mirror of
https://github.com/EQEmu/Server.git
synced 2026-06-11 11:48:37 +00:00
Added class EQEmu::InventorySlot
This commit is contained in:
+59
-59
@@ -68,15 +68,15 @@ void Mob::ApplySpecialAttackMod(EQEmu::skills::SkillType skill, int32 &dmg, int3
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case EQEmu::skills::SkillFlyingKick:
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case EQEmu::skills::SkillRoundKick:
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case EQEmu::skills::SkillKick:
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item_slot = EQEmu::legacy::SlotFeet;
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item_slot = EQEmu::inventory::slotFeet;
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break;
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case EQEmu::skills::SkillBash:
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item_slot = EQEmu::legacy::SlotSecondary;
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item_slot = EQEmu::inventory::slotSecondary;
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break;
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case EQEmu::skills::SkillDragonPunch:
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case EQEmu::skills::SkillEagleStrike:
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case EQEmu::skills::SkillTigerClaw:
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item_slot = EQEmu::legacy::SlotHands;
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item_slot = EQEmu::inventory::slotHands;
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break;
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default:
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break;
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@@ -111,7 +111,7 @@ void Mob::DoSpecialAttackDamage(Mob *who, EQEmu::skills::SkillType skill, int32
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if (skill == EQEmu::skills::SkillBash){
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if(IsClient()){
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EQEmu::ItemInstance *item = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotSecondary);
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EQEmu::ItemInstance *item = CastToClient()->GetInv().GetItem(EQEmu::inventory::slotSecondary);
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if(item)
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{
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if (item->GetItem()->ItemType == EQEmu::item::ItemTypeShield)
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@@ -129,14 +129,14 @@ void Mob::DoSpecialAttackDamage(Mob *who, EQEmu::skills::SkillType skill, int32
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min_damage += min_damage * GetMeleeMinDamageMod_SE(skill) / 100;
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int hand = EQEmu::legacy::SlotPrimary; // Avoid checks hand for throwing/archery exclusion, primary should work for most
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int hand = EQEmu::inventory::slotPrimary; // Avoid checks hand for throwing/archery exclusion, primary should work for most
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if (skill == EQEmu::skills::SkillThrowing || skill == EQEmu::skills::SkillArchery)
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hand = EQEmu::legacy::SlotRange;
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hand = EQEmu::inventory::slotRange;
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if (who->AvoidDamage(this, max_damage, hand)) {
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if (max_damage == -3)
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DoRiposte(who);
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} else {
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if (!CheckHitChance || (CheckHitChance && who->CheckHitChance(this, skill, EQEmu::legacy::SlotPrimary))) {
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if (!CheckHitChance || (CheckHitChance && who->CheckHitChance(this, skill, EQEmu::inventory::slotPrimary))) {
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who->MeleeMitigation(this, max_damage, min_damage);
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CommonOutgoingHitSuccess(who, max_damage, skill);
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} else {
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@@ -194,7 +194,7 @@ void Client::OPCombatAbility(const EQApplicationPacket *app) {
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//These two are not subject to the combat ability timer, as they
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//allready do their checking in conjunction with the attack timer
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//throwing weapons
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if (ca_atk->m_atk == EQEmu::legacy::SlotRange) {
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if (ca_atk->m_atk == EQEmu::inventory::slotRange) {
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if (ca_atk->m_skill == EQEmu::skills::SkillThrowing) {
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SetAttackTimer();
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ThrowingAttack(GetTarget());
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@@ -244,8 +244,8 @@ void Client::OPCombatAbility(const EQApplicationPacket *app) {
