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Spell Projectiles have been revamped to use new system.
This commit is contained in:
parent
705dd4d7df
commit
e04496188b
@ -566,9 +566,6 @@ bool Client::Process() {
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}
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ProjectileAttack();
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if(projectile_timer.Check())
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SpellProjectileEffect();
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if(spellbonuses.GravityEffect == 1) {
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if(gravity_timer.Check())
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@ -474,6 +474,7 @@ typedef struct
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uint32 ammo_id;
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int ammo_slot;
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uint8 skill;
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float speed_mod;
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} tProjatk;
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//eventually turn this into a typedef and
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53
zone/mob.cpp
53
zone/mob.cpp
@ -279,14 +279,6 @@ Mob::Mob(const char* in_name,
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casting_spell_inventory_slot = 0;
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target = 0;
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for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_spell_id[i] = 0; }
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for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_target_id[i] = 0; }
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for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_increment[i] = 0; }
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for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_x[i] = 0; }
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for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_y[i] = 0; }
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for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_z[i] = 0; }
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projectile_timer.Disable();
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ActiveProjectileATK = false;
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for (int i = 0; i < MAX_SPELL_PROJECTILE; i++)
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{
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@ -303,6 +295,8 @@ Mob::Mob(const char* in_name,
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ProjectileAtk[i].ammo_id = 0;
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ProjectileAtk[i].ammo_slot = 0;
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ProjectileAtk[i].skill = 0;
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ProjectileAtk[i].speed_mod = 0.0f;
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}
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memset(&itembonuses, 0, sizeof(StatBonuses));
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@ -4253,49 +4247,6 @@ bool Mob::TryReflectSpell(uint32 spell_id)
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return false;
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}
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void Mob::SpellProjectileEffect()
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{
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bool time_disable = false;
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for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) {
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if (projectile_increment[i] == 0){
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continue;
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}
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Mob* target = entity_list.GetMobID(projectile_target_id[i]);
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float dist = 0;
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if (target)
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dist = target->CalculateDistance(projectile_x[i], projectile_y[i], projectile_z[i]);
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int increment_end = 0;
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increment_end = static_cast<int>(dist / 10) - 1; //This pretty accurately determines end time for speed for 1.5 and timer of 250 ms
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if (increment_end <= projectile_increment[i]){
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if (target && IsValidSpell(projectile_spell_id[i]))
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SpellOnTarget(projectile_spell_id[i], target, false, true, spells[projectile_spell_id[i]].ResistDiff, true);
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projectile_spell_id[i] = 0;
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projectile_target_id[i] = 0;
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projectile_x[i] = 0, projectile_y[i] = 0, projectile_z[i] = 0;
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projectile_increment[i] = 0;
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time_disable = true;
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}
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else {
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projectile_increment[i]++;
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time_disable = false;
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}
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}
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if (time_disable)
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projectile_timer.Disable();
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}
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void Mob::DoGravityEffect()
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{
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Mob *caster = nullptr;
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17
zone/mob.h
17
zone/mob.h
@ -237,8 +237,7 @@ public:
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uint16 CastingSpellID() const { return casting_spell_id; }
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bool DoCastingChecks();
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bool TryDispel(uint8 caster_level, uint8 buff_level, int level_modifier);
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void SpellProjectileEffect();
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bool TrySpellProjectile(Mob* spell_target, uint16 spell_id);
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bool TrySpellProjectile(Mob* spell_target, uint16 spell_id, float speed = 1.5f);
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void ResourceTap(int32 damage, uint16 spell_id);
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void TryTriggerThreshHold(int32 damage, int effect_id, Mob* attacker);
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bool CheckSpellCategory(uint16 spell_id, int category_id, int effect_id);
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@ -729,10 +728,10 @@ public:
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int32 ReduceAllDamage(int32 damage);
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virtual void DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool HitChance=false, bool CanAvoid=true);
