Merge pull request #7 from josheb/dungeoncrawl

Sync mod_functions updates
This commit is contained in:
josheb 2013-06-01 08:56:19 -07:00
commit ac5926bdfe
14 changed files with 252 additions and 711 deletions

View File

@ -469,6 +469,7 @@ void Console::ProcessCommand(const char* command) {
if (admin >= 100) {
SendMessage(1, " LSReconnect");
SendMessage(1, " signalcharbyname charname ID");
SendMessage(1, " reloadworld");
}
}
else if (strcasecmp(sep.arg[0], "ping") == 0) {
@ -838,6 +839,15 @@ void Console::ProcessCommand(const char* command) {
}
}
}
else if (strcasecmp(sep.arg[0], "reloadworld") == 0 && admin > 101)
{
SendEmoteMessage(0,0,0,15,"Reloading World...");
ServerPacket* pack = new ServerPacket(ServerOP_ReloadWorld, sizeof(ReloadWorld_Struct));
ReloadWorld_Struct* RW = (ReloadWorld_Struct*) pack->pBuffer;
RW->Option = 1;
zoneserver_list.SendPacket(pack);
safe_delete(pack);
}
else {
SendMessage(1, "Command unknown.");
}

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@ -2343,7 +2343,7 @@ bool Client::CheckIncreaseSkill(SkillType skillid, Mob *against_who, int chancem
GetLevelCon(against_who->GetLevel()) == CON_GREEN)
{
//false by default
return mod_can_increase_skill(skillid, against_who);
if( !mod_can_increase_skill(skillid, against_who) ) { return(false); }
}
}

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@ -1125,11 +1125,13 @@ public:
int16 mod_pet_power(int16 act_power, uint16 spell_id);
float mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec);
float mod_tradeskill_skillup(float chance_stage2);
int32 mod_tribute_item_value(int32 pts);
int32 mod_tribute_item_value(int32 pts, const ItemInst* item);
void mod_client_death_npc(Mob* killerMob);
void mod_client_death_duel(Mob* killerMob);
void mod_client_death_env();
int32 mod_client_xp(int32 in_exp, NPC *npc);
uint32 mod_client_xp_for_level(uint32 xp, uint16 check_level);
int mod_client_haste_cap(int cap);
protected:
friend class Mob;

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@ -1228,8 +1228,8 @@ int16 Client::CalcSTR() {
int16 mod = aabonuses.STR;
if(val>255 && GetLevel() <= 60)
val = 255;
// if(val>255 && GetLevel() <= 60)
// val = 255;
STR = val + mod;
if(STR < 1)
@ -1247,8 +1247,8 @@ int16 Client::CalcSTA() {
int16 mod = aabonuses.STA;
if(val>255 && GetLevel() <= 60)
val = 255;
// if(val>255 && GetLevel() <= 60)
// val = 255;
STA = val + mod;
if(STA < 1)
@ -1265,8 +1265,8 @@ int16 Client::CalcAGI() {
int16 val = m_pp.AGI + itembonuses.AGI + spellbonuses.AGI - CalcAlcoholPhysicalEffect();;
int16 mod = aabonuses.AGI;
if(val>255 && GetLevel() <= 60)
val = 255;
// if(val>255 && GetLevel() <= 60)
// val = 255;
int16 str = GetSTR();
@ -1294,8 +1294,8 @@ int16 Client::CalcDEX() {
int16 mod = aabonuses.DEX;
if(val>255 && GetLevel() <= 60)
val = 255;
// if(val>255 && GetLevel() <= 60)
// val = 255;
DEX = val + mod;
if(DEX < 1)
@ -1313,8 +1313,8 @@ int16 Client::CalcINT() {
int16 mod = aabonuses.INT;
if(val>255 && GetLevel() <= 60)
val = 255;
// if(val>255 && GetLevel() <= 60)
// val = 255;
INT = val + mod;
if(m_pp.intoxication)
@ -1342,8 +1342,8 @@ int16 Client::CalcWIS() {
int16 mod = aabonuses.WIS;
if(val>255 && GetLevel() <= 60)
val = 255;
// if(val>255 && GetLevel() <= 60)
// val = 255;
WIS = val + mod;
if(m_pp.intoxication)
@ -1371,8 +1371,8 @@ int16 Client::CalcCHA() {
int16 mod = aabonuses.CHA;
if(val>255 && GetLevel() <= 60)
val = 255;
// if(val>255 && GetLevel() <= 60)
// val = 255;
CHA = val + mod;
if(CHA < 1)
@ -1410,6 +1410,8 @@ int Client::CalcHaste() {
cap = RuleI(Character, HasteCap);
}
cap = mod_client_haste_cap(cap);
if(h > cap) h = cap;
h += spellbonuses.hastetype3;

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@ -589,6 +589,9 @@ void PerlembParser::EventCommon(QuestEventID event, uint32 objid, const char * d
safe_delete_array(hi_decl);
}
}
mod_quest_event(event, objid, data, npcmob, iteminst, mob, extradata, global, packagename);
//do any event-specific stuff...
switch (event) {
case EVENT_SAY: {

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@ -144,6 +144,7 @@ public:
virtual void SendCommands(const char * pkgprefix, const char *event, uint32 npcid, Mob* other, Mob* mob, ItemInst* iteminst);
int HasQuestFile(uint32 npcid);
void mod_quest_event(QuestEventID event, uint32 objid, const char * data, NPC* npcmob, ItemInst* iteminst, Mob* mob, uint32 extradata, bool global, std::string packagename);
#ifdef EMBPERL_COMMANDS
void ExecCommand(Client *c, Seperator *sep);

View File

@ -485,7 +485,10 @@ uint32 Client::GetEXPForLevel(uint16 check_level)
mod *= 1000;
return(uint32(base * mod));
uint32 finalxp = uint32(base * mod);
finalxp = mod_client_xp_for_level(finalxp, check_level);
return(finalxp);
}
void Client::AddLevelBasedExp(uint8 exp_percentage, uint8 max_level) {