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DoAnim(animTailRake);
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int32 ht = 0;
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if (GetWeaponDamage(GetTarget(), GetInv().GetItem(EQEmu::legacy::SlotSecondary)) <= 0 &&
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GetWeaponDamage(GetTarget(), GetInv().GetItem(EQEmu::legacy::SlotShoulders)) <= 0){
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if (GetWeaponDamage(GetTarget(), GetInv().GetItem(EQEmu::inventory::slotSecondary)) <= 0 &&
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GetWeaponDamage(GetTarget(), GetInv().GetItem(EQEmu::inventory::slotShoulders)) <= 0){
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dmg = -5;
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}
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else{
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@@ -321,7 +321,7 @@ void Client::OPCombatAbility(const EQApplicationPacket *app) {
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DoAnim(animKick);
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int32 ht = 0;
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if (GetWeaponDamage(GetTarget(), GetInv().GetItem(EQEmu::legacy::SlotFeet)) <= 0){
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if (GetWeaponDamage(GetTarget(), GetInv().GetItem(EQEmu::inventory::slotFeet)) <= 0){
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dmg = -5;
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}
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else{
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@@ -404,7 +404,7 @@ int Mob::MonkSpecialAttack(Mob* other, uint8 unchecked_type)
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int32 min_dmg = 1;
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int reuse = 0;
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EQEmu::skills::SkillType skill_type; //to avoid casting... even though it "would work"
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uint8 itemslot = EQEmu::legacy::SlotFeet;
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uint8 itemslot = EQEmu::inventory::slotFeet;
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switch(unchecked_type) {
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case EQEmu::skills::SkillFlyingKick:
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@@ -418,7 +418,7 @@ int Mob::MonkSpecialAttack(Mob* other, uint8 unchecked_type)
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case EQEmu::skills::SkillDragonPunch:
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skill_type = EQEmu::skills::SkillDragonPunch;
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max_dmg = ((GetSTR()+GetSkill(skill_type)) * RuleI(Combat, DragonPunchBonus) / 100) + 26;
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itemslot = EQEmu::legacy::SlotHands;
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itemslot = EQEmu::inventory::slotHands;
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ApplySpecialAttackMod(skill_type, max_dmg, min_dmg);
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DoAnim(animTailRake);
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reuse = TailRakeReuseTime;
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@@ -426,7 +426,7 @@ int Mob::MonkSpecialAttack(Mob* other, uint8 unchecked_type)
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case EQEmu::skills::SkillEagleStrike:
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skill_type = EQEmu::skills::SkillEagleStrike;
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max_dmg = ((GetSTR()+GetSkill(skill_type)) * RuleI(Combat, EagleStrikeBonus) / 100) + 19;
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itemslot = EQEmu::legacy::SlotHands;
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itemslot = EQEmu::inventory::slotHands;
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ApplySpecialAttackMod(skill_type, max_dmg, min_dmg);
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DoAnim(animEagleStrike);
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reuse = EagleStrikeReuseTime;
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@@ -434,7 +434,7 @@ int Mob::MonkSpecialAttack(Mob* other, uint8 unchecked_type)
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case EQEmu::skills::SkillTigerClaw:
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skill_type = EQEmu::skills::SkillTigerClaw;
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max_dmg = ((GetSTR()+GetSkill(skill_type)) * RuleI(Combat, TigerClawBonus) / 100) + 12;
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itemslot = EQEmu::legacy::SlotHands;
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itemslot = EQEmu::inventory::slotHands;
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ApplySpecialAttackMod(skill_type, max_dmg, min_dmg);
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DoAnim(animTigerClaw);
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reuse = TigerClawReuseTime;
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@@ -498,7 +498,7 @@ void Mob::TryBackstab(Mob *other, int ReuseTime) {
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//make sure we have a proper weapon if we are a client.