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virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const Item_Struct* AmmoItem=nullptr, uint16 weapon_damage=0, int16 chance_mod=0,int16 focus=0, int ReuseTime=0, uint32 range_id=0, int AmmoSlot=0);
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virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const Item_Struct* AmmoItem=nullptr, uint16 weapon_damage=0, int16 chance_mod=0,int16 focus=0, int ReuseTime=0, uint32 range_id=0, int AmmoSlot=0, float speed = 4.0f);
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virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false, int ReuseTime=0);
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virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const ItemInst* Ammo=nullptr, uint16 weapon_damage=0, int16 chance_mod=0, int16 focus=0, int ReuseTime=0, uint32 range_id=0, uint32 ammo_id=0, const Item_Struct *AmmoItem=nullptr, int AmmoSlot=0);
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bool TryProjectileAttack(Mob* other, const Item_Struct *item, SkillUseTypes skillInUse, uint16 weapon_dmg, const ItemInst* RangeWeapon, const ItemInst* Ammo, int AmmoSlot);
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virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const ItemInst* Ammo=nullptr, uint16 weapon_damage=0, int16 chance_mod=0, int16 focus=0, int ReuseTime=0, uint32 range_id=0, uint32 ammo_id=0, const Item_Struct *AmmoItem=nullptr, int AmmoSlot=0, float speed= 4.0f);
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bool TryProjectileAttack(Mob* other, const Item_Struct *item, SkillUseTypes skillInUse, uint16 weapon_dmg, const ItemInst* RangeWeapon, const ItemInst* Ammo, int AmmoSlot, float speed);
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void ProjectileAttack();
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inline bool HasProjectileAttack() const { return ActiveProjectileATK; }
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inline void SetProjectileAttack(bool value) { ActiveProjectileATK = value; }
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@ -851,7 +850,7 @@ public:
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// HP Event
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inline int GetNextHPEvent() const { return nexthpevent; }
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void SetNextHPEvent( int hpevent );
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void SendItemAnimation(Mob *to, const Item_Struct *item, SkillUseTypes skillInUse);
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void SendItemAnimation(Mob *to, const Item_Struct *item, SkillUseTypes skillInUse, float velocity= 4.0);
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inline int& GetNextIncHPEvent() { return nextinchpevent; }
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void SetNextIncHPEvent( int inchpevent );
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@ -1101,12 +1100,6 @@ protected:
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uint8 bardsong_slot;
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uint32 bardsong_target_id;
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Timer projectile_timer;
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uint32 projectile_spell_id[MAX_SPELL_PROJECTILE];
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uint16 projectile_target_id[MAX_SPELL_PROJECTILE];
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uint8 projectile_increment[MAX_SPELL_PROJECTILE];
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float projectile_x[MAX_SPELL_PROJECTILE], projectile_y[MAX_SPELL_PROJECTILE], projectile_z[MAX_SPELL_PROJECTILE];
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bool ActiveProjectileATK;
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tProjatk ProjectileAtk[MAX_SPELL_PROJECTILE];
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@ -597,7 +597,6 @@ void Mob::AI_ShutDown() {
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tic_timer.Disable();
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mana_timer.Disable();
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spellend_timer.Disable();
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projectile_timer.Disable();
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rewind_timer.Disable();
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bindwound_timer.Disable();
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stunned_timer.Disable();
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@ -670,8 +670,7 @@ bool NPC::Process()
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viral_timer_counter = 0;
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}
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if(projectile_timer.Check())
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SpellProjectileEffect();
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ProjectileAttack();
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if(spellbonuses.GravityEffect == 1) {
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if(gravity_timer.Check())
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@ -596,7 +596,6 @@ void Mob::RogueBackstab(Mob* other, bool min_damage, int ReuseTime)
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for (int i = 0; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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{
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ItemInst *aug = wpn->GetAugment(i);
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if(aug)
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{
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backstab_dmg += aug->GetItem()->BackstabDmg;
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}
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@ -806,7 +805,7 @@ void Client::RangedAttack(Mob* other, bool CanDoubleAttack) {
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}
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void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const ItemInst* Ammo, uint16 weapon_damage, int16 chance_mod, int16 focus, int ReuseTime,
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uint32 range_id, uint32 ammo_id, const Item_Struct *AmmoItem, int AmmoSlot) {
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uint32 range_id, uint32 ammo_id, const Item_Struct *AmmoItem, int AmmoSlot, float speed) {
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if ((other == nullptr ||
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((IsClient() && CastToClient()->dead) ||
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@ -870,7 +869,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName());
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if (LaunchProjectile){
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TryProjectileAttack(other, AmmoItem, SkillArchery, 0, RangeWeapon, Ammo, AmmoSlot);
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TryProjectileAttack(other, AmmoItem, SkillArchery, 0, RangeWeapon, Ammo, AmmoSlot, speed);
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return;
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}
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else
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@ -895,7 +894,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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WDmg = weapon_damage;
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if (LaunchProjectile){//1: Shoot the Projectile once we calculate weapon damage.