View File

@ -812,6 +812,7 @@ public:
int mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id);
int mod_spell_stack(uint16 spellid1, int caster_level1, Mob* caster1, uint16 spellid2, int caster_level2, Mob* caster2);
int mod_spell_resist(int resist_chance, int level_mod, int resist_modifier, int target_resist, uint8 resist_type, uint16 spell_id, Mob* caster);
void mod_spell_cast(uint16 spell_id, Mob* spelltar, bool reflect, bool use_resist_adjust, int16 resist_adjust, bool isproc);
protected:
void CommonDamage(Mob* other, int32 &damage, const uint16 spell_id, const SkillType attack_skill, bool &avoidable, const int8 buffslot, const bool iBuffTic);

View File

@ -13,6 +13,8 @@
#include "client.h"
#include "worldserver.h"
#include "QuestParserCollection.h"
#include "event_codes.h"
#include "embparser.h"
#include <string>
#include <iostream>
@ -21,625 +23,133 @@ extern Zone* zone;
extern WorldServer worldserver;
using namespace std;
#define DW_STATBASE 70
//All functions that modify a value are passed the value as it was computed by default formulas and bonuses. In most cases this should be the final value that will be used.
//These are called when a zone boots or is repopped
void Zone::mod_init() { return; }
void Zone::mod_repop() { return; }
void NPC::mod_prespawn(Spawn2 *sp) {
//The spawn has to have 1 kill to qualify
if(sp->GetKillCount() < 1) { return; }
//Ignore existing bosses
if(lastname[0] == '[') { return; }
//5% chance to elevate
if(MakeRandomInt(0, 100) > 5) { return; }
//Let everything else happen in perl. Our job here is to set the last name
int npcscore = GetScore();
std::string bosstag = "<";
int lvs = (int)(npcscore/10);
for(int x = 0; x < 10; x++)
{
if(x < lvs) { bosstag += "+"; }
else { bosstag += "="; }
}
bosstag += ">";
strn0cpy(lastname, bosstag.c_str(), sizeof(lastname));
TempName("DYNBOSS");
}
//Pre-spawn hook called from the NPC object to be spawned
void NPC::mod_prespawn(Spawn2 *sp) { return; }
//Base damage from NPC::Attack
int NPC::mod_npc_damage(int damage, SkillType skillinuse, int hand, const Item_Struct* weapon, Mob* other) {
float chbonus;
int lbonus;
// if(!IsPet() || !GetOwner()) { return(damage); }
// if(!GetOwner()->IsClient()) { return(damage); }
//Client pet power bonuses
if(GetOwner() && GetOwner()->IsClient())
{
chbonus = (float)((float)GetOwner()->CastToClient()->GetActCHA() - DW_STATBASE) / 100;
chbonus += 1;
if(GetOwner()->GetLevel() > 50)
{
lbonus = GetOwner()->GetLevel() - 50;
damage += lbonus * (20 * lbonus);
}
if(weapon)
{
damage += (int)ceil(((float)weapon->Damage / (float)weapon->Delay) * (float)GetLevel());
}
damage = (int)ceil( (float)damage * chbonus );
return(damage);
}
//Regular NPC damage - test for debuffs that currently do nothing.
//str, sta, agi, dex, AC, ATK
return(damage);
}
int NPC::mod_npc_damage(int damage, SkillType skillinuse, int hand, const Item_Struct* weapon, Mob* other) { return(damage); }
//Mob c has been given credit for a kill. This is called after the regular EVENT_KILLED_MERIT event.
void NPC::mod_npc_killed_merit(Mob* c) { return; }
//Mob oos has been given credit for a kill. This is called after the regular EVENT_DEATH event.
void NPC::mod_npc_killed(Mob* oos) { return; }
//Base damage from Client::Attack - can cover myriad skill types
int Client::mod_client_damage(int damage, SkillType skillinuse, int hand, const ItemInst* weapon, Mob* other) {
float dmult = 1.1f;
float cdex = (float)GetActDEX() - DW_STATBASE;
float cstr = (float)GetActSTR() - DW_STATBASE;
float cagi = (float)GetActAGI() - DW_STATBASE;
float csta = (float)GetActSTA() - DW_STATBASE;
int Client::mod_client_damage(int damage, SkillType skillinuse, int hand, const ItemInst* weapon, Mob* other) { return(damage); }
float cmax = ((float)GetLevel() * 2) + 150;
if(GetLevel() > 49) { cmax = 10000; }
if(cdex > cmax) { cdex = cmax; }
if(cstr > cmax) { cstr = cmax; }
if(cagi > cmax) { cagi = cmax; }
if(csta > cmax) { csta = cmax; }
switch(skillinuse)
{
case ARCHERY:
dmult += cdex / 600;
dmult += csta / 600;
if(GetClass() == RANGER)
{
dmult += cdex / 1000;
}
break;
case KICK:
case HAND_TO_HAND:
case BACKSTAB:
case _1H_BLUNT:
case _1H_SLASHING:
case PIERCING:
case THROWING:
if(GetClass() == MONK || GetClass() == BEASTLORD)
{
if(GetRace() == BARBARIAN || GetRace() == TROLL || GetRace() == OGRE)
{
dmult += cstr / 320;
dmult += csta / 320;
dmult += cdex / 150;
//2.325
}
else
{
dmult += cdex / 400;
dmult += csta / 200;
dmult += cstr / 200;
//2.25
}
}
else
{
dmult += cdex / 400;
dmult += cstr / 200;
dmult += csta / 200;
//2.25
}
break;
case BASH:
if(GetClass() == WARRIOR)
{
dmult += csta / 100;
dmult += cstr / 100;
}
else
{
dmult += csta / 150;
dmult += cstr / 150;
}
break;
case _2H_SLASHING:
case _2H_BLUNT:
case FRENZY:
if(GetClass() == BERSERKER)
{
dmult += csta / 100;
dmult += cstr / 100;
}
else
{
dmult += csta / 150;