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if(IsClient()) {
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const EQEmu::ItemInstance *wpn = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotPrimary);
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const EQEmu::ItemInstance *wpn = CastToClient()->GetInv().GetItem(EQEmu::inventory::slotPrimary);
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if (!wpn || (wpn->GetItem()->ItemType != EQEmu::item::ItemType1HPiercing)){
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Message_StringID(13, BACKSTAB_WEAPON);
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return;
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@@ -559,7 +559,7 @@ void Mob::TryBackstab(Mob *other, int ReuseTime) {
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CastToClient()->CheckIncreaseSkill(EQEmu::skills::SkillBackstab, other, 10);
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}
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else { //We do a single regular attack if we attack from the front without chaotic stab
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Attack(other, EQEmu::legacy::SlotPrimary);
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Attack(other, EQEmu::inventory::slotPrimary);
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}
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}
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@@ -577,7 +577,7 @@ void Mob::RogueBackstab(Mob* other, bool min_damage, int ReuseTime)
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int32 backstab_dmg = 0;
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if (IsClient()) {
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const EQEmu::ItemInstance *wpn = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotPrimary);
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const EQEmu::ItemInstance *wpn = CastToClient()->GetInv().GetItem(EQEmu::inventory::slotPrimary);
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if (wpn) {
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primaryweapondamage = GetWeaponDamage(other, wpn);
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if (primaryweapondamage) {
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@@ -650,7 +650,7 @@ void Mob::RogueAssassinate(Mob* other)
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{
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//can you dodge, parry, etc.. an assassinate??
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//if so, use DoSpecialAttackDamage(other, BACKSTAB, 32000); instead
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if (GetWeaponDamage(other, IsClient() ? CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotPrimary) : (const EQEmu::ItemInstance*)nullptr) > 0){
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if (GetWeaponDamage(other, IsClient() ? CastToClient()->GetInv().GetItem(EQEmu::inventory::slotPrimary) : (const EQEmu::ItemInstance*)nullptr) > 0){
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other->Damage(this, 32000, SPELL_UNKNOWN, EQEmu::skills::SkillBackstab);
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}else{
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other->Damage(this, -5, SPELL_UNKNOWN, EQEmu::skills::SkillBackstab);
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@@ -670,20 +670,20 @@ void Client::RangedAttack(Mob* other, bool CanDoubleAttack) {
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//Message(0, "Error: Timer not up. Attack %d, ranged %d", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime());
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return;
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}
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const EQEmu::ItemInstance* RangeWeapon = m_inv[EQEmu::legacy::SlotRange];
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const EQEmu::ItemInstance* RangeWeapon = m_inv[EQEmu::inventory::slotRange];
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//locate ammo
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int ammo_slot = EQEmu::legacy::SlotAmmo;
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const EQEmu::ItemInstance* Ammo = m_inv[EQEmu::legacy::SlotAmmo];
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int ammo_slot = EQEmu::inventory::slotAmmo;
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const EQEmu::ItemInstance* Ammo = m_inv[EQEmu::inventory::slotAmmo];
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if (!RangeWeapon || !RangeWeapon->IsClassCommon()) {
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Log.Out(Logs::Detail, Logs::Combat, "Ranged attack canceled. Missing or invalid ranged weapon (%d) in slot %d", GetItemIDAt(EQEmu::legacy::SlotRange), EQEmu::legacy::SlotRange);
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Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have no bow!", GetItemIDAt(EQEmu::legacy::SlotRange));