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TryProjectileAttack(other, AmmoItem, SkillArchery, WDmg, RangeWeapon, Ammo, AmmoSlot);
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TryProjectileAttack(other, AmmoItem, SkillArchery, WDmg, RangeWeapon, Ammo, AmmoSlot, speed);
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return;
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}
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@ -1010,7 +1009,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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}
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}
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bool Mob::TryProjectileAttack(Mob* other, const Item_Struct *item, SkillUseTypes skillInUse, uint16 weapon_dmg, const ItemInst* RangeWeapon, const ItemInst* Ammo, int AmmoSlot){
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bool Mob::TryProjectileAttack(Mob* other, const Item_Struct *item, SkillUseTypes skillInUse, uint16 weapon_dmg, const ItemInst* RangeWeapon, const ItemInst* Ammo, int AmmoSlot, float speed){
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if (!other)
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return false;
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@ -1024,12 +1023,15 @@ bool Mob::TryProjectileAttack(Mob* other, const Item_Struct *item, SkillUseTypes
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break;
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}
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}
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speed = 2.0f;
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Shout("Speed %.2f", speed);
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if (slot < 0)
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return false;
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float speed_mod = speed * 0.45f;
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float distance = other->CalculateDistance(GetX(), GetY(), GetZ());
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float hit = 60.0f + (distance / 1.8f); //Calcuation: 60 = Animation Lag, 1.8 = Speed modifier for speed of (4)
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float hit = 60.0f + (distance / speed_mod); //Calcuation: 60 = Animation Lag, 1.8 = Speed modifier for speed of (4)
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ProjectileAtk[slot].increment = 1;
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ProjectileAtk[slot].hit_increment = static_cast<uint16>(hit); //This projected hit time if target does NOT MOVE
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@ -1047,13 +1049,14 @@ bool Mob::TryProjectileAttack(Mob* other, const Item_Struct *item, SkillUseTypes
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ProjectileAtk[slot].ammo_slot = 0;
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ProjectileAtk[slot].skill = skillInUse;
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ProjectileAtk[slot].speed_mod = speed_mod;
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SetProjectileAttack(true);
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if(item)
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SendItemAnimation(other, item, skillInUse);
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SendItemAnimation(other, item, skillInUse, speed);
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else if (IsNPC())
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ProjectileAnimation(other, 0,false,0,0,0,0,CastToNPC()->GetAmmoIDfile(),skillInUse);
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ProjectileAnimation(other, 0,false,speed,0,0,0,CastToNPC()->GetAmmoIDfile(),skillInUse);
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return true;
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}
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@ -1082,7 +1085,7 @@ void Mob::ProjectileAttack()
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ProjectileAtk[i].tlast_x = target->GetX();
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ProjectileAtk[i].tlast_y = target->GetY();
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float distance = target->CalculateDistance(ProjectileAtk[i].origin_x, ProjectileAtk[i].origin_y, ProjectileAtk[i].origin_z);
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float hit = 60.0f + (distance / 1.8f); //Calcuation: 60 = Animation Lag, 1.8 = Speed modifier for speed of (4)
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float hit = 60.0f + (distance / ProjectileAtk[i].speed_mod); //Calcuation: 60 = Animation Lag, 1.8 = Speed modifier for speed of (4)
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ProjectileAtk[i].hit_increment = static_cast<uint16>(hit);
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}
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}
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@ -1094,6 +1097,8 @@ void Mob::ProjectileAttack()
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DoArcheryAttackDmg(target, nullptr, nullptr,ProjectileAtk[i].wpn_dmg,0,0,0,ProjectileAtk[i].ranged_id, ProjectileAtk[i].ammo_id, nullptr, ProjectileAtk[i].ammo_slot);
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else if (ProjectileAtk[i].skill == SkillThrowing)
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DoThrowingAttackDmg(target, nullptr, nullptr,ProjectileAtk[i].wpn_dmg,0,0,0, ProjectileAtk[i].ranged_id, ProjectileAtk[i].ammo_slot);
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else if (ProjectileAtk[i].skill == SkillConjuration && IsValidSpell(ProjectileAtk[i].wpn_dmg))
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SpellOnTarget(ProjectileAtk[i].wpn_dmg, target, false, true, spells[ProjectileAtk[i].wpn_dmg].ResistDiff, true);
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}
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ProjectileAtk[i].increment = 0;
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@ -1108,6 +1113,7 @@ void Mob::ProjectileAttack()
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ProjectileAtk[i].ammo_id = 0;
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ProjectileAtk[i].ammo_slot = 0;
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ProjectileAtk[i].skill = 0;
