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
+4 -6
View File
@@ -206,9 +206,9 @@ public:
//abstract virtual function implementations requird by base abstract class
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill);
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, int special = 0);
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None);
virtual bool Attack(Mob* other, int Hand = EQEmu::inventory::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false, bool IsFromSpell = false,
ExtraAttackOptions *opts = nullptr, int special = 0);
ExtraAttackOptions *opts = nullptr);
virtual bool HasRaid() { return (GetRaid() ? true : false); }
virtual bool HasGroup() { return (GetGroup() ? true : false); }
virtual Raid* GetRaid() { return entity_list.GetRaidByMob(this); }
@@ -239,7 +239,7 @@ public:
uint16 BotGetSpellPriority(int spellslot) { return AIspells[spellslot].priority; }
virtual float GetProcChances(float ProcBonus, uint16 hand);
virtual int GetHandToHandDamage(void);
virtual bool TryFinishingBlow(Mob *defender, EQEmu::skills::SkillType skillinuse);
virtual bool TryFinishingBlow(Mob *defender, EQEmu::skills::SkillType skillinuse, int &damage);
virtual void DoRiposte(Mob* defender);
inline virtual int32 GetATK() const { return ATK + itembonuses.ATK + spellbonuses.ATK + ((GetSTR() + GetSkill(EQEmu::skills::SkillOffense)) * 9 / 10); }
inline virtual int32 GetATKBonus() const { return itembonuses.ATK + spellbonuses.ATK; }
@@ -248,13 +248,12 @@ public:
uint16 GetPrimarySkillValue();
uint16 MaxSkill(EQEmu::skills::SkillType skillid, uint16 class_, uint16 level) const;
inline uint16 MaxSkill(EQEmu::skills::SkillType skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
virtual int GetBaseSkillDamage(EQEmu::skills::SkillType skill, Mob *target = nullptr);
virtual void DoSpecialAttackDamage(Mob *who, EQEmu::skills::SkillType skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool HitChance = false);
virtual void TryBackstab(Mob *other,int ReuseTime = 10);
virtual void RogueBackstab(Mob* other, bool min_damage = false, int ReuseTime = 10);
virtual void RogueAssassinate(Mob* other);
virtual void DoClassAttacks(Mob *target, bool IsRiposte=false);
virtual bool TryHeadShot(Mob* defender, EQEmu::skills::SkillType skillInUse);
virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, EQEmu::skills::SkillType skillinuse, int16 chance_mod = 0, int16 focus = 0, bool CanRiposte = false, int ReuseTime = 0);
virtual void ApplySpecialAttackMod(EQEmu::skills::SkillType skill, int32 &dmg, int32 &mindmg);
bool CanDoSpecialAttack(Mob *other);
virtual int32 CheckAggroAmount(uint16 spellid);
@@ -503,7 +502,6 @@ public:
bool GetAltOutOfCombatBehavior() { return _altoutofcombatbehavior;}
bool GetShowHelm() { return _showhelm; }
inline virtual int32 GetAC() const { return AC; }
inline virtual int32 GetSTR() const { return STR; }
inline virtual int32 GetSTA() const { return STA; }
inline virtual int32 GetDEX() const { return DEX; }