mirror of
https://github.com/EQEmu/Server.git
synced 2026-01-04 11:33:52 +00:00
Merge pull request #7 from josheb/dungeoncrawl
Sync mod_functions updates
This commit is contained in:
commit
ac5926bdfe
@ -469,6 +469,7 @@ void Console::ProcessCommand(const char* command) {
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if (admin >= 100) {
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SendMessage(1, " LSReconnect");
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SendMessage(1, " signalcharbyname charname ID");
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SendMessage(1, " reloadworld");
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}
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}
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else if (strcasecmp(sep.arg[0], "ping") == 0) {
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@ -838,6 +839,15 @@ void Console::ProcessCommand(const char* command) {
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}
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}
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}
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else if (strcasecmp(sep.arg[0], "reloadworld") == 0 && admin > 101)
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{
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SendEmoteMessage(0,0,0,15,"Reloading World...");
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ServerPacket* pack = new ServerPacket(ServerOP_ReloadWorld, sizeof(ReloadWorld_Struct));
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ReloadWorld_Struct* RW = (ReloadWorld_Struct*) pack->pBuffer;
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RW->Option = 1;
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zoneserver_list.SendPacket(pack);
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safe_delete(pack);
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}
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else {
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SendMessage(1, "Command unknown.");
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}
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@ -2343,7 +2343,7 @@ bool Client::CheckIncreaseSkill(SkillType skillid, Mob *against_who, int chancem
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GetLevelCon(against_who->GetLevel()) == CON_GREEN)
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{
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//false by default
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return mod_can_increase_skill(skillid, against_who);
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if( !mod_can_increase_skill(skillid, against_who) ) { return(false); }
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}
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}
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@ -1125,11 +1125,13 @@ public:
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int16 mod_pet_power(int16 act_power, uint16 spell_id);
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float mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec);
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float mod_tradeskill_skillup(float chance_stage2);
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int32 mod_tribute_item_value(int32 pts);
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int32 mod_tribute_item_value(int32 pts, const ItemInst* item);
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void mod_client_death_npc(Mob* killerMob);
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void mod_client_death_duel(Mob* killerMob);
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void mod_client_death_env();
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int32 mod_client_xp(int32 in_exp, NPC *npc);
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uint32 mod_client_xp_for_level(uint32 xp, uint16 check_level);
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int mod_client_haste_cap(int cap);
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protected:
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friend class Mob;
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@ -1228,8 +1228,8 @@ int16 Client::CalcSTR() {
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int16 mod = aabonuses.STR;
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if(val>255 && GetLevel() <= 60)
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val = 255;
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// if(val>255 && GetLevel() <= 60)
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// val = 255;
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STR = val + mod;
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if(STR < 1)
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@ -1247,8 +1247,8 @@ int16 Client::CalcSTA() {
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int16 mod = aabonuses.STA;
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if(val>255 && GetLevel() <= 60)
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val = 255;
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// if(val>255 && GetLevel() <= 60)
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// val = 255;
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STA = val + mod;
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if(STA < 1)
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@ -1265,8 +1265,8 @@ int16 Client::CalcAGI() {
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int16 val = m_pp.AGI + itembonuses.AGI + spellbonuses.AGI - CalcAlcoholPhysicalEffect();;
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int16 mod = aabonuses.AGI;
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if(val>255 && GetLevel() <= 60)
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val = 255;
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// if(val>255 && GetLevel() <= 60)
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// val = 255;
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int16 str = GetSTR();
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@ -1294,8 +1294,8 @@ int16 Client::CalcDEX() {
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int16 mod = aabonuses.DEX;
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if(val>255 && GetLevel() <= 60)
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val = 255;
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// if(val>255 && GetLevel() <= 60)
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// val = 255;
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DEX = val + mod;
