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[Bug Fix] Rampage Number of Hits Limit (#3929)
* [Bug Fix] Rampage Number of Hits Limit Rampage should Hit 1-2 times (Primary / Secondary) should not be Triple/Quadable * requested name convention changes
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@ -6446,10 +6446,11 @@ bool Client::CheckDualWield()
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return zone->random.Int(1, 375) <= chance;
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}
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void Mob::DoMainHandAttackRounds(Mob *target, ExtraAttackOptions *opts)
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void Mob::DoMainHandAttackRounds(Mob *target, ExtraAttackOptions *opts, bool rampage)
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{
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if (!target)
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if (!target) {
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return;
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}
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if (RuleB(Combat, UseLiveCombatRounds)) {
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// A "quad" on live really is just a successful dual wield where both double attack
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@ -6459,8 +6460,9 @@ void Mob::DoMainHandAttackRounds(Mob *target, ExtraAttackOptions *opts)
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Attack(target, EQ::invslot::slotPrimary, false, false, false, opts);
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if ((IsPet() || IsTempPet()) && IsPetOwnerClient()) {
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int chance = spellbonuses.PC_Pet_Flurry + itembonuses.PC_Pet_Flurry + aabonuses.PC_Pet_Flurry;
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if (chance && zone->random.Roll(chance))
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if (chance && zone->random.Roll(chance)) {
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Flurry(nullptr);
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}
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}
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}
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return;
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@ -6468,16 +6470,14 @@ void Mob::DoMainHandAttackRounds(Mob *target, ExtraAttackOptions *opts)
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if (IsNPC()) {
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int16 n_atk = CastToNPC()->GetNumberOfAttacks();
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if (n_atk <= 1) {
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if (n_atk <= 1 || rampage) {
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Attack(target, EQ::invslot::slotPrimary, false, false, false, opts);
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}
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else {
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} else {
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for (int i = 0; i < n_atk; ++i) {
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Attack(target, EQ::invslot::slotPrimary, false, false, false, opts);
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}
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}
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}
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else {
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} else {
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Attack(target, EQ::invslot::slotPrimary, false, false, false, opts);
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}
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@ -6503,10 +6503,12 @@ void Mob::DoMainHandAttackRounds(Mob *target, ExtraAttackOptions *opts)
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}
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}
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void Mob::DoOffHandAttackRounds(Mob *target, ExtraAttackOptions *opts)
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void Mob::DoOffHandAttackRounds(Mob *target, ExtraAttackOptions *opts, bool rampage)
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{
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if (!target)
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if (!target) {
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return;
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}
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// Mobs will only dual wield w/ the flag or have a secondary weapon
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// For now, SPECATK_QUAD means innate DW when Combat:UseLiveCombatRounds is true
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if ((GetSpecialAbility(SPECATK_INNATE_DW) ||
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@ -6514,13 +6516,14 @@ void Mob::DoOffHandAttackRounds(Mob *target, ExtraAttackOptions *opts)
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GetEquippedItemFromTextureSlot(EQ::textures::weaponSecondary) != 0) {
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if (CheckDualWield()) {
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Attack(target, EQ::invslot::slotSecondary, false, false, false, opts);
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if (CanThisClassDoubleAttack() && GetLevel() > 35 && CheckDoubleAttack()) {
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if (CanThisClassDoubleAttack() && GetLevel() > 35 && CheckDoubleAttack() && !rampage) {
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Attack(target, EQ::invslot::slotSecondary, false, false, false, opts);
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if ((IsPet() || IsTempPet()) && IsPetOwnerClient()) {
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int chance = spellbonuses.PC_Pet_Flurry + itembonuses.PC_Pet_Flurry + aabonuses.PC_Pet_Flurry;
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if (chance && zone->random.Roll(chance))
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if (chance && zone->random.Roll(chance)) {
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Flurry(nullptr);
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}
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}
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}
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}
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13
zone/mob.h
13
zone/mob.h
@ -260,16 +260,17 @@ public:
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void CommonOutgoingHitSuccess(Mob *defender, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr);
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bool HasDied();
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virtual bool CheckDualWield();