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Log.Out(Logs::Detail, Logs::Combat, "Ranged attack canceled. Missing or invalid ranged weapon (%d) in slot %d", GetItemIDAt(EQEmu::inventory::slotRange), EQEmu::inventory::slotRange);
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Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have no bow!", GetItemIDAt(EQEmu::inventory::slotRange));
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return;
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}
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if (!Ammo || !Ammo->IsClassCommon()) {
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Log.Out(Logs::Detail, Logs::Combat, "Ranged attack canceled. Missing or invalid ammo item (%d) in slot %d", GetItemIDAt(EQEmu::legacy::SlotAmmo), EQEmu::legacy::SlotAmmo);
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Message(0, "Error: Ammo: GetItem(%i)==0, you have no ammo!", GetItemIDAt(EQEmu::legacy::SlotAmmo));
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Log.Out(Logs::Detail, Logs::Combat, "Ranged attack canceled. Missing or invalid ammo item (%d) in slot %d", GetItemIDAt(EQEmu::inventory::slotAmmo), EQEmu::inventory::slotAmmo);
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Message(0, "Error: Ammo: GetItem(%i)==0, you have no ammo!", GetItemIDAt(EQEmu::inventory::slotAmmo));
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return;
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}
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@@ -838,7 +838,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon
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if (IsClient()){
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_RangeWeapon = CastToClient()->m_inv[EQEmu::legacy::SlotRange];
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_RangeWeapon = CastToClient()->m_inv[EQEmu::inventory::slotRange];
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if (_RangeWeapon && _RangeWeapon->GetItem() && _RangeWeapon->GetItem()->ID == range_id)
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RangeWeapon = _RangeWeapon;
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@@ -854,7 +854,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon
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else if (AmmoItem)
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SendItemAnimation(other, AmmoItem, EQEmu::skills::SkillArchery);
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if (ProjectileMiss || (!ProjectileImpact && !other->CheckHitChance(this, EQEmu::skills::SkillArchery, EQEmu::legacy::SlotPrimary, chance_mod))) {
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if (ProjectileMiss || (!ProjectileImpact && !other->CheckHitChance(this, EQEmu::skills::SkillArchery, EQEmu::inventory::slotPrimary, chance_mod))) {
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Log.Out(Logs::Detail, Logs::Combat, "Ranged attack missed %s.", other->GetName());
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if (LaunchProjectile){
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@@ -952,7 +952,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon
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}
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if (!HeadShot)
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other->AvoidDamage(this, TotalDmg, EQEmu::legacy::SlotRange);
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other->AvoidDamage(this, TotalDmg, EQEmu::inventory::slotRange);
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other->MeleeMitigation(this, TotalDmg, minDmg);
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if(TotalDmg > 0){
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@@ -976,7 +976,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon
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if (ReuseTime)
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TrySkillProc(other, EQEmu::skills::SkillArchery, ReuseTime);
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else
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TrySkillProc(other, EQEmu::skills::SkillArchery, 0, true, EQEmu::legacy::SlotRange);
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TrySkillProc(other, EQEmu::skills::SkillArchery, 0, true, EQEmu::inventory::slotRange);
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}
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}
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@@ -985,20 +985,20 @@ void Mob::DoArcheryAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon
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//Weapon Proc
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if(RangeWeapon && other && !other->HasDied())
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TryWeaponProc(RangeWeapon, other, EQEmu::legacy::SlotRange);
