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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.
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+3
-8
@@ -221,18 +221,18 @@ public:
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//abstract virtual function implementations required by base abstract class
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill);
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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);
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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);
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virtual bool Attack(Mob* other, int Hand = EQEmu::inventory::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false, bool IsFromSpell = false,
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ExtraAttackOptions *opts = nullptr, int special = 0);
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ExtraAttackOptions *opts = nullptr);
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virtual bool HasRaid() { return (GetRaid() ? true : false); }
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virtual bool HasGroup() { return (GetGroup() ? true : false); }
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virtual Raid* GetRaid() { return entity_list.GetRaidByClient(this); }
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virtual Group* GetGroup() { return entity_list.GetGroupByClient(this); }
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virtual inline bool IsBerserk() { return berserk; }
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virtual int32 GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit, float mit_rating, float atk_rating);
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virtual void SetAttackTimer();
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int GetQuiverHaste(int delay);
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void DoAttackRounds(Mob *target, int hand, bool IsFromSpell = false);
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int DoDamageCaps(int base_damage);
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void AI_Init();
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void AI_Start(uint32 iMoveDelay = 0);
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@@ -418,8 +418,6 @@ public:
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virtual void CalcBonuses();
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//these are all precalculated now
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inline virtual int32 GetAC() const { return AC; }
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inline virtual int32 GetATK() const { return ATK + itembonuses.ATK + spellbonuses.ATK + ((GetSTR() + GetSkill(EQEmu::skills::SkillOffense)) * 9 / 10); }
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inline virtual int32 GetATKBonus() const { return itembonuses.ATK + spellbonuses.ATK; }
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inline virtual int GetHaste() const { return Haste; }
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int GetRawACNoShield(int &shield_ac) const;
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@@ -1301,9 +1299,6 @@ private:
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void HandleTraderPriceUpdate(const EQApplicationPacket *app);
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int32 CalcAC();
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int32 GetACMit();
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int32 GetACAvoid();
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int32 CalcATK();
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int32 CalcItemATKCap();
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int32 CalcHaste();
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