dmult += cstr / 150;
}
break;
default:
dmult += cstr / 200;
dmult += csta / 200;
break;
}
if(GetLevel() > 50)
{
float lbonus = GetLevel() - 50;
dmult += lbonus * 0.2;
}
int final = (int)((float)damage * dmult);
if(skillinuse == ARCHERY)
{
final += (GetSkill(ARCHERY) + (GetLevel() * 2)) / 2;
if(weapon) //We should always have a weapon here
{
final = (int)((float)final * (float)(0.6 + ((float)weapon->GetItem()->Delay / 100)));
}
}
return(final);
}
//message is char[4096], don't screw it up.
bool Client::mod_client_message(char* message, uint8 chan_num) { return(true); } //Potentially dangerous string handling here
//message is char[4096], don't screw it up. Return true for normal behavior, false to return immediately.
// Channels:
// 0 - Guild Chat
// 2 - Group Chat
// 3 - Shout
// 4 - Auction
// 5 - Out of Character
// 6 - Broadcast
// 7 - Tell
// 8 - Say
// 11 - GMSay
// 15 - Raid Chat
// 20 - UCS Relay for UF client and later
// 22 - Emotes for UF and later
bool Client::mod_client_message(char* message, uint8 chan_num) { return(true); }
//Skillup override. When this is called the regular skillup check has failed. Return false to proceed with default behavior.
//This will NOT allow a client to increase skill past a cap.
bool Client::mod_can_increase_skill(SkillType skillid, Mob* against_who) {
//Let people skillup on golem training dummies.
if(against_who->GetRace() == 405) { return(true); }
return(false);
}
bool Client::mod_can_increase_skill(SkillType skillid, Mob* against_who) { return(false); }
//chance of general skill increase, rolled against 0-99 where higher chance is better.
int16 Client::mod_increase_skill_chance(int16 chance, Mob* against_who) {
float cint = (float)GetActINT() - DW_STATBASE;
float cwis = (float)GetActWIS() - DW_STATBASE;
float bonus = (cint + (cwis / 2)) / 10;
if(bonus < 0) { bonus = 0; }
return( (int)((float)chance * bonus) );
}
int16 Client::mod_increase_skill_chance(int16 chance, Mob* against_who) { return(chance); }
//Max percent of health you can bind wound starting with default value for class, item, and AA bonuses
int Client::mod_bindwound_percent(int max_percent, Mob* bindmob) {
return(max_percent + 20);
}
int Client::mod_bindwound_percent(int max_percent, Mob* bindmob) { return(max_percent); }
//Final bind HP value after bonuses
int Client::mod_bindwound_hp(int bindhps, Mob* bindmob) {
if(GetSkill(BIND_WOUND) > 200)
{
bindhps += GetSkill(BIND_WOUND) * 2;
}
else
{
bindhps += GetSkill(BIND_WOUND);
}
if(GetLevel() > 50)
{
float bonus = ((GetLevel() - 50) / 10) + 1;
bindhps += (int)( (float)bindhps * bonus );
}
return(bindhps);
}
int Client::mod_bindwound_hp(int bindhps, Mob* bindmob) { return(bindhps); }
//Client haste as calculated by default formulas - In percent from 0-100
int Client::mod_client_haste(int h) {
float agibase = (float)GetActAGI() - DW_STATBASE;
float agibonus = 0;
int Client::mod_client_haste(int h) { return(h); }
if(agibase > 0)
{
agibonus = agibase;
float l1, l2, l3;
switch(GetClass())
{
case ROGUE:
case MONK:
l1 = 1.5;
l2 = 2.0;
l3 = 2.5;
break;
default:
l1 = 1.0;
l2 = 1.5;
l3 = 2.0;
}
if(GetLevel() > 19) { agibonus = agibase * l1; }
if(GetLevel() > 39) { agibonus = agibase * l2; }
if(GetLevel() > 59) { agibonus = agibase * l3; }
}
h += (int)(agibonus / 10);
return(h);
}
//Haste cap override
int Client::mod_client_haste_cap(int cap) { return(cap); }
//This is called when a client cons a mob
void Client::mod_consider(Mob* tmob, Consider_Struct* con) { return; }
bool Client::mod_saylink(const std::string&, bool silentsaylink) { return(true); }
//Return true to continue with normal behavior, false returns in the parent function
bool Client::mod_saylink(const std::string& response, bool silentsaylink) { return(true); }
//Client pet power as calculated by default formulas and bonuses
int16 Client::mod_pet_power(int16 act_power, uint16 spell_id) {
act_power += (int)(((float)GetActCHA() - DW_STATBASE) /2 ) + GetLevel();
return(act_power);
}
int16 Client::mod_pet_power(int16 act_power, uint16 spell_id) { return(act_power); }
//Chance to combine rolled against a random 0-99 where higher is better.
float Client::mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec) {
chance += 10;
return(chance);
}
float Client::mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec) { return(chance); }
//Chance to skillup rolled against a random 0-99 where higher is better.
float Client::mod_tradeskill_skillup(float chance_stage2) {
float cint = (float)CastToClient()->GetActINT() - DW_STATBASE;
float cwis = (float)CastToClient()->GetActWIS() - DW_STATBASE;
float bonus = (cint + (cwis / 2)) / 10;
if(bonus < 0) { bonus = 0; }
return(chance_stage2 + bonus);
}
float Client::mod_tradeskill_skillup(float chance_stage2) { return(chance_stage2); }
//Tribute value override
int32 Client::mod_tribute_item_value(int32 pts) {
return(0);
}