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TryWeaponProc(RangeWeapon, other, EQEmu::inventory::slotRange);
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//Ammo Proc
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if (ammo_lost)
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TryWeaponProc(nullptr, ammo_lost, other, EQEmu::legacy::SlotRange);
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TryWeaponProc(nullptr, ammo_lost, other, EQEmu::inventory::slotRange);
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else if(Ammo && other && !other->HasDied())
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TryWeaponProc(Ammo, other, EQEmu::legacy::SlotRange);
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TryWeaponProc(Ammo, other, EQEmu::inventory::slotRange);
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//Skill Proc
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if (HasSkillProcs() && other && !other->HasDied()){
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if (ReuseTime)
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TrySkillProc(other, EQEmu::skills::SkillArchery, ReuseTime);
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else
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TrySkillProc(other, EQEmu::skills::SkillArchery, 0, false, EQEmu::legacy::SlotRange);
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TrySkillProc(other, EQEmu::skills::SkillArchery, 0, false, EQEmu::inventory::slotRange);
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}
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}
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@@ -1264,7 +1264,7 @@ void NPC::DoRangedAttackDmg(Mob* other, bool Launch, int16 damage_mod, int16 cha
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if (!chance_mod)
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chance_mod = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 2);
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if (!other->CheckHitChance(this, skillInUse, EQEmu::legacy::SlotRange, chance_mod))
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if (!other->CheckHitChance(this, skillInUse, EQEmu::inventory::slotRange, chance_mod))
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{
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other->Damage(this, 0, SPELL_UNKNOWN, skillInUse);
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}
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@@ -1285,7 +1285,7 @@ void NPC::DoRangedAttackDmg(Mob* other, bool Launch, int16 damage_mod, int16 cha
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TotalDmg += TotalDmg * damage_mod / 100;
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other->AvoidDamage(this, TotalDmg, EQEmu::legacy::SlotRange);
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other->AvoidDamage(this, TotalDmg, EQEmu::inventory::slotRange);
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other->MeleeMitigation(this, TotalDmg, MinDmg);
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if (TotalDmg > 0)
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@@ -1301,15 +1301,15 @@ void NPC::DoRangedAttackDmg(Mob* other, bool Launch, int16 damage_mod, int16 cha
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other->Damage(this, TotalDmg, SPELL_UNKNOWN, skillInUse);
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if (TotalDmg > 0 && HasSkillProcSuccess() && !other->HasDied())
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TrySkillProc(other, skillInUse, 0, true, EQEmu::legacy::SlotRange);
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TrySkillProc(other, skillInUse, 0, true, EQEmu::inventory::slotRange);
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}
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//try proc on hits and misses
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if(other && !other->HasDied())
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TrySpellProc(nullptr, (const EQEmu::ItemData*)nullptr, other, EQEmu::legacy::SlotRange);
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TrySpellProc(nullptr, (const EQEmu::ItemData*)nullptr, other, EQEmu::inventory::slotRange);
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if (HasSkillProcs() && other && !other->HasDied())
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TrySkillProc(other, skillInUse, 0, false, EQEmu::legacy::SlotRange);
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TrySkillProc(other, skillInUse, 0, false, EQEmu::inventory::slotRange);
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}
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uint16 Mob::GetThrownDamage(int16 wDmg, int32& TotalDmg, int& minDmg) {
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@@ -1351,19 +1351,19 @@ void Client::ThrowingAttack(Mob* other, bool CanDoubleAttack) { //old was 51
