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https://github.com/EQEmu/Server.git
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Implement duration ramp and war cry with new AA system
Rampage also correctly does a full attack round for classes other than monk and ranger
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parent
d5098a56e0
commit
d34b4a786b
15
zone/aa.cpp
15
zone/aa.cpp
@ -1727,3 +1727,18 @@ void Mob::GrantAlternateAdvancementAbility(int aa_id, int points) {
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c->CalcBonuses();
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}
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}
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bool Mob::CheckAATimer(int timer)
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{
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if (timer >= aaTimerMax)
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return false;
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if (aa_timers[timer].Enabled()) {
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if (aa_timers[timer].Check(false)) {
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aa_timers[timer].Disable();
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return false;
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} else {
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return true;
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}
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}
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return false;
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}
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@ -5056,3 +5056,39 @@ void NPC::SetAttackTimer()
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TimerToUse->SetAtTrigger(std::max(RuleI(Combat, MinHastedDelay), speed), true, true);
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}
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}
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void Client::DoAttackRounds(Mob *target, int hand, bool IsFromSpell)
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{
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if (!target)
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return;
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Attack(target, hand, false, false, IsFromSpell);
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if (CanThisClassDoubleAttack()) {
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CheckIncreaseSkill(SkillDoubleAttack, target, -10);
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if (CheckDoubleAttack())
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Attack(target, hand, false, false, IsFromSpell);
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if (hand == MainPrimary && GetLevel() >= 60 &&
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(GetClass() == MONK || GetClass() == WARRIOR || GetClass() == RANGER || GetClass() == BERSERKER) &&
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CheckDoubleAttack(true))
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Attack(target, hand, false, false, IsFromSpell);
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}
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if (hand == MainPrimary) {
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auto flurrychance = aabonuses.FlurryChance + spellbonuses.FlurryChance + itembonuses.FlurryChance;
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if (flurrychance && zone->random.Roll(flurrychance)) {
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Message_StringID(MT_NPCFlurry, YOU_FLURRY);
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Attack(target, hand, false, false, IsFromSpell);
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Attack(target, hand, false, false, IsFromSpell);
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}
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auto extraattackchance = aabonuses.ExtraAttackChance + spellbonuses.ExtraAttackChance + itembonuses.ExtraAttackChance;
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if (extraattackchance) {
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auto wpn = GetInv().GetItem(MainPrimary);
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if (wpn && (wpn->GetItem()->ItemType == ItemType2HBlunt ||
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wpn->GetItem()->ItemType == ItemType2HSlash ||
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wpn->GetItem()->ItemType == ItemType2HPiercing))
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if (zone->random.Roll(extraattackchance))
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Attack(target, hand, false, false, IsFromSpell);
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}
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}
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}
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@ -226,6 +226,7 @@ public:
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virtual int32 GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit, float mit_rating, float atk_rating);
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virtual void SetAttackTimer();
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float GetQuiverHaste();
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void DoAttackRounds(Mob *target, int hand, bool IsFromSpell = false);
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void AI_Init();
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void AI_Start(uint32 iMoveDelay = 0);
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@ -391,74 +391,12 @@ bool Client::Process() {
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}
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else if (auto_attack_target->GetHP() > -10) // -10 so we can watch people bleed in PvP
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{
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//old aa
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//if(CheckAAEffect(aaEffectRampage))
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//{
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// entity_list.AEAttack(this, 30);
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//} else {
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Attack(auto_attack_target, MainPrimary); // Kaiyodo - added attacking hand to arguments
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//}
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ItemInst *wpn = GetInv().GetItem(MainPrimary);
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TryWeaponProc(wpn, auto_attack_target, MainPrimary);
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bool tripleAttackSuccess = false;
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if( auto_attack_target && CanThisClassDoubleAttack() ) {
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CheckIncreaseSkill(SkillDoubleAttack, auto_attack_target, -10);
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if(CheckDoubleAttack()) {
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//should we allow rampage on double attack?