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if(DEX < 1)
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@ -1313,8 +1313,8 @@ int16 Client::CalcINT() {
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int16 mod = aabonuses.INT;
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if(val>255 && GetLevel() <= 60)
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val = 255;
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// if(val>255 && GetLevel() <= 60)
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// val = 255;
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INT = val + mod;
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if(m_pp.intoxication)
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@ -1342,8 +1342,8 @@ int16 Client::CalcWIS() {
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int16 mod = aabonuses.WIS;
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if(val>255 && GetLevel() <= 60)
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val = 255;
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// if(val>255 && GetLevel() <= 60)
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// val = 255;
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WIS = val + mod;
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if(m_pp.intoxication)
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@ -1371,8 +1371,8 @@ int16 Client::CalcCHA() {
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int16 mod = aabonuses.CHA;
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if(val>255 && GetLevel() <= 60)
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val = 255;
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// if(val>255 && GetLevel() <= 60)
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// val = 255;
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CHA = val + mod;
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if(CHA < 1)
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@ -1410,6 +1410,8 @@ int Client::CalcHaste() {
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cap = RuleI(Character, HasteCap);
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}
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cap = mod_client_haste_cap(cap);
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if(h > cap) h = cap;
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h += spellbonuses.hastetype3;
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@ -589,6 +589,9 @@ void PerlembParser::EventCommon(QuestEventID event, uint32 objid, const char * d
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safe_delete_array(hi_decl);
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}
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}
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mod_quest_event(event, objid, data, npcmob, iteminst, mob, extradata, global, packagename);
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//do any event-specific stuff...
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switch (event) {
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case EVENT_SAY: {
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@ -144,6 +144,7 @@ public:
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virtual void SendCommands(const char * pkgprefix, const char *event, uint32 npcid, Mob* other, Mob* mob, ItemInst* iteminst);
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int HasQuestFile(uint32 npcid);
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void mod_quest_event(QuestEventID event, uint32 objid, const char * data, NPC* npcmob, ItemInst* iteminst, Mob* mob, uint32 extradata, bool global, std::string packagename);
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#ifdef EMBPERL_COMMANDS
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void ExecCommand(Client *c, Seperator *sep);
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@ -485,7 +485,10 @@ uint32 Client::GetEXPForLevel(uint16 check_level)
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mod *= 1000;
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return(uint32(base * mod));
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uint32 finalxp = uint32(base * mod);
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finalxp = mod_client_xp_for_level(finalxp, check_level);
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return(finalxp);
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}
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void Client::AddLevelBasedExp(uint8 exp_percentage, uint8 max_level) {
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@ -812,6 +812,7 @@ public:
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int mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id);
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int mod_spell_stack(uint16 spellid1, int caster_level1, Mob* caster1, uint16 spellid2, int caster_level2, Mob* caster2);
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int mod_spell_resist(int resist_chance, int level_mod, int resist_modifier, int target_resist, uint8 resist_type, uint16 spell_id, Mob* caster);
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void mod_spell_cast(uint16 spell_id, Mob* spelltar, bool reflect, bool use_resist_adjust, int16 resist_adjust, bool isproc);
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protected:
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void CommonDamage(Mob* other, int32 &damage, const uint16 spell_id, const SkillType attack_skill, bool &avoidable, const int8 buffslot, const bool iBuffTic);
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@ -13,6 +13,8 @@
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#include "client.h"
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#include "worldserver.h"
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#include "QuestParserCollection.h"
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#include "event_codes.h"
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#include "embparser.h"
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#include <string>
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#include <iostream>
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@ -21,625 +23,133 @@ extern Zone* zone;
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extern WorldServer worldserver;
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using namespace std;
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#define DW_STATBASE 70
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//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.