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return;
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}
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int ammo_slot = EQEmu::legacy::SlotRange;
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const EQEmu::ItemInstance* RangeWeapon = m_inv[EQEmu::legacy::SlotRange];
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int ammo_slot = EQEmu::inventory::slotRange;
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const EQEmu::ItemInstance* RangeWeapon = m_inv[EQEmu::inventory::slotRange];
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if (!RangeWeapon || !RangeWeapon->IsClassCommon()) {
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Log.Out(Logs::Detail, Logs::Combat, "Ranged attack canceled. Missing or invalid ranged weapon (%d) in slot %d", GetItemIDAt(EQEmu::legacy::SlotRange), EQEmu::legacy::SlotRange);
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Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing to throw!", GetItemIDAt(EQEmu::legacy::SlotRange));
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Log.Out(Logs::Detail, Logs::Combat, "Ranged attack canceled. Missing or invalid ranged weapon (%d) in slot %d", GetItemIDAt(EQEmu::inventory::slotRange), EQEmu::inventory::slotRange);
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Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing to throw!", GetItemIDAt(EQEmu::inventory::slotRange));
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return;
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}
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const EQEmu::ItemData* item = RangeWeapon->GetItem();
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if (item->ItemType != EQEmu::item::ItemTypeLargeThrowing && item->ItemType != EQEmu::item::ItemTypeSmallThrowing) {
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Log.Out(Logs::Detail, Logs::Combat, "Ranged attack canceled. Ranged item %d is not a throwing weapon. type %d.", item->ItemType);
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Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing useful to throw!", GetItemIDAt(EQEmu::legacy::SlotRange));
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Message(0, "Error: Rangeweapon: GetItem(%i)==0, you have nothing useful to throw!", GetItemIDAt(EQEmu::inventory::slotRange));
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return;
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}
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@@ -1371,11 +1371,11 @@ void Client::ThrowingAttack(Mob* other, bool CanDoubleAttack) { //old was 51
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if(RangeWeapon->GetCharges() == 1) {
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//first check ammo
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const EQEmu::ItemInstance* AmmoItem = m_inv[EQEmu::legacy::SlotAmmo];
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const EQEmu::ItemInstance* AmmoItem = m_inv[EQEmu::inventory::slotAmmo];
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if(AmmoItem != nullptr && AmmoItem->GetID() == RangeWeapon->GetID()) {
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//more in the ammo slot, use it
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RangeWeapon = AmmoItem;
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ammo_slot = EQEmu::legacy::SlotAmmo;
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ammo_slot = EQEmu::inventory::slotAmmo;
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Log.Out(Logs::Detail, Logs::Combat, "Using ammo from ammo slot, stack at slot %d. %d in stack.", ammo_slot, RangeWeapon->GetCharges());
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} else {
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//look through our inventory for more
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@@ -1472,7 +1472,7 @@ void Mob::DoThrowingAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon
|
||||
else if (AmmoItem)
|
||||
SendItemAnimation(other, AmmoItem, EQEmu::skills::SkillThrowing);
|
||||
|
||||
if (ProjectileMiss || (!ProjectileImpact && !other->CheckHitChance(this, EQEmu::skills::SkillThrowing, EQEmu::legacy::SlotPrimary, chance_mod))){
|
||||
if (ProjectileMiss || (!ProjectileImpact && !other->CheckHitChance(this, EQEmu::skills::SkillThrowing, EQEmu::inventory::slotPrimary, chance_mod))){
|
||||
Log.Out(Logs::Detail, Logs::Combat, "Ranged attack missed %s.", other->GetName());
|
||||
if (LaunchProjectile){
|
||||
TryProjectileAttack(other, AmmoItem, EQEmu::skills::SkillThrowing, 0, RangeWeapon, nullptr, AmmoSlot, speed);
|
||||
@@ -1519,7 +1519,7 @@ void Mob::DoThrowingAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon
|
||||
|
||||
Log.Out(Logs::Detail, Logs::Combat, "Item DMG %d. Max Damage %d. Hit for damage %d", WDmg, MaxDmg, TotalDmg);
|
||||
if (!Assassinate_Dmg)
