Merge pull request #251 from KayenEQ/Development

Fix for calculation for SE_ManaAbsorbPercentDamage
This commit is contained in:
Alex 2014-09-25 17:25:45 -07:00
commit e5a0cc9ef7
6 changed files with 56 additions and 144 deletions

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@ -4,6 +4,11 @@ EQEMu Changelog (Started on Sept 24, 2003 15:50)
Uleat: Re-ordered server opcodes and handlers to give them some predictability of location (I need this for the inventory re-enumeration.) Uleat: Re-ordered server opcodes and handlers to give them some predictability of location (I need this for the inventory re-enumeration.)
demonstar55: Added helper function bool EQEmu::IsTradeskill(uint32 skill) demonstar55: Added helper function bool EQEmu::IsTradeskill(uint32 skill)
== 09/23/2014 ==
Kayen: Spell recourse effects will now be applied AFTER the base spells effects have been applied (consistent with live).
Kayen: SE_ApplySpell and SE_TriggerSpell will now be applied based on which effect slot they are used in (instead of always before all spell effects are checked).
Note: If a spell has multiple SE_TriggerSpell effects within it. Only one will be able to trigger. (If you want multiple spells use SE_ApplySpell)
== 09/22/2014 == == 09/22/2014 ==
Akkadius: #resetaa now covers the function of #resetaa and #refundaa Akkadius: #resetaa now covers the function of #resetaa and #refundaa
- #resetaa will wipe all AA data, refund the spent points into the available points and send character to character select properly - #resetaa will wipe all AA data, refund the spent points into the available points and send character to character select properly

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@ -3331,10 +3331,13 @@ int32 Mob::ReduceAllDamage(int32 damage)
if(damage <= 0) if(damage <= 0)
return damage; return damage;
if(spellbonuses.ManaAbsorbPercentDamage[0] && (GetMana() > damage * spellbonuses.ManaAbsorbPercentDamage[0] / 100)) { if(spellbonuses.ManaAbsorbPercentDamage[0]) {
damage -= (damage * spellbonuses.ManaAbsorbPercentDamage[0] / 100); int32 mana_reduced = damage * spellbonuses.ManaAbsorbPercentDamage[0] / 100;
SetMana(GetMana() - damage); if (GetMana() >= mana_reduced){
TryTriggerOnValueAmount(false, true); damage -= mana_reduced;
SetMana(GetMana() - mana_reduced);
TryTriggerOnValueAmount(false, true);
}
} }
CheckNumHitsRemaining(NUMHIT_IncomingDamage); CheckNumHitsRemaining(NUMHIT_IncomingDamage);

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@ -3031,12 +3031,11 @@ void Mob::TriggerOnCast(uint32 focus_spell, uint32 spell_id, bool aa_trigger)
} }
} }
void Mob::TrySpellTrigger(Mob *target, uint32 spell_id) bool Mob::TrySpellTrigger(Mob *target, uint32 spell_id, int effect)
{ {
if(target == nullptr || !IsValidSpell(spell_id)) if(!target || !IsValidSpell(spell_id))
{ return false;
return;
}
int spell_trig = 0; int spell_trig = 0;
// Count all the percentage chances to trigger for all effects // Count all the percentage chances to trigger for all effects
for(int i = 0; i < EFFECT_COUNT; i++) for(int i = 0; i < EFFECT_COUNT; i++)
@ -3055,8 +3054,10 @@ void Mob::TrySpellTrigger(Mob *target, uint32 spell_id)
if(MakeRandomInt(0, trig_chance) <= spells[spell_id].base[i]) if(MakeRandomInt(0, trig_chance) <= spells[spell_id].base[i])
{ {
// If we trigger an effect then its over. // If we trigger an effect then its over.
SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff); if (IsValidSpell(spells[spell_id].base2[i])){
break; SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
return true;
}
} }
else else
{ {
@ -3070,37 +3071,15 @@ void Mob::TrySpellTrigger(Mob *target, uint32 spell_id)
// if the chances don't add to 100, then each effect gets a chance to fire, chance for no trigger as well. // if the chances don't add to 100, then each effect gets a chance to fire, chance for no trigger as well.
else else
{ {
for(int i = 0; i < EFFECT_COUNT; i++) if(MakeRandomInt(0, 100) <= spells[spell_id].base[effect])
{ {
if (spells[spell_id].effectid[i] == SE_SpellTrigger) if (IsValidSpell(spells[spell_id].base2[effect])){
{ SpellFinished(spells[spell_id].base2[effect], target, 10, 0, -1, spells[spell_id].ResistDiff);
if(MakeRandomInt(0, 100) <= spells[spell_id].base[i]) return true; //Only trigger once of these per spell effect.
{
SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
}
}
}
}
}
void Mob::TryApplyEffect(Mob *target, uint32 spell_id)
{
if(target == nullptr || !IsValidSpell(spell_id))
{
return;
}
for(int i = 0; i < EFFECT_COUNT; i++)
{
if (spells[spell_id].effectid[i] == SE_ApplyEffect)
{
if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
{
if(target)
SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
} }
} }
} }
return false;
} }
void Mob::TryTriggerOnValueAmount(bool IsHP, bool IsMana, bool IsEndur, bool IsPet) void Mob::TryTriggerOnValueAmount(bool IsHP, bool IsMana, bool IsEndur, bool IsPet)