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//These are called when a zone boots or is repopped
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void Zone::mod_init() { return; }
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void Zone::mod_repop() { return; }
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void NPC::mod_prespawn(Spawn2 *sp) {
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//The spawn has to have 1 kill to qualify
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if(sp->GetKillCount() < 1) { return; }
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//Ignore existing bosses
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if(lastname[0] == '[') { return; }
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//5% chance to elevate
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if(MakeRandomInt(0, 100) > 5) { return; }
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//Let everything else happen in perl. Our job here is to set the last name
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int npcscore = GetScore();
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std::string bosstag = "<";
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int lvs = (int)(npcscore/10);
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for(int x = 0; x < 10; x++)
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{
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if(x < lvs) { bosstag += "+"; }
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else { bosstag += "="; }
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}
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bosstag += ">";
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strn0cpy(lastname, bosstag.c_str(), sizeof(lastname));
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TempName("DYNBOSS");
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}
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//Pre-spawn hook called from the NPC object to be spawned
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void NPC::mod_prespawn(Spawn2 *sp) { return; }
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//Base damage from NPC::Attack
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int NPC::mod_npc_damage(int damage, SkillType skillinuse, int hand, const Item_Struct* weapon, Mob* other) {
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float chbonus;
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int lbonus;
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// if(!IsPet() || !GetOwner()) { return(damage); }
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// if(!GetOwner()->IsClient()) { return(damage); }
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//Client pet power bonuses
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if(GetOwner() && GetOwner()->IsClient())
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{
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chbonus = (float)((float)GetOwner()->CastToClient()->GetActCHA() - DW_STATBASE) / 100;
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chbonus += 1;
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if(GetOwner()->GetLevel() > 50)
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{
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lbonus = GetOwner()->GetLevel() - 50;
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damage += lbonus * (20 * lbonus);
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}
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if(weapon)
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{
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damage += (int)ceil(((float)weapon->Damage / (float)weapon->Delay) * (float)GetLevel());
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}
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damage = (int)ceil( (float)damage * chbonus );
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return(damage);
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}
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//Regular NPC damage - test for debuffs that currently do nothing.
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//str, sta, agi, dex, AC, ATK
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return(damage);
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}
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int NPC::mod_npc_damage(int damage, SkillType skillinuse, int hand, const Item_Struct* weapon, Mob* other) { return(damage); }
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//Mob c has been given credit for a kill. This is called after the regular EVENT_KILLED_MERIT event.
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void NPC::mod_npc_killed_merit(Mob* c) { return; }
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//Mob oos has been given credit for a kill. This is called after the regular EVENT_DEATH event.
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void NPC::mod_npc_killed(Mob* oos) { return; }
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//Base damage from Client::Attack - can cover myriad skill types
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int Client::mod_client_damage(int damage, SkillType skillinuse, int hand, const ItemInst* weapon, Mob* other) {
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float dmult = 1.1f;
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float cdex = (float)GetActDEX() - DW_STATBASE;
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float cstr = (float)GetActSTR() - DW_STATBASE;
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float cagi = (float)GetActAGI() - DW_STATBASE;
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float csta = (float)GetActSTA() - DW_STATBASE;
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int Client::mod_client_damage(int damage, SkillType skillinuse, int hand, const ItemInst* weapon, Mob* other) { return(damage); }
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float cmax = ((float)GetLevel() * 2) + 150;
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if(GetLevel() > 49) { cmax = 10000; }
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if(cdex > cmax) { cdex = cmax; }
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if(cstr > cmax) { cstr = cmax; }
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if(cagi > cmax) { cagi = cmax; }
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if(csta > cmax) { csta = cmax; }
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switch(skillinuse)
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{
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case ARCHERY:
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dmult += cdex / 600;
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dmult += csta / 600;
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if(GetClass() == RANGER)
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{
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dmult += cdex / 1000;
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}
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break;
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case KICK:
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case HAND_TO_HAND:
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case BACKSTAB:
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case _1H_BLUNT:
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case _1H_SLASHING:
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case PIERCING:
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case THROWING:
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if(GetClass() == MONK || GetClass() == BEASTLORD)
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{
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if(GetRace() == BARBARIAN || GetRace() == TROLL || GetRace() == OGRE)
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{
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dmult += cstr / 320;
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dmult += csta / 320;
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dmult += cdex / 150;
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//2.325
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}
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else
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{
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dmult += cdex / 400;
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dmult += csta / 200;
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dmult += cstr / 200;
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//2.25
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}
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}
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else