|
||||
other->AvoidDamage(this, TotalDmg, EQEmu::legacy::SlotRange);
|
||||
other->AvoidDamage(this, TotalDmg, EQEmu::inventory::slotRange);
|
||||
|
||||
other->MeleeMitigation(this, TotalDmg, minDmg);
|
||||
if(TotalDmg > 0)
|
||||
@@ -1538,7 +1538,7 @@ void Mob::DoThrowingAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon
|
||||
if (ReuseTime)
|
||||
TrySkillProc(other, EQEmu::skills::SkillThrowing, ReuseTime);
|
||||
else
|
||||
TrySkillProc(other, EQEmu::skills::SkillThrowing, 0, true, EQEmu::legacy::SlotRange);
|
||||
TrySkillProc(other, EQEmu::skills::SkillThrowing, 0, true, EQEmu::inventory::slotRange);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1547,15 +1547,15 @@ void Mob::DoThrowingAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon
|
||||
|
||||
//Throwing item Proc
|
||||
if (ammo_lost)
|
||||
TryWeaponProc(nullptr, ammo_lost, other, EQEmu::legacy::SlotRange);
|
||||
TryWeaponProc(nullptr, ammo_lost, other, EQEmu::inventory::slotRange);
|
||||
else if(RangeWeapon && other && !other->HasDied())
|
||||
TryWeaponProc(RangeWeapon, other, EQEmu::legacy::SlotRange);
|
||||
TryWeaponProc(RangeWeapon, other, EQEmu::inventory::slotRange);
|
||||
|
||||
if (HasSkillProcs() && other && !other->HasDied()){
|
||||
if (ReuseTime)
|
||||
TrySkillProc(other, EQEmu::skills::SkillThrowing, ReuseTime);
|
||||
else
|
||||
TrySkillProc(other, EQEmu::skills::SkillThrowing, 0, false, EQEmu::legacy::SlotRange);
|
||||
TrySkillProc(other, EQEmu::skills::SkillThrowing, 0, false, EQEmu::inventory::slotRange);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1955,7 +1955,7 @@ void Client::DoClassAttacks(Mob *ca_target, uint16 skill, bool IsRiposte)
|
||||
if (ca_target!=this) {
|
||||
DoAnim(animTailRake);
|
||||
|
||||
if (GetWeaponDamage(ca_target, GetInv().GetItem(EQEmu::legacy::SlotSecondary)) <= 0 && GetWeaponDamage(ca_target, GetInv().GetItem(EQEmu::legacy::SlotShoulders)) <= 0){
|
||||
if (GetWeaponDamage(ca_target, GetInv().GetItem(EQEmu::inventory::slotSecondary)) <= 0 && GetWeaponDamage(ca_target, GetInv().GetItem(EQEmu::inventory::slotShoulders)) <= 0){
|
||||
dmg = -5;
|
||||
}
|
||||
else{
|
||||
@@ -2019,7 +2019,7 @@ void Client::DoClassAttacks(Mob *ca_target, uint16 skill, bool IsRiposte)
|
||||
if(ca_target!=this){
|
||||
DoAnim(animKick);
|
||||
|
||||
if (GetWeaponDamage(ca_target, GetInv().GetItem(EQEmu::legacy::SlotFeet)) <= 0){
|
||||
if (GetWeaponDamage(ca_target, GetInv().GetItem(EQEmu::inventory::slotFeet)) <= 0){
|
||||
dmg = -5;
|
||||
}
|
||||
else{
|
||||
@@ -2231,7 +2231,7 @@ uint32 Mob::TryHeadShot(Mob* defender, EQEmu::skills::SkillType skillInUse) {
|
||||
HeadShot_Level = itembonuses.HSLevel;
|
||||
|
||||
if(HeadShot_Dmg && HeadShot_Level && (defender->GetLevel() <= HeadShot_Level)){
|
||||
float ProcChance = GetSpecialProcChances(EQEmu::legacy::SlotRange);
|
||||
float ProcChance = GetSpecialProcChances(EQEmu::inventory::slotRange);
|
||||
if(zone->random.Roll(ProcChance))
|
||||
return HeadShot_Dmg;
|
||||
}
|
||||
@@ -2294,7 +2294,7 @@ uint32 Mob::TryAssassinate(Mob* defender, EQEmu::skills::SkillType skillInUse, u
|
||||
float ProcChance = 0.0f;
|
||||
|
||||
if (skillInUse == EQEmu::skills::SkillThrowing)
|
||||
ProcChance = GetSpecialProcChances(EQEmu::legacy::SlotRange);
|
||||
ProcChance = GetSpecialProcChances(EQEmu::inventory::slotRange);
|
||||
else
|
||||
ProcChance = GetAssassinateProcChances(ReuseTime);
|
||||
|
||||
@@ -2345,7 +2345,7 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, EQEmu::skills:
|
||||
|
||||
int damage = 0;
|
||||
uint32 hate = 0;
|
||||
int Hand = EQEmu::legacy::SlotPrimary;
|
||||
int Hand = EQEmu::inventory::slotPrimary;
|
||||
if (hate == 0 && weapon_damage > 1) hate = weapon_damage;
|
||||
|
||||
if(weapon_damage > 0){
|
||||
@@ -2369,7 +2369,7 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, EQEmu::skills:
|
||||
|
||||
if (skillinuse == EQEmu::skills::SkillBash){
|
||||
if(IsClient()){
|
||||
EQEmu::ItemInstance *item = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotSecondary);
|
||||
EQEmu::ItemInstance *item = CastToClient()->GetInv().GetItem(EQEmu::inventory::slotSecondary);
|
||||
if(item){
|
||||
if (item->GetItem()->ItemType == EQEmu::item::ItemTypeShield) {
|
||||
hate += item->GetItem()->AC;
|
||||
@@ -2391,7 +2391,7 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, EQEmu::skills:
|
||||
else
|
||||
damage = zone->random.Int(min_hit, max_hit);
|
||||
|
||||
if (other->AvoidDamage(this, damage, CanRiposte ? EQEmu::legacy::SlotRange : EQEmu::legacy::SlotPrimary)) { // SlotRange excludes ripo, primary doesn't have any extra behavior
|
||||
if (other->AvoidDamage(this, damage, CanRiposte ? EQEmu::inventory::slotRange : EQEmu::inventory::slotPrimary)) { // SlotRange excludes ripo, primary doesn't have any extra behavior
|
||||
if (damage == -3) {
|
||||
DoRiposte(other);
|
||||
if (HasDied())
|
||||
|
||||
Reference in New Issue
Block a user