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[Rules] Add rule to configure max number of procs per round Combat:MaxProcs (#3640)
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@ -531,6 +531,7 @@ RULE_BOOL(Combat, BackstabIgnoresBane, false, "Enable or disable Bane weapon dam
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RULE_BOOL(Combat, SummonMeleeRange, true, "Enable or disable summoning of a player when already in melee range of the summoner.")
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RULE_BOOL(Combat, WaterMatchRequiredForAutoFireLoS, true, "Enable/Disable the requirement of both the attacker/victim being both in or out of water for AutoFire LoS to pass.")
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RULE_INT(Combat, ExtraAllowedKickClassesBitmask, 0, "Bitmask for allowing extra classes beyond Warrior, Ranger, Beastlord, and Berserker to kick, No Extra Classes (0) by default")
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RULE_INT(Combat, MaxProcs, 4, "Adjustable maximum number of procs per round, the hard cap is MAX_PROCS (11). Requires mob repop or client zone when changed")
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RULE_CATEGORY_END()
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RULE_CATEGORY(NPC)
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@ -3628,7 +3628,7 @@ int64 Mob::ReduceAllDamage(int64 damage)
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bool Mob::HasProcs() const
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{
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for (int i = 0; i < MAX_PROCS; i++) {
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for (int i = 0; i < m_max_procs; i++) {
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if (IsValidSpell(PermaProcs[i].spellID) || IsValidSpell(SpellProcs[i].spellID)) {
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return true;
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}
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@ -3646,7 +3646,7 @@ bool Mob::HasProcs() const
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bool Mob::HasDefensiveProcs() const
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{
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for (int i = 0; i < MAX_PROCS; i++) {
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for (int i = 0; i < m_max_procs; i++) {
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if (IsValidSpell(DefensiveProcs[i].spellID)) {
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return true;
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}
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@ -3682,7 +3682,7 @@ bool Mob::HasSkillProcSuccess() const
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bool Mob::HasRangedProcs() const
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{
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for (int i = 0; i < MAX_PROCS; i++){
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for (int i = 0; i < m_max_procs; i++){
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if (IsValidSpell(RangedProcs[i].spellID)) {
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return true;
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}
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@ -4580,7 +4580,7 @@ void Mob::TryDefensiveProc(Mob *on, uint16 hand)
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}
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//Spell Procs and Quest added procs
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for (int i = 0; i < MAX_PROCS; i++) {
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for (int i = 0; i < m_max_procs; i++) {
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if (IsValidSpell(DefensiveProcs[i].spellID)) {
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if (!IsProcLimitTimerActive(DefensiveProcs[i].base_spellID, DefensiveProcs[i].proc_reuse_time, ProcType::DEFENSIVE_PROC)) {
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float chance = proc_chance * (static_cast<float>(DefensiveProcs[i].chance) / 100.0f);
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@ -4783,7 +4783,7 @@ void Mob::TrySpellProc(const EQ::ItemInstance *inst, const EQ::ItemData *weapon,
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int16 poison_slot=-1;
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for (uint32 i = 0; i < MAX_PROCS; i++) {
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for (uint32 i = 0; i < m_max_procs; i++) {
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if (IsPet() && hand != EQ::invslot::slotPrimary) //Pets can only proc spell procs from their primay hand (ie; beastlord pets)
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continue; // If pets ever can proc from off hand, this will need to change
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@ -288,8 +288,11 @@ Mob::Mob(
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feigned = false;
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int max_procs = MAX_PROCS;
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m_max_procs = std::min(RuleI(Combat, MaxProcs), max_procs);
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// clear the proc arrays
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for (int j = 0; j < MAX_PROCS; j++) {
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for (int j = 0; j < m_max_procs; j++) {
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PermaProcs[j].spellID = SPELL_UNKNOWN;
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PermaProcs[j].chance = 0;
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PermaProcs[j].base_spellID = SPELL_UNKNOWN;
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@ -511,6 +514,7 @@ Mob::Mob(
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SetCanOpenDoors(true);
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is_boat = IsBoat();
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}
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Mob::~Mob()
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@ -1459,6 +1459,9 @@ protected:
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Timer m_z_clip_check_timer;
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// dynamically set via memory on constructor
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int8 m_max_procs = 0;
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virtual bool AI_EngagedCastCheck() { return(false); }
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virtual bool AI_PursueCastCheck() { return(false); }
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virtual bool AI_IdleCastCheck() { return(false); }
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@ -1600,7 +1603,7 @@ protected:
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int16 GetSympatheticSpellProcRate(uint16 spell_id);
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uint16 GetSympatheticSpellProcID(uint16 spell_id);
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enum {MAX_PROCS = 4};
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enum {MAX_PROCS = 10};
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tProc PermaProcs[MAX_PROCS];
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tProc SpellProcs[MAX_PROCS];
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tProc DefensiveProcs[MAX_PROCS];
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@ -6017,7 +6017,7 @@ bool Mob::IsCombatProc(uint16 spell_id) {
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/*
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Procs that originate from casted spells are still limited by SPA 311 (~Kayen confirmed on live 2/4/22)
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*/
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for (int i = 0; i < MAX_PROCS; i++) {
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for (int i = 0; i < m_max_procs; i++) {
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if (PermaProcs[i].spellID == spell_id ||
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SpellProcs[i].spellID == spell_id ||
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RangedProcs[i].spellID == spell_id ||
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@ -6044,7 +6044,7 @@ bool Mob::AddProcToWeapon(uint16 spell_id, bool bPerma, uint16 iChance, uint16 b
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int i;
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if (bPerma) {
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for (i = 0; i < MAX_PROCS; i++) {
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for (i = 0; i < m_max_procs; i++) {
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if (!IsValidSpell(PermaProcs[i].spellID)) {
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PermaProcs[i].spellID = spell_id;
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PermaProcs[i].chance = iChance;
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@ -6059,7 +6059,7 @@ bool Mob::AddProcToWeapon(uint16 spell_id, bool bPerma, uint16 iChance, uint16 b
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} else {
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// If its a poison proc, replace any existing one if present.