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//if(CheckAAEffect(aaEffectRampage)) {
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// entity_list.AEAttack(this, 30);
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//} else {
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Attack(auto_attack_target, MainPrimary, false);
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//}
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}
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//triple attack: rangers, monks, warriors, berserkers over level 60
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if((((GetClass() == MONK || GetClass() == WARRIOR || GetClass() == RANGER || GetClass() == BERSERKER)
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&& GetLevel() >= 60) || GetSpecialAbility(SPECATK_TRIPLE))
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&& CheckDoubleAttack(true))
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{
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tripleAttackSuccess = true;
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Attack(auto_attack_target, MainPrimary, false);
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}
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//quad attack, does this belong here??
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if(GetSpecialAbility(SPECATK_QUAD) && CheckDoubleAttack(true))
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{
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Attack(auto_attack_target, MainPrimary, false);
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}
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}
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//Live AA - Flurry, Rapid Strikes ect (Flurry does not require Triple Attack).
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int16 flurrychance = aabonuses.FlurryChance + spellbonuses.FlurryChance + itembonuses.FlurryChance;
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if (auto_attack_target && flurrychance)
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{
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if(zone->random.Int(0, 99) < flurrychance)
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{
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Message_StringID(MT_NPCFlurry, YOU_FLURRY);
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Attack(auto_attack_target, MainPrimary, false);
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Attack(auto_attack_target, MainPrimary, false);
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}
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}
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int16 ExtraAttackChanceBonus = spellbonuses.ExtraAttackChance + itembonuses.ExtraAttackChance + aabonuses.ExtraAttackChance;
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if (auto_attack_target && ExtraAttackChanceBonus) {
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ItemInst *wpn = GetInv().GetItem(MainPrimary);
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if(wpn){
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if(wpn->GetItem()->ItemType == ItemType2HSlash ||
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wpn->GetItem()->ItemType == ItemType2HBlunt ||
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wpn->GetItem()->ItemType == ItemType2HPiercing )
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{
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if(zone->random.Int(0, 99) < ExtraAttackChanceBonus)
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{
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Attack(auto_attack_target, MainPrimary, false);
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}
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}
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}
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}
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DoAttackRounds(auto_attack_target, MainPrimary);
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if (CheckAATimer(aaTimerRampage))
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entity_list.AEAttack(this, 30);
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}
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}
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@ -500,22 +438,10 @@ bool Client::Process() {
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float random = zone->random.Real(0, 1);
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CheckIncreaseSkill(SkillDualWield, auto_attack_target, -10);
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if (random < DualWieldProbability) { // Max 78% of DW
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//if(CheckAAEffect(aaEffectRampage)) {
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// entity_list.AEAttack(this, 30, MainSecondary);
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//} else {
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Attack(auto_attack_target, MainSecondary); // Single attack with offhand
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//}
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ItemInst *wpn = GetInv().GetItem(MainSecondary);
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TryWeaponProc(wpn, auto_attack_target, MainSecondary);
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if( CanThisClassDoubleAttack() && CheckDoubleAttack()) {
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//if(CheckAAEffect(aaEffectRampage)) {
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// entity_list.AEAttack(this, 30, MainSecondary);
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//} else {
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// if(auto_attack_target && auto_attack_target->GetHP() > -10)
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Attack(auto_attack_target, MainSecondary); // Single attack with offhand
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//}
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}
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DoAttackRounds(auto_attack_target, MainSecondary);
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}
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}
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}
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@ -878,7 +878,7 @@ void EntityList::AEBardPulse(Mob *caster, Mob *center, uint16 spell_id, bool aff
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caster->CastToClient()->CheckSongSkillIncrease(spell_id);
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}
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//Dook- Rampage and stuff for clients.
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// Rampage and stuff for clients. Normal and Duration rampages
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//NPCs handle it differently in Mob::Rampage
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void EntityList::AEAttack(Mob *attacker, float dist, int Hand, int count, bool IsFromSpell) {
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//Dook- Will need tweaking, currently no pets or players or horses
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@ -896,7 +896,10 @@ void EntityList::AEAttack(Mob *attacker, float dist, int Hand, int count, bool I
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&& curmob->GetRace() != 216 && curmob->GetRace() != 472 /* dont attack horses */
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&& (DistanceSquared(curmob->GetPosition(), attacker->GetPosition()) <= dist2)
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) {
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if (!attacker->IsClient() || attacker->GetClass() == MONK || attacker->GetClass() == RANGER)
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attacker->Attack(curmob, Hand, false, false, IsFromSpell);
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else
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attacker->CastToClient()->DoAttackRounds(curmob, Hand, IsFromSpell);
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hit++;
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if (count != 0 && hit >= count)
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return;
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@ -971,6 +971,7 @@ public:
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void CalcAABonuses(StatBonuses* newbon);
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void ApplyAABonuses(const AA::Rank &rank, StatBonuses* newbon);
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void GrantAlternateAdvancementAbility(int aa_id, int points);
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bool CheckAATimer(int timer);
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protected:
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void CommonDamage(Mob* other, int32 &damage, const uint16 spell_id, const SkillUseTypes attack_skill, bool &avoidable, const int8 buffslot, const bool iBuffTic);
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@ -638,42 +638,23 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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snprintf(effect_desc, _EDLEN, "Group Fear Immunity");
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#endif
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//Added client messages to give some indication this effect is active.
