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[Feature] Additive Spell Focus from Worn slot with Limit Checks (#4208)
* [Feature] Additive Spell Focus from Worn slot with limits New rule (UseAdditiveFocusFromWornSlotWithLimits) allows you place to focus effects in worn slots which will apply the focus additively and perform normal limit checks on those focus. This differs from regular focus behavior that only takes highest value. This is a new version of an old rule "UseAdditiveFocusFromWornSlot" which allowed similar behavior but ignored focus limits. Thus hindering its full potential for itemization. * Update spell_effects.cpp --------- Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
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@ -451,7 +451,8 @@ RULE_BOOL(Spells, Jun182014HundredHandsRevamp, false, "This should be true for i
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RULE_BOOL(Spells, SwarmPetTargetLock, false, "Use old method of swarm pets target locking till target dies then despawning")
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RULE_BOOL(Spells, NPC_UseFocusFromSpells, true, "Allow NPC to use most spell derived focus effects")
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RULE_BOOL(Spells, NPC_UseFocusFromItems, false, "Allow NPC to use most item derived focus effects")
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RULE_BOOL(Spells, UseAdditiveFocusFromWornSlot, false, "Allows an additive focus effect to be calculated from worn slot")
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RULE_BOOL(Spells, UseAdditiveFocusFromWornSlot, false, "Allows an additive focus effect to be calculated from worn slot. Does not apply limits checks. Can only have one additive focus rule be true.")
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RULE_BOOL(Spells, UseAdditiveFocusFromWornSlotWithLimits, false, "Allows an additive focus effect to be calculated from worn slot. Applies normal limit checks. Can only have one additive focus rule be true.")
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RULE_BOOL(Spells, AlwaysSendTargetsBuffs, false, "Ignore Leadership Alternate Abilities level if true")
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RULE_BOOL(Spells, FlatItemExtraSpellAmt, false, "Allow SpellDmg stat to affect all spells, regardless of cast time/cooldown/etc")
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RULE_BOOL(Spells, IgnoreSpellDmgLvlRestriction, false, "Ignore the 5 level spread on applying SpellDmg")
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@ -2090,7 +2090,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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if (focus)
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{
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if (WornType){
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if (RuleB(Spells, UseAdditiveFocusFromWornSlot)) {
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if (RuleB(Spells, UseAdditiveFocusFromWornSlotWithLimits)) {
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new_bonus->FocusEffectsWornWithLimits[focus] = spells[spell_id].effect_id[i];
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}
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else if (RuleB(Spells, UseAdditiveFocusFromWornSlot)) {
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new_bonus->FocusEffectsWorn[focus] += spells[spell_id].base_value[i];
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}
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}
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@ -445,7 +445,8 @@ struct StatBonuses {
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int32 SongRange; // increases range of beneficial bard songs
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uint32 HPToManaConvert; // Uses HP to cast spells at specific conversion
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int32 FocusEffects[HIGHEST_FOCUS+1]; // Stores the focus effectid for each focustype you have.
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int16 FocusEffectsWorn[HIGHEST_FOCUS+1]; // Optional to allow focus effects to be applied additively from worn slot
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int16 FocusEffectsWorn[HIGHEST_FOCUS+1]; // Optional to allow focus effects to be applied additively from worn slot, limits do not apply
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int32 FocusEffectsWornWithLimits[HIGHEST_FOCUS + 1];// Optional to allow focus effects to be applied additively from worn slot, limits apply
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bool NegateEffects; // Check if you contain a buff with negate effect. (only spellbonuses)
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int32 SkillDamageAmount2[EQ::skills::HIGHEST_SKILL + 2]; // Adds skill specific damage
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uint32 NegateAttacks[3]; // 0 = bool HasEffect 1 = Buff Slot 2 = Max damage absorbed per hit
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@ -6801,9 +6801,53 @@ int64 Mob::GetFocusEffect(focusType type, uint16 spell_id, Mob *caster, bool fro
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//Summon Spells that require reagents are typically imbue type spells, enchant metal, sacrifice and shouldn't be affected
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//by reagent conservation for obvious reasons.
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//Non-Live like feature to allow for an additive focus bonus to be applied from foci that are placed in worn slot. (No limit checks)
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int32 worneffect_bonus = 0;
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if (RuleB(Spells, UseAdditiveFocusFromWornSlot)) {
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//Non-Live like feature to allow for an additive focus bonus to be applied from foci that are placed in worn slot. (Limit Checks)
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if (RuleB(Spells, UseAdditiveFocusFromWornSlotWithLimits)) {
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//Check if item focus effect exists for the mob.
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if (itembonuses.FocusEffectsWornWithLimits[type]) {
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const EQ::ItemData* temporary_item = nullptr;
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const EQ::ItemData* used_item = nullptr;
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//item focus
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for (int x = EQ::invslot::EQUIPMENT_BEGIN; x <= EQ::invslot::EQUIPMENT_END; x++) {
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temporary_item = nullptr;
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EQ::ItemInstance* ins = GetInv().GetItem(x);
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if (!ins) {
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continue;
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}
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temporary_item = ins->GetItem();
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if (temporary_item && IsValidSpell(temporary_item->Worn.Effect)) {
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if (rand_effectiveness) {
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worneffect_bonus += CalcFocusEffect(type, temporary_item->Worn.Effect, spell_id, true);
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}
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else {
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worneffect_bonus += CalcFocusEffect(type, temporary_item->Worn.Effect, spell_id);
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}
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}
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for (int y = EQ::invaug::SOCKET_BEGIN; y <= EQ::invaug::SOCKET_END; ++y) {
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EQ::ItemInstance* aug = nullptr;
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aug = ins->GetAugment(y);
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if (aug) {
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const EQ::ItemData* temporary_item_augment = aug->GetItem();
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if (temporary_item_augment && IsValidSpell(temporary_item_augment->Worn.Effect)) {
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if (rand_effectiveness) {
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worneffect_bonus += CalcFocusEffect(type, temporary_item_augment->Worn.Effect, spell_id, true);
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}
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else {
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worneffect_bonus += CalcFocusEffect(type, temporary_item_augment->Worn.Effect, spell_id);
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}
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}
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}
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}
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}
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}
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}
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//Non-Live like feature to allow for an additive focus bonus to be applied from foci that are placed in worn slot. (No limit checks)
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else if (RuleB(Spells, UseAdditiveFocusFromWornSlot)) {
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worneffect_bonus = itembonuses.FocusEffectsWorn[type];
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}
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