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if (base_spell_id == POISON_PROC) {
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for (i = 0; i < MAX_PROCS; i++) {
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for (i = 0; i < m_max_procs; i++) {
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// If we already have a poison proc active replace it and return
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if (SpellProcs[i].base_spellID == POISON_PROC) {
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SpellProcs[i].spellID = spell_id;
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@ -6076,7 +6076,7 @@ bool Mob::AddProcToWeapon(uint16 spell_id, bool bPerma, uint16 iChance, uint16 b
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// or it is poison and no poison procs are currently present.
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// Find a slot and use it as normal.
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for (i = 0; i < MAX_PROCS; i++) {
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for (i = 0; i < m_max_procs; i++) {
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if (!IsValidSpell(SpellProcs[i].spellID)) {
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SpellProcs[i].spellID = spell_id;
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SpellProcs[i].chance = iChance;
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@ -6093,7 +6093,7 @@ bool Mob::AddProcToWeapon(uint16 spell_id, bool bPerma, uint16 iChance, uint16 b
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}
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bool Mob::RemoveProcFromWeapon(uint16 spell_id, bool bAll) {
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for (int i = 0; i < MAX_PROCS; i++) {
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for (int i = 0; i < m_max_procs; i++) {
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if (bAll || SpellProcs[i].spellID == spell_id) {
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SpellProcs[i].spellID = SPELL_UNKNOWN;
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SpellProcs[i].chance = 0;
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@ -6112,7 +6112,7 @@ bool Mob::AddDefensiveProc(uint16 spell_id, uint16 iChance, uint16 base_spell_id
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return(false);
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int i;
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for (i = 0; i < MAX_PROCS; i++) {
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for (i = 0; i < m_max_procs; i++) {
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if (!IsValidSpell(DefensiveProcs[i].spellID)) {
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DefensiveProcs[i].spellID = spell_id;
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DefensiveProcs[i].chance = iChance;
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@ -6128,7 +6128,7 @@ bool Mob::AddDefensiveProc(uint16 spell_id, uint16 iChance, uint16 base_spell_id
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bool Mob::RemoveDefensiveProc(uint16 spell_id, bool bAll)
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{
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for (int i = 0; i < MAX_PROCS; i++) {
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for (int i = 0; i < m_max_procs; i++) {
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if (bAll || DefensiveProcs[i].spellID == spell_id) {
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DefensiveProcs[i].spellID = SPELL_UNKNOWN;
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DefensiveProcs[i].chance = 0;
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@ -6146,7 +6146,7 @@ bool Mob::AddRangedProc(uint16 spell_id, uint16 iChance, uint16 base_spell_id, u
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return(false);
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int i;
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for (i = 0; i < MAX_PROCS; i++) {
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for (i = 0; i < m_max_procs; i++) {
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if (!IsValidSpell(RangedProcs[i].spellID)) {
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RangedProcs[i].spellID = spell_id;
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RangedProcs[i].chance = iChance;
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@ -6162,7 +6162,7 @@ bool Mob::AddRangedProc(uint16 spell_id, uint16 iChance, uint16 base_spell_id, u
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bool Mob::RemoveRangedProc(uint16 spell_id, bool bAll)
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{
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for (int i = 0; i < MAX_PROCS; i++) {
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for (int i = 0; i < m_max_procs; i++) {
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if (bAll || RangedProcs[i].spellID == spell_id) {
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RangedProcs[i].spellID = SPELL_UNKNOWN;
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RangedProcs[i].chance = 0;
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