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uint32 group_id_caster = 0;
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uint32 time = spell.base[i]*10;
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if(caster->IsClient())
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{
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if(caster->IsGrouped())
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{
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group_id_caster = GetGroup()->GetID();
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}
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else if(caster->IsRaidGrouped())
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{
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group_id_caster = (GetRaid()->GetGroup(CastToClient()) == 0xFFFF) ? 0 : (GetRaid()->GetGroup(CastToClient()) + 1);
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// Is there a message generated? Too disgusted by raids.
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uint32 time = spell.base[i] * 10 * 1000;
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if (caster->IsClient()) {
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if (caster->IsGrouped()) {
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auto group = caster->GetGroup();
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for (int i = 0; i < 6; ++i)
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if (group->members[i])
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group->members[i]->aa_timers[aaTimerWarcry].Start(time);
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} else if (caster->IsRaidGrouped()) {
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auto raid = caster->GetRaid();
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uint32 gid = raid->GetGroup(caster->CastToClient());
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if (gid < 12)
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for (int i = 0; i < MAX_RAID_MEMBERS; ++i)
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if (raid->members[i].member && raid->members[i].GroupNumber == gid)
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raid->members[i].member->aa_timers[aaTimerWarcry].Start(time);
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}
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}
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//old aa
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//if(group_id_caster){
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// Group *g = entity_list.GetGroupByID(group_id_caster);
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// uint32 time = spell.base[i]*10;
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// if(g){
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// for(int gi=0; gi < 6; gi++){
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// if(g->members[gi] && g->members[gi]->IsClient())
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// {
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// g->members[gi]->CastToClient()->EnableAAEffect(aaEffectWarcry , time);
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// if (g->members[gi]->GetID() != caster->GetID())
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// g->members[gi]->Message(13, "You hear the war cry.");
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// else
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// Message(13, "You let loose a fierce war cry.");
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// }
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// }
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// }
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//}
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//
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//else{
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// CastToClient()->EnableAAEffect(aaEffectWarcry , time);
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// Message(13, "You let loose a fierce war cry.");
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//}
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break;
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}
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@ -2238,9 +2219,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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#ifdef SPELL_EFFECT_SPAM
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snprintf(effect_desc, _EDLEN, "Duration Rampage");
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#endif
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//if (caster && caster->IsClient()) { // will tidy this up later so that NPCs can duration ramp from spells too
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// CastToClient()->DurationRampage(effect_value*12);
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//}
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aa_timers[aaTimerRampage].Start(effect_value * 10 * 1000); // Live bug, was suppose to be 1 second per value
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break;
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}
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@ -4124,13 +4124,13 @@ bool Mob::IsImmuneToSpell(uint16 spell_id, Mob *caster)
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}
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return true;
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}
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//else if (IsClient() && CastToClient()->CheckAAEffect(aaEffectWarcry)) //old aa
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//{
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// Message(13, "Your are immune to fear.");
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// Log.Out(Logs::Detail, Logs::Spells, "Clients has WarCry effect, immune to fear!");
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// caster->Message_StringID(MT_Shout, IMMUNE_FEAR);
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// return true;
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//}
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else if (CheckAATimer(aaTimerWarcry))
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{
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Message(13, "Your are immune to fear.");
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Log.Out(Logs::Detail, Logs::Spells, "Clients has WarCry effect, immune to fear!");
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caster->Message_StringID(MT_Shout, IMMUNE_FEAR);
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return true;
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}
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}
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if(IsCharmSpell(spell_id))
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