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{
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dmult += cdex / 400;
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dmult += cstr / 200;
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dmult += csta / 200;
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//2.25
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}
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break;
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case BASH:
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if(GetClass() == WARRIOR)
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{
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dmult += csta / 100;
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dmult += cstr / 100;
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}
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else
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{
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dmult += csta / 150;
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dmult += cstr / 150;
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}
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break;
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case _2H_SLASHING:
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case _2H_BLUNT:
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case FRENZY:
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if(GetClass() == BERSERKER)
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{
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dmult += csta / 100;
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dmult += cstr / 100;
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}
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else
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{
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dmult += csta / 150;
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dmult += cstr / 150;
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}
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break;
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default:
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dmult += cstr / 200;
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dmult += csta / 200;
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break;
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}
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if(GetLevel() > 50)
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{
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float lbonus = GetLevel() - 50;
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dmult += lbonus * 0.2;
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}
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int final = (int)((float)damage * dmult);
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if(skillinuse == ARCHERY)
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{
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final += (GetSkill(ARCHERY) + (GetLevel() * 2)) / 2;
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if(weapon) //We should always have a weapon here
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{
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final = (int)((float)final * (float)(0.6 + ((float)weapon->GetItem()->Delay / 100)));
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}
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}
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return(final);
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}
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|
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|
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//message is char[4096], don't screw it up.
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bool Client::mod_client_message(char* message, uint8 chan_num) { return(true); } //Potentially dangerous string handling here
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//message is char[4096], don't screw it up. Return true for normal behavior, false to return immediately.
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// Channels:
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// 0 - Guild Chat
|
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// 2 - Group Chat
|
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// 3 - Shout
|
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// 4 - Auction
|
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// 5 - Out of Character
|
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// 6 - Broadcast
|
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// 7 - Tell
|
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// 8 - Say
|
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// 11 - GMSay
|
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// 15 - Raid Chat
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// 20 - UCS Relay for UF client and later
|
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// 22 - Emotes for UF and later
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bool Client::mod_client_message(char* message, uint8 chan_num) { return(true); }
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//Skillup override. When this is called the regular skillup check has failed. Return false to proceed with default behavior.
|
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//This will NOT allow a client to increase skill past a cap.
|
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bool Client::mod_can_increase_skill(SkillType skillid, Mob* against_who) {
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//Let people skillup on golem training dummies.
|
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if(against_who->GetRace() == 405) { return(true); }
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return(false);
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}
|
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bool Client::mod_can_increase_skill(SkillType skillid, Mob* against_who) { return(false); }
|
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|
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//chance of general skill increase, rolled against 0-99 where higher chance is better.
|
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int16 Client::mod_increase_skill_chance(int16 chance, Mob* against_who) {
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float cint = (float)GetActINT() - DW_STATBASE;
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float cwis = (float)GetActWIS() - DW_STATBASE;
|
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|
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float bonus = (cint + (cwis / 2)) / 10;
|
||||
|
||||
if(bonus < 0) { bonus = 0; }
|
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|
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return( (int)((float)chance * bonus) );
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}
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int16 Client::mod_increase_skill_chance(int16 chance, Mob* against_who) { return(chance); }
|
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|
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//Max percent of health you can bind wound starting with default value for class, item, and AA bonuses
|
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int Client::mod_bindwound_percent(int max_percent, Mob* bindmob) {
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return(max_percent + 20);
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}
|
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int Client::mod_bindwound_percent(int max_percent, Mob* bindmob) { return(max_percent); }
|
||||
|
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//Final bind HP value after bonuses
|
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int Client::mod_bindwound_hp(int bindhps, Mob* bindmob) {
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if(GetSkill(BIND_WOUND) > 200)
|
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{
|
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bindhps += GetSkill(BIND_WOUND) * 2;
|
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}
|
||||
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; }
|
||||
|
||||
@ -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; }
|
||||
|
||||
@ -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;
|
||||
|
||||
|
||||
@ -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
|
||||
|
||||
@ -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
|
||||
|
||||
@ -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.");
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user