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ProjectileAtk[i].speed_mod = 0.0f;
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}
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else {
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@ -1355,7 +1361,7 @@ void Client::ThrowingAttack(Mob* other, bool CanDoubleAttack) { //old was 51
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CommonBreakInvisible();
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}
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void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item_Struct* AmmoItem, uint16 weapon_damage, int16 chance_mod,int16 focus, int ReuseTime, uint32 range_id, int AmmoSlot)
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void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item_Struct* AmmoItem, uint16 weapon_damage, int16 chance_mod,int16 focus, int ReuseTime, uint32 range_id, int AmmoSlot, float speed)
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{
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if ((other == nullptr ||
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((IsClient() && CastToClient()->dead) ||
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@ -1406,7 +1412,7 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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if (ProjectileMiss || !other->CheckHitChance(this, SkillThrowing, MainPrimary, chance_mod)){
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mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName());
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if (LaunchProjectile){
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TryProjectileAttack(other, AmmoItem, SkillThrowing, 0, RangeWeapon, nullptr, AmmoSlot);
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TryProjectileAttack(other, AmmoItem, SkillThrowing, 0, RangeWeapon, nullptr, AmmoSlot, speed);
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return;
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}
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else
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@ -1423,7 +1429,7 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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WDmg = GetWeaponDamage(other, AmmoItem);
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if (LaunchProjectile){
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TryProjectileAttack(other, AmmoItem, SkillThrowing, WDmg, RangeWeapon, nullptr, AmmoSlot);
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TryProjectileAttack(other, AmmoItem, SkillThrowing, WDmg, RangeWeapon, nullptr, AmmoSlot, speed);
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return;
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}
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}
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@ -1488,7 +1494,7 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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}
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}
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void Mob::SendItemAnimation(Mob *to, const Item_Struct *item, SkillUseTypes skillInUse) {
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void Mob::SendItemAnimation(Mob *to, const Item_Struct *item, SkillUseTypes skillInUse, float velocity) {
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EQApplicationPacket *outapp = new EQApplicationPacket(OP_SomeItemPacketMaybe, sizeof(Arrow_Struct));
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Arrow_Struct *as = (Arrow_Struct *) outapp->pBuffer;
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as->type = 1;
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@ -1516,7 +1522,7 @@ void Mob::SendItemAnimation(Mob *to, const Item_Struct *item, SkillUseTypes skil
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Arc causes the object to form an arc in motion. A value too high will
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*/
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as->velocity = 4.0;
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as->velocity = velocity;
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//these angle and tilt used together seem to make the arrow/knife throw as straight as I can make it
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@ -6400,17 +6400,16 @@ bool Mob::PassCastRestriction(bool UseCastRestriction, int16 value, bool IsDama
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return false;
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}
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bool Mob::TrySpellProjectile(Mob* spell_target, uint16 spell_id){
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bool Mob::TrySpellProjectile(Mob* spell_target, uint16 spell_id, float speed){
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/*For mage 'Bolt' line and other various spells.
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-This is mostly accurate for how the modern clients handle this effect.
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-It was changed at some point to use an actual projectile as done here (opposed to a particle effect in classic)
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-The projectile graphic appears to be that of 'Ball of Sunlight' ID 80648 and will be visible to anyone in SoF+
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-There is no LOS check to prevent a bolt from being cast. If you don't have LOS your bolt simply goes into whatever barrier
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and you lose your mana. If there is LOS the bolt will lock onto your target and the damage is applied when it hits the target.
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-If your target moves the bolt moves with it in any direction or angle (consistent with other projectiles).
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-The way this is written once a bolt is cast a timer checks the distance from the initial cast to the target repeatedly
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and calculates at what predicted time the bolt should hit that target in client_process (therefore accounting for any target movement).