int32 Client::mod_tribute_item_value(int32 pts, const ItemInst* item) { return(pts); }
//Death reporting
void Client::mod_client_death_npc(Mob* killerMob) { return; }
void Client::mod_client_death_duel(Mob* killerMob) { return; }
void Client::mod_client_death_env() { return; }
//Calculated xp before consider modifier
int32 Client::mod_client_xp(int32 in_xp, NPC *npc) {
float xpmult = 2.0f;
//Calculated xp before consider modifier, called whenever a client gets XP for killing a mob.
int32 Client::mod_client_xp(int32 in_xp, NPC *npc) { return(in_xp); }
if(GetLevel() > 5)
{
xpmult = 1.5f;
}
if(GetLevel() > 10)
{
xpmult = 1.25f;
}
if(GetLevel() > 15)
{
xpmult = 1.0f;
}
return( (int32)((float)in_xp * xpmult) );
}
//Client XP formula. Changes here will cause clients to change level after gaining or losing xp.
//Either modify this before your server goes live, or be prepared to write a quest script that fixes levels.
//To adjust how much XP is given per kill, use mod_client_xp
uint32 Client::mod_client_xp_for_level(uint32 xp, uint16 check_level) { return(xp); }
//effect_vallue - Spell effect value as calculated by default formulas. You will want to ignore effects that don't lend themselves to scaling - pet ID's, gate coords, etc.
int Mob::mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster) {
if(IsClient()) { return(effect_value); }
if(!caster) { return(effect_value); }
if(!caster->IsClient()) { return(effect_value); }
float mult = 1.0f;
float spbonus = 0.0f;
float spadd = 0.0f;
if(caster->GetClass() == BARD)
{
spbonus = (float)(caster->CastToClient()->GetActCHA() - DW_STATBASE) / 150;
spbonus += (float)(caster->CastToClient()->GetActINT() - DW_STATBASE) / 150;
}
else if(caster->GetCasterClass() == 'W')
{
spbonus = (float)(caster->CastToClient()->GetActWIS() - DW_STATBASE) / 400;
spbonus += (float)(caster->CastToClient()->GetActSTA() - DW_STATBASE) / 400;
}
else if(caster->GetCasterClass() == 'I')
{
spbonus = (float)(caster->CastToClient()->GetActINT() - DW_STATBASE) / 400;
spbonus += (float)(caster->CastToClient()->GetActDEX() - DW_STATBASE) / 400;
}
else
{
//No proc/click bonuses for non casters
return(effect_value);
}
//Add a fixed value to help things like bard songs, dots, and other low effect value spells
spadd = (mult + spbonus) * ((float)caster->GetLevel() / 10);
if(caster->GetLevel() > 50)
{
float lbonus = caster->GetLevel() - 50;
spadd += spadd * (lbonus / 2);
}
switch(effect_type)
{
case SE_CriticalHitChance:
case SE_SpellCritChance:
case SE_CrippBlowChance:
case SE_AvoidMeleeChance:
case SE_RiposteChance:
case SE_DodgeChance:
case SE_ParryChance:
case SE_DualWieldChance:
case SE_DoubleAttackChance:
case SE_MovementSpeed:
case SE_AttackSpeed4:
case SE_AttackSpeed3:
case SE_AttackSpeed2:
case SE_AttackSpeed:
if(caster->GetLevel() < 30) { spbonus = spbonus / 2; }
if(caster->GetLevel() >= 30 && caster->GetLevel() < 46) { spbonus = spbonus / 1.5; }
mult += spbonus;
//No fixed bonus on these types
spadd = 0;
break;
case SE_CurrentHPOnce:
case SE_CurrentHP:
if(caster->GetLevel() < 30) { spbonus = spbonus / 2; }
if(caster->GetLevel() >= 30 && caster->GetLevel() < 46) { spbonus = spbonus / 1.5; }
mult += spbonus;
break;
case SE_DamageShield:
case SE_Stun:
case SE_ArmorClass:
case SE_ATK:
case SE_STR:
case SE_DEX:
case SE_AGI:
case SE_STA:
case SE_INT:
case SE_WIS:
case SE_CHA:
case SE_CurrentMana:
case SE_Lull:
case SE_AddFaction:
case SE_Stamina:
case SE_ChangeFrenzyRad:
case SE_DiseaseCounter:
case SE_PoisonCounter:
case SE_ResistFire:
case SE_ResistCold:
case SE_ResistPoison:
case SE_ResistDisease:
case SE_ResistMagic:
case SE_Rune:
case SE_TotalHP:
case SE_TossUp:
case SE_ManaPool:
case SE_HealOverTime:
case SE_CastingLevel:
case SE_Hunger:
case SE_CurseCounter:
case SE_HealRate:
case SE_ImprovedDamage:
case SE_ImprovedHeal:
case SE_SpellResistReduction:
case SE_IncreaseSpellHaste:
case SE_IncreaseSpellDuration:
case SE_IncreaseRange:
case SE_AllStats:
case SE_MeleeLifetap:
case SE_AllInstrumentMod:
case SE_ResistSpellChance:
case SE_ResistFearChance:
case SE_HitChance:
case SE_DamageModifier:
case SE_MinDamageModifier:
case SE_IncreaseBlockChance:
case SE_CurrentEndurance:
case SE_EndurancePool:
case SE_CurrentEnduranceOnce:
case SE_MaxHPChange:
case SE_Accuracy:
case SE_BardAEDot:
case SE_CurrentManaOnce:
case SE_FactionMod:
case SE_CorruptionCounter:
case SE_ResistCorruption:
mult += spbonus;
break;
default:
return(effect_value);
break;
}
//Shroud of the bear
if(caster->FindBuff(5045))
{
spadd = spadd * -1;
mult = 1.0f;
}
if(effect_value > 0) { effect_value += (int)ceil(spadd); }
else { effect_value -= (int)ceil(spadd); }
effect_value *= mult;
return( (int)(ceil(effect_value)) );
}
int Mob::mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster) { return(effect_value); }
//chancetohit - 0 to 100 percent - set over 1000 for a guaranteed hit