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void DoMainHandAttackRounds(Mob *target, ExtraAttackOptions *opts = nullptr);
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void DoOffHandAttackRounds(Mob *target, ExtraAttackOptions *opts = nullptr);
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void DoMainHandAttackRounds(Mob *target, ExtraAttackOptions *opts = nullptr, bool rampage = false);
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void DoOffHandAttackRounds(Mob *target, ExtraAttackOptions *opts = nullptr, bool rampage = false);
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virtual bool CheckDoubleAttack();
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// inline process for places where we need to do them outside of the AI_Process
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void ProcessAttackRounds(Mob *target, ExtraAttackOptions *opts = nullptr)
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void ProcessAttackRounds(Mob *target, ExtraAttackOptions *opts = nullptr, bool rampage = false)
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{
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if (target) {
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DoMainHandAttackRounds(target, opts);
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if (CanThisClassDualWield())
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DoOffHandAttackRounds(target, opts);
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DoMainHandAttackRounds(target, opts, rampage);
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if (CanThisClassDualWield()) {
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DoOffHandAttackRounds(target, opts, rampage);
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}
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}
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return;
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}
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@ -2098,16 +2098,22 @@ bool Mob::Rampage(ExtraAttackOptions *opts)
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} else {
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entity_list.MessageCloseString(this, true, 200, Chat::NPCRampage, NPC_RAMPAGE, GetCleanName());
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}
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int rampage_targets = GetSpecialAbilityParam(SPECATK_RAMPAGE, 1);
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if (rampage_targets == 0) // if set to 0 or not set in the DB
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if (rampage_targets == 0) { // if set to 0 or not set in the DB
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rampage_targets = RuleI(Combat, DefaultRampageTargets);
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if (rampage_targets > RuleI(Combat, MaxRampageTargets))
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}
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if (rampage_targets > RuleI(Combat, MaxRampageTargets)) {
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rampage_targets = RuleI(Combat, MaxRampageTargets);
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}
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m_specialattacks = eSpecialAttacks::Rampage;
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for (int i = 0; i < RampageArray.size(); i++) {
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if (index_hit >= rampage_targets)
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if (index_hit >= rampage_targets) {
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break;
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}
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// range is important
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Mob *m_target = entity_list.GetMob(RampageArray[i]);
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if (m_target) {
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@ -2122,7 +2128,7 @@ bool Mob::Rampage(ExtraAttackOptions *opts)
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}
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if (DistanceSquaredNoZ(GetPosition(), m_target->GetPosition()) <= NPC_RAMPAGE_RANGE2) {
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ProcessAttackRounds(m_target, opts);
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ProcessAttackRounds(m_target, opts, true);
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index_hit++;
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}
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}
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@ -2130,20 +2136,22 @@ bool Mob::Rampage(ExtraAttackOptions *opts)
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if (RuleB(Combat, RampageHitsTarget)) {
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if (index_hit < rampage_targets)
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ProcessAttackRounds(GetTarget(), opts);
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ProcessAttackRounds(GetTarget(), opts, true);
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} else { // let's do correct behavior here, if they set above rule we can assume they want non-live like behavior
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if (index_hit < rampage_targets) {
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// so we go over in reverse order and skip range check
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// lets do it this way to still support non-live-like >1 rampage targets
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// likely live is just a fall through of the last valid mob
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for (auto i = RampageArray.crbegin(); i != RampageArray.crend(); ++i) {
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if (index_hit >= rampage_targets)
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if (index_hit >= rampage_targets) {
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break;
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}
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auto m_target = entity_list.GetMob(*i);
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if (m_target) {
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if (m_target == GetTarget())
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if (m_target == GetTarget()) {
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continue;
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ProcessAttackRounds(m_target, opts);
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}
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ProcessAttackRounds(m_target, opts, true);
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index_hit++;
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}
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}
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