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-The way this is written once a bolt is cast a the distance from the initial cast to the target repeatedly
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check and if target is moving recalculates at what predicted time the bolt should hit that target in client_process
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When bolt hits its predicted point the damage is then done to target.
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Note: Projectile speed of 1 takes 3 seconds to go 100 distance units. Calculations are based on this constant.
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Live Bolt speed: Projectile speed of X takes 5 seconds to go 300 distance units.
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@ -6422,31 +6421,41 @@ bool Mob::TrySpellProjectile(Mob* spell_target, uint16 spell_id){
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return false;
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uint8 anim = spells[spell_id].CastingAnim;
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int bolt_id = -1;
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int slot = -1;
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//Make sure there is an avialable bolt to be cast.
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for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) {
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if (projectile_spell_id[i] == 0){
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bolt_id = i;
|
||||
if (ProjectileAtk[slot].target_id == 0){
|
||||
slot = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (bolt_id < 0)
|
||||
if (slot < 0)
|
||||
return false;
|
||||
|
||||
if (CheckLosFN(spell_target)) {
|
||||
|
||||
projectile_spell_id[bolt_id] = spell_id;
|
||||
projectile_target_id[bolt_id] = spell_target->GetID();
|
||||
projectile_x[bolt_id] = GetX(), projectile_y[bolt_id] = GetY(), projectile_z[bolt_id] = GetZ();
|
||||
projectile_increment[bolt_id] = 1;
|
||||
projectile_timer.Start(250);
|
||||
float speed_mod = speed * 0.45f; //Constant for adjusting speeds to match calculated impact time.
|
||||
float distance = spell_target->CalculateDistance(GetX(), GetY(), GetZ());
|
||||
float hit = 60.0f + (distance / speed_mod);
|
||||
|
||||
ProjectileAtk[slot].increment = 1;
|
||||
ProjectileAtk[slot].hit_increment = static_cast<uint16>(hit); //This projected hit time if target does NOT MOVE
|
||||
ProjectileAtk[slot].target_id = spell_target->GetID();
|
||||
ProjectileAtk[slot].wpn_dmg = spell_id; //Store spell_id in weapon damage field
|
||||
ProjectileAtk[slot].origin_x = GetX();
|
||||
ProjectileAtk[slot].origin_y = GetY();
|
||||
ProjectileAtk[slot].origin_z = GetZ();
|
||||
ProjectileAtk[slot].skill = SkillConjuration;
|
||||
ProjectileAtk[slot].speed_mod = speed_mod;
|
||||
|
||||
SetProjectileAttack(true);
|
||||
}
|
||||
|
||||
//This will use the correct graphic as defined in the player_1 field of spells_new table. Found in UF+ spell files.
|
||||
if (RuleB(Spells, UseLiveSpellProjectileGFX)) {
|
||||
ProjectileAnimation(spell_target,0, false, 1.5,0,0,0, spells[spell_id].player_1);
|
||||
ProjectileAnimation(spell_target,0, false, speed,0,0,0, spells[spell_id].player_1);
|
||||
}
|
||||
|
||||
//This allows limited support for server using older spell files that do not contain data for bolt graphics.
|
||||
@ -6456,19 +6465,17 @@ bool Mob::TrySpellProjectile(Mob* spell_target, uint16 spell_id){
|
||||
|
||||
if (IsClient()){
|
||||
if (CastToClient()->GetClientVersionBit() <= 4) //Titanium needs alternate graphic.
|
||||
ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_Titanium)), false, 1.5);
|
||||
ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_Titanium)), false, speed);
|
||||
else
|
||||
ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_SOF)), false, 1.5);
|
||||
ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_SOF)), false, speed);
|
||||
}
|
||||
|
||||
else
|
||||
ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_NPC)), false, 1.5);
|
||||
|
||||
ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_NPC)), false, speed);
|
||||
}
|
||||
|
||||
//Default to an arrow if not using a mage bolt (Use up to date spell file and enable above rules for best results)
|
||||
else
|
||||
ProjectileAnimation(spell_target,0, 1, 1.5);
|
||||
ProjectileAnimation(spell_target,0, 1, speed);
|
||||
}
|
||||
|
||||
if (spells[spell_id].CastingAnim == 64)
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user