float Mob::mod_hit_chance(float chancetohit, SkillType skillinuse, Mob* attacker) {
if(!IsClient())
{
//Factor NPC debuffs
return(chancetohit);
}
int divisor;
switch(GetClass())
{
case MONK:
case ROGUE:
divisor = 8;
divisor -= (GetLevel() / 100) * 2;
break;
default:
divisor = 8;
}
float hitmod = ((float)CastToClient()->GetActDEX() - DW_STATBASE) / divisor;
hitmod += ((float)CastToClient()->GetActAGI() - DW_STATBASE) / divisor;
if(hitmod < 0) { hitmod = -5; }
return(chancetohit + hitmod);
}
float Mob::mod_hit_chance(float chancetohit, SkillType skillinuse, Mob* attacker) { return(chancetohit); }
//Final riposte chance
float Mob::mod_riposte_chance(float ripostechance, Mob* attacker) { return(ripostechance); }
//Final block chance
float Mob::mod_block_chance(float blockchance, Mob* attacker) { return(blockchance); }
//Final parry chance
float Mob::mod_parry_chance(float parrychance, Mob* attacker) { return(parrychance); }
//Final dodge chance
float Mob::mod_dodge_chance(float dodgechance, Mob* attacker) { return(dodgechance); }
//Monk AC Bonus weight cap. Defined in Combat:MonkACBonusWeight
//Usually 15, a monk under this weight threshold gets an AC bonus
float Mob::mod_monk_weight(float monkweight, Mob* attacker) { return(monkweight); }
//Mitigation rating is compared to incoming attack rating. Higher is better.
float Mob::mod_mitigation_rating(float mitigation_rating, Mob* attacker) { return(mitigation_rating); }
float Mob::mod_attack_rating(float attack_rating, Mob* defender) { return(attack_rating); }
//Kick damage after all other bonuses are applied
int32 Mob::mod_kick_damage(int32 dmg) {
if(!IsClient()) { return(dmg); }
ItemInst *item = CastToClient()->GetInv().GetItem(SLOT_FEET);
if(item)
{
dmg += item->GetItem()->AC;
for(int i = 0; i < MAX_AUGMENT_SLOTS; ++i)
{
ItemInst *aug = item->GetAugment(i);
if(aug)
{
dmg += aug->GetItem()->AC;
}
}
}
dmg += GetLevel() / 4;
dmg = CastToClient()->mod_client_damage(dmg, KICK, 0, nullptr, nullptr);
return(dmg);
}
int32 Mob::mod_kick_damage(int32 dmg) { return(dmg); }
//Slam and bash damage after all other bonuses are applied
int32 Mob::mod_bash_damage(int32 dmg) {
if(!IsClient()) { return(dmg); }
float lmult = (((float)GetLevel() * 2 ) / 100) + 1;
bool foundshield = false;
ItemInst *item = CastToClient()->GetInv().GetItem(SLOT_SECONDARY);
if(item)
{
if(item->GetItem()->ItemType == ItemTypeShield)
{
foundshield = true;
dmg += item->GetItem()->AC * lmult;
for(int i = 0; i < MAX_AUGMENT_SLOTS; ++i)
{
ItemInst *aug = item->GetAugment(i);
if(aug)
{
dmg += aug->GetItem()->AC;
}
}
}
}
if(!foundshield) //This is from a slam
{
item = CastToClient()->GetInv().GetItem(SLOT_SHOULDER);
if(item)
{
if(item->GetItem()->ItemType == ItemTypeArmor)
{
dmg += item->GetItem()->AC * lmult;
for(int i = 0; i < MAX_AUGMENT_SLOTS; ++i)
{
ItemInst *aug = item->GetAugment(i);
if(aug)
{
dmg += aug->GetItem()->AC;
}
}
}
}
}
dmg += GetLevel() / 4;
dmg = CastToClient()->mod_client_damage(dmg, BASH, 0, nullptr, nullptr);
return(dmg);
}
int32 Mob::mod_bash_damage(int32 dmg) { return(dmg); }
//Frenzy damage after all other bonuses are applied
int32 Mob::mod_frenzy_damage(int32 dmg) {
if(!IsClient()) { return(dmg); }
dmg = CastToClient()->mod_client_damage(dmg, FRENZY, 0, nullptr, nullptr);
return(dmg);
}
int32 Mob::mod_frenzy_damage(int32 dmg) { return(dmg); }
//Special attack damage after all other bonuses are applied.
int32 Mob::mod_monk_special_damage(int32 ndamage, SkillType skill_type) {
if(!IsClient()) { return(ndamage); }
ndamage = CastToClient()->mod_client_damage(ndamage, KICK, 0, nullptr, nullptr);
return(ndamage);
}
int32 Mob::mod_monk_special_damage(int32 ndamage, SkillType skill_type) { return(ndamage); }
//ndamage - Backstab damage as calculated by default formulas
int32 Mob::mod_backstab_damage(int32 ndamage) {
if(!IsClient()) { return(ndamage); }
float cdex = (float)CastToClient()->GetActDEX() - DW_STATBASE;
float cstr = (float)CastToClient()->GetActSTR() - DW_STATBASE;
float cagi = (float)CastToClient()->GetActAGI() - DW_STATBASE;
float bsm = 1.0f;
bsm += (cdex / 200) + ((float)GetLevel() / 100);
bsm += cstr / 300;
bsm += cagi / 300;
if(GetLevel() > 50)
{
float lbonus = GetLevel() - 50;
bsm += (lbonus * 0.1);
}
return( (int32)((float)ndamage * bsm) );
}
int32 Mob::mod_backstab_damage(int32 ndamage) { return(ndamage); }
//Chance for 50+ archery bonus damage if Combat:UseArcheryBonusRoll is true. Base is Combat:ArcheryBonusChance
int Mob::mod_archery_bonus_chance(int bonuschance, const ItemInst* RangeWeapon) { return(bonuschance); }
@ -648,77 +158,16 @@ int Mob::mod_archery_bonus_chance(int bonuschance, const ItemInst* RangeWeapon)
uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg, const ItemInst* RangeWeapon) { return(MaxDmg); }
//Final archery damage including bonus if it was applied.
int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus, const ItemInst* RangeWeapon) {
