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Implemented spells_new field 217 override_crit_chance
Determines the maximum chance this spell has to critical hit. Ie. If set to 15, the spell will never critical more then 15% of the time regardless of your characters innate chance to critcal from AAs.
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@ -1671,6 +1671,7 @@ void SharedDatabase::LoadSpells(void *data, int max_spells) {
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sp[tempid].AllowRest = atoi(row[212]) != 0;
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sp[tempid].InCombat = atoi(row[213]) != 0;
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sp[tempid].OutofCombat = atoi(row[214]) != 0;
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sp[tempid].override_crit_chance = atoi(row[217]);
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sp[tempid].aemaxtargets = atoi(row[218]);
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sp[tempid].maxtargets = atoi(row[219]);
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sp[tempid].persistdeath = atoi(row[224]) != 0;
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@ -761,7 +761,8 @@ struct SPDat_Spell_Struct
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/* 212 */ bool AllowRest;
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/* 213 */ bool InCombat; //Allow spell if target is in combat
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/* 214 */ bool OutofCombat; //Allow spell if target is out of combat
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/* 215 - 217 */
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/* 215 - 216 */
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/* 217 */ int override_crit_chance; //Places a cap on the max chance to critical
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/* 218 */ int aemaxtargets; //Is used for various AE effects
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/* 219 */ int maxtargets; //Is used for beam and ring spells for target # limits (not implemented)
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/* 220 - 223 */
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@ -73,6 +73,9 @@ int32 Mob::GetActSpellDamage(uint16 spell_id, int32 value, Mob* target) {
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if (spell_id == SPELL_IMP_HARM_TOUCH && IsClient() && (GetAA(aaSpellCastingFury) > 0) && (GetAA(aaUnholyTouch) > 0))
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chance = 100;
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if (spells[spell_id].override_crit_chance > 0 && chance > spells[spell_id].override_crit_chance)
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chance = spells[spell_id].override_crit_chance;
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if (zone->random.Roll(chance)) {
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Critical = true;
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ratio += itembonuses.SpellCritDmgIncrease + spellbonuses.SpellCritDmgIncrease + aabonuses.SpellCritDmgIncrease;
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@ -161,7 +164,10 @@ int32 Mob::GetActDoTDamage(uint16 spell_id, int32 value, Mob* target) {
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chance += itembonuses.CriticalDoTChance + spellbonuses.CriticalDoTChance + aabonuses.CriticalDoTChance;
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if (spellbonuses.CriticalDotDecay)
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chance += GetDecayEffectValue(spell_id, SE_CriticalDotDecay);
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chance += GetDecayEffectValue(spell_id, SE_CriticalDotDecay);
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if (spells[spell_id].override_crit_chance > 0 && chance > spells[spell_id].override_crit_chance)
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chance = spells[spell_id].override_crit_chance;
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value_BaseEffect = value + (value*GetFocusEffect(focusFcBaseEffects, spell_id)/100);
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@ -260,6 +266,9 @@ int32 Mob::GetActSpellHealing(uint16 spell_id, int32 value, Mob* target) {
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if (spellbonuses.CriticalHealDecay)
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chance += GetDecayEffectValue(spell_id, SE_CriticalHealDecay);
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if (spells[spell_id].override_crit_chance > 0 && chance > spells[spell_id].override_crit_chance)
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chance = spells[spell_id].override_crit_chance;
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if(chance && (zone->random.Roll(chance))) {
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Critical = true;
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modifier = 2; //At present time no critical heal amount modifier SPA exists.
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