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@ -579,8 +579,7 @@ public:
void DoBuffWearOffEffect(uint32 index); void DoBuffWearOffEffect(uint32 index);
void TryTriggerOnCast(uint32 spell_id, bool aa_trigger); void TryTriggerOnCast(uint32 spell_id, bool aa_trigger);
void TriggerOnCast(uint32 focus_spell, uint32 spell_id, bool aa_trigger); void TriggerOnCast(uint32 focus_spell, uint32 spell_id, bool aa_trigger);
void TrySpellTrigger(Mob *target, uint32 spell_id); bool TrySpellTrigger(Mob *target, uint32 spell_id, int effect);
void TryApplyEffect(Mob *target, uint32 spell_id);
void TryTriggerOnValueAmount(bool IsHP = false, bool IsMana = false, bool IsEndur = false, bool IsPet = false); void TryTriggerOnValueAmount(bool IsHP = false, bool IsMana = false, bool IsEndur = false, bool IsPet = false);
void TryTwincast(Mob *caster, Mob *target, uint32 spell_id); void TryTwincast(Mob *caster, Mob *target, uint32 spell_id);
void TrySympatheticProc(Mob *target, uint32 spell_id); void TrySympatheticProc(Mob *target, uint32 spell_id);

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@ -188,6 +188,8 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
if (!IsPowerDistModSpell(spell_id)) if (!IsPowerDistModSpell(spell_id))
SetSpellPowerDistanceMod(0); SetSpellPowerDistanceMod(0);
bool SE_SpellTrigger_HasCast = false;
// iterate through the effects in the spell // iterate through the effects in the spell
for (i = 0; i < EFFECT_COUNT; i++) for (i = 0; i < EFFECT_COUNT; i++)
@ -2729,6 +2731,25 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
Message(10, "The power of your next illusion spell will flow to your grouped target in your place."); Message(10, "The power of your next illusion spell will flow to your grouped target in your place.");
break; break;
} }
case SE_ApplyEffect: {
if (caster && IsValidSpell(spells[spell_id].base2[i])){
if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
caster->SpellFinished(spells[spell_id].base2[i], this, 10, 0, -1, spells[spell_id].ResistDiff);
}
break;
}
case SE_SpellTrigger: {
if (!SE_SpellTrigger_HasCast) {
if (caster && caster->TrySpellTrigger(this, spell_id, i))
SE_SpellTrigger_HasCast = true;
}
break;
}
// Handled Elsewhere // Handled Elsewhere
case SE_ImmuneFleeing: case SE_ImmuneFleeing:
@ -2839,8 +2860,6 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
case SE_HealRate: case SE_HealRate:
case SE_SkillDamageTaken: case SE_SkillDamageTaken:
case SE_FcSpellVulnerability: case SE_FcSpellVulnerability:
case SE_SpellTrigger:
case SE_ApplyEffect:
case SE_FcTwincast: case SE_FcTwincast:
case SE_DelayDeath: case SE_DelayDeath:
case SE_CastOnFadeEffect: case SE_CastOnFadeEffect:
@ -6454,8 +6473,12 @@ void Mob::ResourceTap(int32 damage, uint16 spellid){
if (spells[spellid].max[i] && (damage > spells[spellid].max[i])) if (spells[spellid].max[i] && (damage > spells[spellid].max[i]))
damage = spells[spellid].max[i]; damage = spells[spellid].max[i];
if (spells[spellid].base2[i] == 0) //HP Tap if (spells[spellid].base2[i] == 0){ //HP Tap
SetHP((GetHP()+ damage)); if (damage > 0)
HealDamage(damage);
else
Damage(this, -damage,0, SkillEvocation,false);
}
if (spells[spellid].base2[i] == 1) //Mana Tap if (spells[spellid].base2[i] == 1) //Mana Tap
SetMana(GetMana() + damage); SetMana(GetMana() + damage);

