - 105)) / 100);
int base_damage = GetBaseSkillDamage(EQEmu::skills::SkillBackstab, other);
hate = base_damage;
if (!other->CheckHitChance(this, EQEmu::skills::SkillBackstab, 0))
ndamage = 0;
else {
if (min_damage) {
ndamage = min_hit;
} else {
if (max_hit < min_hit)
max_hit = min_hit;
ndamage = (RuleB(Combat, UseIntervalAC) ? max_hit : zone->random.Int(min_hit, max_hit));
}
}
} else
ndamage = -5;
DoSpecialAttackDamage(other, EQEmu::skills::SkillBackstab, ndamage, min_hit, hate, ReuseTime);
DoSpecialAttackDamage(other, EQEmu::skills::SkillBackstab, base_damage, 0, hate, ReuseTime);
DoAnim(anim1HPiercing);
}
@@ -5157,41 +5049,25 @@ void Bot::DoClassAttacks(Mob *target, bool IsRiposte) {
if (!target->CheckHitChance(this, EQEmu::skills::SkillBash, 0))
dmg = 0;
else {
if(RuleB(Combat, UseIntervalAC))
dmg = GetBashDamage();
else
dmg = zone->random.Int(1, GetBashDamage());
dmg = GetBaseSkillDamage(EQEmu::skills::SkillBash);
}
}
reuse = (BashReuseTime * 1000);
DoSpecialAttackDamage(target, EQEmu::skills::SkillBash, dmg, 1, -1, reuse);
DoSpecialAttackDamage(target, EQEmu::skills::SkillBash, dmg, 0, -1, reuse);
did_attack = true;
}
}
if (skill_to_use == EQEmu::skills::SkillFrenzy) {
int AtkRounds = 3;
int skillmod = 0;
if (MaxSkill(EQEmu::skills::SkillFrenzy) > 0)
skillmod = (100 * GetSkill(EQEmu::skills::SkillFrenzy) / MaxSkill(EQEmu::skills::SkillFrenzy));
int32 max_dmg = (26 + ((((GetLevel() - 6) * 2) * skillmod) / 100)) * ((100 + RuleI(Combat, FrenzyBonus)) / 100);
int32 min_dmg = 0;
int32 max_dmg = GetBaseSkillDamage(EQEmu::skills::SkillFrenzy);
DoAnim(anim2HSlashing);
if (GetLevel() < 51)
min_dmg = 1;
else
min_dmg = (GetLevel() * 8 / 10);
if (min_dmg > max_dmg)
max_dmg = min_dmg;
reuse = (FrenzyReuseTime * 1000);
did_attack = true;
while(AtkRounds > 0) {
if (GetTarget() && (AtkRounds == 1 || zone->random.Int(0, 100) < 75)) {
DoSpecialAttackDamage(GetTarget(), EQEmu::skills::SkillFrenzy, max_dmg, min_dmg, max_dmg, reuse, true);
DoSpecialAttackDamage(GetTarget(), EQEmu::skills::SkillFrenzy, max_dmg, 0, max_dmg, reuse, true);
}
AtkRounds--;
@@ -5207,14 +5083,11 @@ void Bot::DoClassAttacks(Mob *target, bool IsRiposte) {
if (!target->CheckHitChance(this, EQEmu::skills::SkillKick, 0))
dmg = 0;
else {
if(RuleB(Combat, UseIntervalAC))
dmg = GetKickDamage();
else
dmg = zone->random.Int(1, GetKickDamage());
dmg = GetBaseSkillDamage(EQEmu::skills::SkillKick);
}
}
reuse = (KickReuseTime * 1000);
DoSpecialAttackDamage(target, EQEmu::skills::SkillKick, dmg, 1, -1, reuse);
DoSpecialAttackDamage(target, EQEmu::skills::SkillKick, dmg, 0, -1, reuse);
did_attack = true;
}
}
@@ -5249,26 +5122,6 @@ void Bot::DoClassAttacks(Mob *target, bool IsRiposte) {
classattack_timer.Start(reuse / HasteModifier);
}
bool Bot::TryHeadShot(Mob* defender, EQEmu::skills::SkillType skillInUse) {
bool Result = false;
if (defender && (defender->GetBodyType() == BT_Humanoid) && (skillInUse == EQEmu::skills::SkillArchery) && (GetClass() == RANGER) && (GetLevel() >= 62)) {
int defenderLevel = defender->GetLevel();
int rangerLevel = GetLevel();
if(GetAA(aaHeadshot) && ((defenderLevel - 46) <= GetAA(aaHeadshot) * 2)) {
float AttackerChance = 0.20f + ((float)(rangerLevel - 51) * 0.005f);
float DefenderChance = (float)zone->random.Real(0.00f, 1.00f);
if(AttackerChance > DefenderChance) {
Log.Out(Logs::Detail, Logs::Combat, "Landed a headshot: Attacker chance was %f and Defender chance was %f.", AttackerChance, DefenderChance);
entity_list.MessageClose(this, false, 200, MT_CritMelee, "%s has scored a leathal HEADSHOT!", GetName());
defender->Damage(this, (defender->GetMaxHP()+50), SPELL_UNKNOWN, skillInUse);
Result = true;
} else
Log.Out(Logs::Detail, Logs::Combat, "FAILED a headshot: Attacker chance was %f and Defender chance was %f.", AttackerChance, DefenderChance);
}
}
return Result;
}
int32 Bot::CheckAggroAmount(uint16 spellid) {
int32 AggroAmount = Mob::CheckAggroAmount(spellid, nullptr);
int32 focusAggro = GetBotFocusEffect(BotfocusSpellHateMod, spellid);