if(!IsClient()) { return(TotalDmg); }
TotalDmg += (GetLevel() * 2);
TotalDmg = CastToClient()->mod_client_damage(TotalDmg, ARCHERY, 0, RangeWeapon, nullptr);
return(TotalDmg);
}
int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus, const ItemInst* RangeWeapon) { return(TotalDmg); }
//Thrown weapon damage after all other calcs
uint16 Mob::mod_throwing_damage(uint16 MaxDmg) {
if(!IsClient()) { return(MaxDmg); }
uint16 Mob::mod_throwing_damage(uint16 MaxDmg) { return(MaxDmg); }
MaxDmg = CastToClient()->mod_client_damage(MaxDmg, THROWING, 0, nullptr, nullptr);
return(MaxDmg);
}
int32 Mob::mod_cast_time(int32 cast_time) {
if(!IsClient()) { return(cast_time); }
float ctmod = 1;
float cdex = (float)CastToClient()->GetActDEX() - DW_STATBASE;
float ccast = 0;
if(GetCasterClass() == 'W')
{
ccast = (float)CastToClient()->GetActWIS() - DW_STATBASE;
}
if(GetCasterClass() == 'I')
{
ccast = (float)CastToClient()->GetActINT() - DW_STATBASE;
}
if(ccast < 0.0001) { return(cast_time); }
ctmod += cdex / 185;
ctmod += ccast / 185;
if(GetLevel() > 50)
{
float lbonus = GetLevel() - 50;
ctmod += (lbonus * 0.1);
}
return( (int32)((float)cast_time / ctmod) );
}
//Spell cast time in milliseconds - will not sync with client cast time bar, but does work.
int32 Mob::mod_cast_time(int32 cast_time) { return(cast_time); }
//res - Default buff duration formula
int Mob::mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id) {
if(!IsClient()) { return(res); }
float cmult = 1;
if(GetClass() == BARD)
{
cmult = (float)(CastToClient()->GetActCHA() - DW_STATBASE) / 200;
}
else if(GetCasterClass() == 'W')
{
cmult = (float)(CastToClient()->GetActWIS() - DW_STATBASE) / 200;
}
else if(GetCasterClass() == 'I')
{
cmult = (float)(CastToClient()->GetActINT() - DW_STATBASE) / 200;
}
cmult += (float)(CastToClient()->GetActSTA() - DW_STATBASE) / 400;
if(cmult < 1) { cmult = 1; }
return( (int)((float)res * cmult) );
}
int Mob::mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id) { return(res); }
//Spell stack override - If this returns anything < 2, it will ignore all other stacking rules.
// See spells.cpp: Mob::CheckStackConflict
@ -726,68 +175,17 @@ int Mob::mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id) {
// 1 - Overwrite, spellid1 is replaced by spellid2
// -1 - Blocked, spellid2 will not land
// 2 - Default stacking behavior
int Mob::mod_spell_stack(uint16 spellid1, int caster_level1, Mob* caster1, uint16 spellid2, int caster_level2, Mob* caster2) {
if(IsEffectInSpell(spellid1, SE_Illusion) && IsEffectInSpell(spellid2, SE_Illusion))
{
return(1);
}
return(2);
}
int Mob::mod_spell_stack(uint16 spellid1, int caster_level1, Mob* caster1, uint16 spellid2, int caster_level2, Mob* caster2) { return(2); }
//Sum of various resists rolled against a value of 200.
int Mob::mod_spell_resist(int resist_chance, int level_mod, int resist_modifier, int target_resist, uint8 resist_type, uint16 spell_id, Mob* caster) {
int final = resist_chance + level_mod + resist_modifier + target_resist;
int temp_level_diff = GetLevel() - caster->GetLevel();
if(temp_level_diff > 15 && caster->GetLevel() < 46)
{
if(caster->IsClient())
{
if(caster->CastToClient()->GetAAXP() < 100)
{
return(0);
}
}
}
if(final > 185) { final = 185; } // Cap resist so it's always possible to land a spell (unless we hit the client level diff max).
if(!IsClient()) { return(final); }
float resistmod = 1.0f;
//Make charisma a part of all resists
resistmod += ((float)CastToClient()->GetActCHA() - DW_STATBASE) / 20;
//The other half is the casting stat
if(GetClass() == BARD)
{
resistmod += ((float)CastToClient()->GetActCHA() - DW_STATBASE) / 20;
}
else if(GetCasterClass() == 'W')
{
resistmod += ((float)CastToClient()->GetActWIS() - DW_STATBASE) / 20;
}
else if(GetCasterClass() == 'I')
{
resistmod += ((float)CastToClient()->GetActINT() - DW_STATBASE) / 20;
}
final += resistmod;
if(caster->GetLevel() > 50)
{
final -= (int)( (caster->GetLevel() - 50) * 20 );
}
//Let the client be highly resistant to their own AoE
if(
(spells[spell_id].targettype == ST_AECaster || spells[spell_id].targettype == ST_AETarget) &&
caster->CastToClient()->CharacterID() == CastToClient()->CharacterID()
)
{
final = 185;
}
return(final);
}
//Spell is cast by this on spelltar, called from spellontarget after the event_cast_on NPC event
void Mob::mod_spell_cast(uint16 spell_id, Mob* spelltar, bool reflect, bool use_resist_adjust, int16 resist_adjust, bool isproc) { return; }
//This is called right before regular event processing (the switch block)
//It is intended to be used for exporting new variables to new or existing events.
void PerlembParser::mod_quest_event(QuestEventID event, uint32 objid, const char * data, NPC* npcmob, ItemInst* iteminst, Mob* mob, uint32 extradata, bool global, std::string packagename) { return; }