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@ -3606,108 +3606,9 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
spell_effectiveness = 100; spell_effectiveness = 100;
} }
// Recourse means there is a spell linked to that spell in that the recourse spell will
// be automatically casted on the casters group or the caster only depending on Targettype
// this is for things like dark empathy, shadow vortex
int recourse_spell=0;
recourse_spell = spells[spell_id].RecourseLink;
if(recourse_spell)
{
if(spells[recourse_spell].targettype == ST_Group || spells[recourse_spell].targettype == ST_GroupTeleport)
{
if(IsGrouped())
{
Group *g = entity_list.GetGroupByMob(this);
if(g)
g->CastGroupSpell(this, recourse_spell);
else{
SpellOnTarget(recourse_spell, this);
#ifdef GROUP_BUFF_PETS
if (GetPet())
SpellOnTarget(recourse_spell, GetPet());
#endif
}
}
else if(IsRaidGrouped() && IsClient())
{
Raid *r = entity_list.GetRaidByClient(CastToClient());
uint32 gid = 0xFFFFFFFF;
if(r)
gid = r->GetGroup(GetName());
else
gid = 13; // Forces ungrouped spell casting
if(gid < 12)
{
r->CastGroupSpell(this, recourse_spell, gid);
}
else{
SpellOnTarget(recourse_spell, this);
#ifdef GROUP_BUFF_PETS
if (GetPet())
SpellOnTarget(recourse_spell, GetPet());
#endif
}
}
else if(HasOwner())
{
if(GetOwner()->IsGrouped())
{
Group *g = entity_list.GetGroupByMob(GetOwner());
if(g)
g->CastGroupSpell(this, recourse_spell);
else{
SpellOnTarget(recourse_spell, GetOwner());
SpellOnTarget(recourse_spell, this);
}
}
else if(GetOwner()->IsRaidGrouped() && GetOwner()->IsClient())
{
Raid *r = entity_list.GetRaidByClient(GetOwner()->CastToClient());
uint32 gid = 0xFFFFFFFF;
if(r)
gid = r->GetGroup(GetOwner()->GetName());
else
gid = 13; // Forces ungrouped spell casting
if(gid < 12)
{
r->CastGroupSpell(this, recourse_spell, gid);
}
else
{
SpellOnTarget(recourse_spell, GetOwner());
SpellOnTarget(recourse_spell, this);
}
}
else
{
SpellOnTarget(recourse_spell, GetOwner());
SpellOnTarget(recourse_spell, this);
}
}
else
{
SpellOnTarget(recourse_spell, this);
#ifdef GROUP_BUFF_PETS
if (GetPet())
SpellOnTarget(recourse_spell, GetPet());
#endif
}
}
else
{
SpellOnTarget(recourse_spell, this);
}
}
if(spelltar->spellbonuses.SpellDamageShield && IsDetrimentalSpell(spell_id)) if(spelltar->spellbonuses.SpellDamageShield && IsDetrimentalSpell(spell_id))
spelltar->DamageShield(this, true); spelltar->DamageShield(this, true);
TrySpellTrigger(spelltar, spell_id);
TryApplyEffect(spelltar, spell_id);
if (spelltar->IsAIControlled() && IsDetrimentalSpell(spell_id) && !IsHarmonySpell(spell_id)) { if (spelltar->IsAIControlled() && IsDetrimentalSpell(spell_id) && !IsHarmonySpell(spell_id)) {
int32 aggro_amount = CheckAggroAmount(spell_id, isproc); int32 aggro_amount = CheckAggroAmount(spell_id, isproc);
mlog(SPELLS__CASTING, "Spell %d cast on %s generated %d hate", spell_id, spelltar->GetName(), aggro_amount); mlog(SPELLS__CASTING, "Spell %d cast on %s generated %d hate", spell_id, spelltar->GetName(), aggro_amount);
@ -3746,7 +3647,9 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
return false; return false;
} }
if (IsValidSpell(spells[spell_id].RecourseLink))
SpellFinished(spells[spell_id].RecourseLink, this, 10, 0, -1, spells[spells[spell_id].RecourseLink].ResistDiff);
if (IsDetrimentalSpell(spell_id)) { if (IsDetrimentalSpell(spell_id)) {
CheckNumHitsRemaining(NUMHIT_OutgoingSpells); CheckNumHitsRemaining(NUMHIT_OutgoingSpells);