[Bots] Add Additional HeroicAgi/Dex Modifiers. (#2838)

* [Bots] Add Additional HeroicAgi/Dex Modifiers.

* Typo
This commit is contained in:
Aeadoin 2023-02-06 22:31:02 -05:00 committed by GitHub
parent 9e3b363d4a
commit cc46b54f7f
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 11 additions and 8 deletions

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@ -248,8 +248,9 @@ int Mob::compute_defense()
{ {
int defense = GetSkill(EQ::skills::SkillDefense) * 400 / 225; int defense = GetSkill(EQ::skills::SkillDefense) * 400 / 225;
defense += (8000 * (GetAGI() - 40)) / 36000; defense += (8000 * (GetAGI() - 40)) / 36000;
if (IsClient()) if (IsClient() || IsBot()) {
defense += CastToClient()->GetHeroicAGI() / 10; defense += GetHeroicAGI() / 10;
}
//516 SE_AC_Mitigation_Max_Percent //516 SE_AC_Mitigation_Max_Percent
auto ac_bonus = itembonuses.AC_Mitigation_Max_Percent + aabonuses.AC_Mitigation_Max_Percent + spellbonuses.AC_Mitigation_Max_Percent; auto ac_bonus = itembonuses.AC_Mitigation_Max_Percent + aabonuses.AC_Mitigation_Max_Percent + spellbonuses.AC_Mitigation_Max_Percent;

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@ -2173,8 +2173,9 @@ int Mob::TryHeadShot(Mob *defender, EQ::skills::SkillType skillInUse)
if (HeadShot_Dmg && HeadShot_Level && (defender->GetLevel() <= HeadShot_Level)) { if (HeadShot_Dmg && HeadShot_Level && (defender->GetLevel() <= HeadShot_Level)) {
int chance = GetDEX(); int chance = GetDEX();
chance = 100 * chance / (chance + 3500); chance = 100 * chance / (chance + 3500);
if (IsClient()) if (IsClient() || IsBot()) {
chance += CastToClient()->GetHeroicDEX() / 25; chance += GetHeroicDEX() / 25;
}
chance *= 10; chance *= 10;
int norm = aabonuses.HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_CHANCE_BONUS]; int norm = aabonuses.HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_CHANCE_BONUS];
if (norm > 0) if (norm > 0)
@ -2204,8 +2205,9 @@ int Mob::TryAssassinate(Mob *defender, EQ::skills::SkillType skillInUse)
int chance = GetDEX(); int chance = GetDEX();
if (skillInUse == EQ::skills::SkillBackstab) { if (skillInUse == EQ::skills::SkillBackstab) {
chance = 100 * chance / (chance + 3500); chance = 100 * chance / (chance + 3500);
if (IsClient()) if (IsClient() || IsBot()) {
chance += CastToClient()->GetHeroicDEX(); chance += GetHeroicDEX();
}
chance *= 10; chance *= 10;
int norm = aabonuses.AssassinateLevel[SBIndex::FINISHING_EFFECT_LEVEL_CHANCE_BONUS]; int norm = aabonuses.AssassinateLevel[SBIndex::FINISHING_EFFECT_LEVEL_CHANCE_BONUS];
if (norm > 0) if (norm > 0)

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@ -1348,12 +1348,12 @@ int64 Mob::Tunecompute_defense(int avoidance_override, int add_avoidance)
{ {
int defense = GetSkill(EQ::skills::SkillDefense) * 400 / 225; int defense = GetSkill(EQ::skills::SkillDefense) * 400 / 225;
defense += (8000 * (GetAGI() - 40)) / 36000; defense += (8000 * (GetAGI() - 40)) / 36000;
if (IsClient()) { if (IsClient() || IsBot()) {
if (avoidance_override) { if (avoidance_override) {
defense = avoidance_override; defense = avoidance_override;
} }
else { else {
defense += CastToClient()->GetHeroicAGI() / 10; defense += GetHeroicAGI() / 10;
} }
defense += add_avoidance; //1 pt = 10 heroic agi defense += add_avoidance; //1 pt = 10 heroic agi
} }