View File

@ -13,6 +13,8 @@
#include "client.h"
#include "worldserver.h"
#include "QuestParserCollection.h"
#include "event_codes.h"
#include "embparser.h"
#include <string>
#include <iostream>
@ -21,52 +23,169 @@ extern Zone* zone;
extern WorldServer worldserver;
using namespace std;
//All functions that modify a value are passed the value as it was computed by default formulas and bonuses. In most cases this should be the final value that will be used.
//These are called when a zone boots or is repopped
void Zone::mod_init() { return; }
void Zone::mod_repop() { return; }
//Pre-spawn hook called from the NPC object to be spawned
void NPC::mod_prespawn(Spawn2 *sp) { return; }
int NPC::mod_npc_damage(int damage, SkillType skillinuse, int hand, ItemInst* weapon, Mob* other) { return(damage); }
//Base damage from NPC::Attack
int NPC::mod_npc_damage(int damage, SkillType skillinuse, int hand, const Item_Struct* weapon, Mob* other) { return(damage); }
//Mob c has been given credit for a kill. This is called after the regular EVENT_KILLED_MERIT event.
void NPC::mod_npc_killed_merit(Mob* c) { return; }
//Mob oos has been given credit for a kill. This is called after the regular EVENT_DEATH event.
void NPC::mod_npc_killed(Mob* oos) { return; }
int Client::mod_client_damage(int damage, SkillType skillinuse, int hand, ItemInst* weapon, Mob* other) { return(damage); }
bool Client::mod_client_message(char* message, uint8 chan_num) { return(true); } //Potentially dangerous string handling here
//Base damage from Client::Attack - can cover myriad skill types
int Client::mod_client_damage(int damage, SkillType skillinuse, int hand, const ItemInst* weapon, Mob* other) { return(damage); }
//message is char[4096], don't screw it up. Return true for normal behavior, false to return immediately.
// Channels:
// 0 - Guild Chat
// 2 - Group Chat
// 3 - Shout
// 4 - Auction
// 5 - Out of Character
// 6 - Broadcast
// 7 - Tell
// 8 - Say
// 11 - GMSay
// 15 - Raid Chat
// 20 - UCS Relay for UF client and later
// 22 - Emotes for UF and later
bool Client::mod_client_message(char* message, uint8 chan_num) { return(true); }
//Skillup override. When this is called the regular skillup check has failed. Return false to proceed with default behavior.
//This will NOT allow a client to increase skill past a cap.
bool Client::mod_can_increase_skill(SkillType skillid, Mob* against_who) { return(false); }
//chance of general skill increase, rolled against 0-99 where higher chance is better.
int16 Client::mod_increase_skill_chance(int16 chance, Mob* against_who) { return(chance); }
//Max percent of health you can bind wound starting with default value for class, item, and AA bonuses
int Client::mod_bindwound_percent(int max_percent, Mob* bindmob) { return(max_percent); }
//Final bind HP value after bonuses
int Client::mod_bindwound_hp(int bindhps, Mob* bindmob) { return(bindhps); }
//Client haste as calculated by default formulas - In percent from 0-100
int Client::mod_client_haste(int h) { return(h); }
//Haste cap override
int Client::mod_client_haste_cap(int cap) { return(cap); }
//This is called when a client cons a mob
void Client::mod_consider(Mob* tmob, Consider_Struct* con) { return; }
bool Client::mod_saylink(const std::string&, bool silentsaylink) { return(true); }
//Return true to continue with normal behavior, false returns in the parent function
bool Client::mod_saylink(const std::string& response, bool silentsaylink) { return(true); }
//Client pet power as calculated by default formulas and bonuses
int16 Client::mod_pet_power(int16 act_power, uint16 spell_id) { return(act_power); }
//Chance to combine rolled against a random 0-99 where higher is better.
float Client::mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec) { return(chance); }
//Chance to skillup rolled against a random 0-99 where higher is better.
float Client::mod_tradeskill_skillup(float chance_stage2) { return(chance_stage2); }
int32 Client::mod_tribute_item_value(int32 pts) { return(pts); }
//Tribute value override
int32 Client::mod_tribute_item_value(int32 pts, const ItemInst* item) { return(pts); }
//Death reporting
void Client::mod_client_death_npc(Mob* killerMob) { return; }
void Client::mod_client_death_duel(Mob* killerMob) { return; }
void Client::mod_client_death_env() { return; }
//Calculated xp before consider modifier, called whenever a client gets XP for killing a mob.
int32 Client::mod_client_xp(int32 in_xp, NPC *npc) { return(in_xp); }
//Client XP formula. Changes here will cause clients to change level after gaining or losing xp.
//Either modify this before your server goes live, or be prepared to write a quest script that fixes levels.
//To adjust how much XP is given per kill, use mod_client_xp
uint32 Client::mod_client_xp_for_level(uint32 xp, uint16 check_level) { return(xp); }
//effect_vallue - Spell effect value as calculated by default formulas. You will want to ignore effects that don't lend themselves to scaling - pet ID's, gate coords, etc.
int Mob::mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster) { return(effect_value); }
//chancetohit - 0 to 100 percent - set over 1000 for a guaranteed hit
float Mob::mod_hit_chance(float chancetohit, SkillType skillinuse, Mob* attacker) { return(chancetohit); }
//Final riposte chance
float Mob::mod_riposte_chance(float ripostechance, Mob* attacker) { return(ripostechance); }
//Final block chance
float Mob::mod_block_chance(float blockchance, Mob* attacker) { return(blockchance); }
//Final parry chance
float Mob::mod_parry_chance(float parrychance, Mob* attacker) { return(parrychance); }
//Final dodge chance
float Mob::mod_dodge_chance(float dodgechance, Mob* attacker) { return(dodgechance); }
//Monk AC Bonus weight cap. Defined in Combat:MonkACBonusWeight
//Usually 15, a monk under this weight threshold gets an AC bonus
float Mob::mod_monk_weight(float monkweight, Mob* attacker) { return(monkweight); }
//Mitigation rating is compared to incoming attack rating. Higher is better.
float Mob::mod_mitigation_rating(float mitigation_rating, Mob* attacker) { return(mitigation_rating); }
float Mob::mod_attack_rating(float attack_rating, Mob* defender) { return(attack_rating); }
//Kick damage after all other bonuses are applied
int32 Mob::mod_kick_damage(int32 dmg) { return(dmg); }
//Slam and bash damage after all other bonuses are applied
int32 Mob::mod_bash_damage(int32 dmg) { return(dmg); }
//Frenzy damage after all other bonuses are applied
int32 Mob::mod_frenzy_damage(int32 dmg) { return(dmg); }
//Special attack damage after all other bonuses are applied.
int32 Mob::mod_monk_special_damage(int32 ndamage, SkillType skill_type) { return(ndamage); }
//ndamage - Backstab damage as calculated by default formulas
int32 Mob::mod_backstab_damage(int32 ndamage) { return(ndamage); }
//Chance for 50+ archery bonus damage if Combat:UseArcheryBonusRoll is true. Base is Combat:ArcheryBonusChance
int Mob::mod_archery_bonus_chance(int bonuschance, const ItemInst* RangeWeapon) { return(bonuschance); }
uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg) { return(MaxDmg); }
int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus) { return(TotalDmg); }
//Archery bonus damage
uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg, const ItemInst* RangeWeapon) { return(MaxDmg); }
//Final archery damage including bonus if it was applied.
int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus, const ItemInst* RangeWeapon) { return(TotalDmg); }
//Thrown weapon damage after all other calcs
uint16 Mob::mod_throwing_damage(uint16 MaxDmg) { return(MaxDmg); }
//Spell cast time in milliseconds - will not sync with client cast time bar, but does work.
int32 Mob::mod_cast_time(int32 cast_time) { return(cast_time); }
//res - Default buff duration formula
int Mob::mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id) { return(res); }
//Spell stack override - If this returns anything < 2, it will ignore all other stacking rules.
// See spells.cpp: Mob::CheckStackConflict
// 0 - No conflict
// 1 - Overwrite, spellid1 is replaced by spellid2
// -1 - Blocked, spellid2 will not land
// 2 - Default stacking behavior
int Mob::mod_spell_stack(uint16 spellid1, int caster_level1, Mob* caster1, uint16 spellid2, int caster_level2, Mob* caster2) { return(2); }
int Mob::mod_spell_resist(int resist_chance, int level_mod, int resist_modifier, int target_resist, uint8 resist_type, uint16 spell_id, Mob* caster) { return(resist_chance + level_mod + resist_modifier + target_resist); }
//Sum of various resists rolled against a value of 200.
int Mob::mod_spell_resist(int resist_chance, int level_mod, int resist_modifier, int target_resist, uint8 resist_type, uint16 spell_id, Mob* caster) {
int final = resist_chance + level_mod + resist_modifier + target_resist;
return(final);
}
//Spell is cast by this on spelltar, called from spellontarget after the event_cast_on NPC event
void Mob::mod_spell_cast(uint16 spell_id, Mob* spelltar, bool reflect, bool use_resist_adjust, int16 resist_adjust, bool isproc) { return; }
//This is called right before regular event processing (the switch block)
//It is intended to be used for exporting new variables to new or existing events.
void PerlembParser::mod_quest_event(QuestEventID event, uint32 objid, const char * data, NPC* npcmob, ItemInst* iteminst, Mob* mob, uint32 extradata, bool global, std::string packagename) { return; }

