This commit is contained in:
Uleat
2016-03-25 13:19:43 -04:00
6 changed files with 37 additions and 24 deletions
+27 -19
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@@ -1255,7 +1255,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
CommonBreakInvisibleFromCombat();
if(GetTarget())
TriggerDefensiveProcs(weapon, other, Hand, damage);
TriggerDefensiveProcs(other, Hand, true, damage);
if (damage > 0)
return true;
@@ -1822,7 +1822,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
}
if(GetHP() > 0 && !other->HasDied())
TriggerDefensiveProcs(nullptr, other, Hand, damage);
TriggerDefensiveProcs(other, Hand, true, damage);
if (damage > 0)
return true;
@@ -3516,7 +3516,7 @@ float Mob::GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 h
}
// argument 'weapon' not used
void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand) {
void Mob::TryDefensiveProc(Mob *on, uint16 hand) {
if (!on) {
SetTarget(nullptr);
@@ -3524,29 +3524,37 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand) {
return;
}
bool bDefensiveProc = HasDefensiveProcs();
if (!bDefensiveProc)
if (!HasDefensiveProcs())
return;
float ProcChance, ProcBonus;
on->GetDefensiveProcChances(ProcBonus, ProcChance, hand , this);
if (!on->HasDied() && on->GetHP() > 0){
if(hand != MainPrimary)
ProcChance /= 2;
float ProcChance, ProcBonus;
on->GetDefensiveProcChances(ProcBonus, ProcChance, hand , this);
if (bDefensiveProc){
for (int i = 0; i < MAX_PROCS; i++) {
if (IsValidSpell(DefensiveProcs[i].spellID)) {
float chance = ProcChance * (static_cast<float>(DefensiveProcs[i].chance)/100.0f);
if (zone->random.Roll(chance)) {
ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on);
CheckNumHitsRemaining(NumHit::DefensiveSpellProcs, 0,
DefensiveProcs[i].base_spellID);
}
if(hand != MainPrimary)
ProcChance /= 2;
int level_penalty = 0;
int level_diff = GetLevel() - on->GetLevel();
if (level_diff > 6)//10% penalty per level if > 6 levels over target.
level_penalty = (level_diff - 6) * 10;
ProcChance -= ProcChance*level_penalty/100;
if (ProcChance < 0)
return;
for (int i = 0; i < MAX_PROCS; i++) {
if (IsValidSpell(DefensiveProcs[i].spellID)) {
float chance = ProcChance * (static_cast<float>(DefensiveProcs[i].chance)/100.0f);
if (zone->random.Roll(chance)) {
ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on);
CheckNumHitsRemaining(NumHit::DefensiveSpellProcs, 0,DefensiveProcs[i].base_spellID);
}
}
}
}
}
void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
+2 -1
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@@ -2911,6 +2911,7 @@ void Bot::AI_Process() {
DoClassAttacks(GetTarget());
if(attack_timer.Check()) {
Attack(GetTarget(), MainPrimary);
TriggerDefensiveProcs(GetTarget(), MainPrimary, false);
ItemInst *wpn = GetBotItem(MainPrimary);
TryWeaponProc(wpn, GetTarget(), MainPrimary);
bool tripleSuccess = false;
@@ -4865,7 +4866,7 @@ bool Bot::Attack(Mob* other, int Hand, bool FromRiposte, bool IsStrikethrough, b
BuffFadeByEffect(SE_NegateIfCombat);
if(GetTarget())
TriggerDefensiveProcs(weapon, other, Hand, damage);
TriggerDefensiveProcs(other, Hand, true, damage);
if (damage > 0)
return true;
+3 -2
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@@ -3399,12 +3399,13 @@ int Mob::GetSnaredAmount()
return worst_snare;
}
void Mob::TriggerDefensiveProcs(const ItemInst* weapon, Mob *on, uint16 hand, int damage)
void Mob::TriggerDefensiveProcs(Mob *on, uint16 hand, bool FromSkillProc, int damage)
{
if (!on)
return;
on->TryDefensiveProc(weapon, this, hand);
if (!FromSkillProc)
on->TryDefensiveProc(this, hand);
//Defensive Skill Procs
if (damage < 0 && damage >= -4) {
+2 -2
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@@ -152,7 +152,6 @@ public:
bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr, int special = 0) = 0;
int MonkSpecialAttack(Mob* other, uint8 skill_used);
virtual void TryBackstab(Mob *other,int ReuseTime = 10);
void TriggerDefensiveProcs(const ItemInst* weapon, Mob *on, uint16 hand = MainPrimary, int damage = 0);
bool AvoidDamage(Mob* attacker, int32 &damage, int hand);
virtual bool CheckHitChance(Mob* attacker, SkillUseTypes skillinuse, int Hand, int16 chance_mod = 0);
virtual void TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttackOptions *opts = nullptr);
@@ -564,6 +563,7 @@ public:
bool lookForAftArc = true);
//Procs
void TriggerDefensiveProcs(Mob *on, uint16 hand = MainPrimary, bool SkillProc=false, int damage = 0);
bool AddRangedProc(uint16 spell_id, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN);
bool RemoveRangedProc(uint16 spell_id, bool bAll = false);
bool HasRangedProcs() const;
@@ -1142,7 +1142,7 @@ protected:
void TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false); // hand = MainCharm?
bool PassLimitToSkill(uint16 spell_id, uint16 skill);
bool PassLimitClass(uint32 Classes_, uint16 Class_);
void TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand = MainPrimary);
void TryDefensiveProc(Mob *on, uint16 hand = MainPrimary);
void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = MainPrimary);
void TrySpellProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = MainPrimary);
void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = MainPrimary);
+1
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@@ -1107,6 +1107,7 @@ void Mob::AI_Process() {
//try main hand first
if(attack_timer.Check()) {
DoMainHandAttackRounds(target);
TriggerDefensiveProcs(target, MainPrimary, false);
bool specialed = false; // NPCs can only do one of these a round
if (GetSpecialAbility(SPECATK_FLURRY)) {