View File

@ -129,8 +129,8 @@ XS(XS_NPC_AddLootTable); /* prototype to pass -Wmissing-prototypes */
XS(XS_NPC_AddLootTable)
{
dXSARGS;
if (items != 1)
Perl_croak(aTHX_ "Usage: NPC::AddLootTable(THIS)");
if (items < 1)
Perl_croak(aTHX_ "Usage: NPC::AddLootTable(THIS, [loottable_id])");
{
NPC * THIS;

View File

@ -834,7 +834,7 @@ uint16 QuestManager::scribespells(uint8 max_level, uint8 min_level) {
spells[curspell].classes[initiator->GetPP().class_-1] <= max_level && //maximum level
spells[curspell].classes[initiator->GetPP().class_-1] >= min_level && //minimum level
spells[curspell].skill != 52 &&
( !RuleB(Spells, UseCHAScribeHack) || spells[curspell].effectid[EFFECT_COUNT - 1] != 10 )
spells[curspell].effectid[EFFECT_COUNT - 1] != 10
)
{
if (book_slot == -1) //no more book slots

View File

@ -3077,6 +3077,8 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
parse->EventNPC(EVENT_CAST_ON, spelltar->CastToNPC(), this, temp1, 0);
}
mod_spell_cast(spell_id, spelltar, reflect, use_resist_adjust, resist_adjust, isproc);
// now check if the spell is allowed to land
// invuln mobs can't be affected by any spells, good or bad

View File

@ -252,7 +252,7 @@ int32 Client::TributeItem(uint32 slot, uint32 quantity) {
//figure out what its worth
int32 pts = inst->GetItem()->Favor;
pts = mod_tribute_item_value(pts);
pts = mod_tribute_item_value(pts, m_inv[slot]);
if(pts < 1) {
Message(13, "This item is worthless for favor.");