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Rework of eq_dictionary
This commit is contained in:
+21
-21
@@ -582,13 +582,13 @@ int32 Client::Tune_GetMeleeMitDmg(Mob* GM, Mob *attacker, int32 damage, int32 mi
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int32 Client::GetMeleeDamage(Mob* other, bool GetMinDamage)
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{
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int Hand = MainPrimary;
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int Hand = SlotPrimary;
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if (!other)
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return 0;
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ItemInst* weapon;
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weapon = GetInv().GetItem(MainPrimary);
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weapon = GetInv().GetItem(SlotPrimary);
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if(weapon != nullptr) {
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if (!weapon->IsWeapon()) {
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@@ -628,7 +628,7 @@ int32 Client::GetMeleeDamage(Mob* other, bool GetMinDamage)
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int ucDamageBonus = 0;
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if( Hand == MainPrimary && GetLevel() >= 28 && IsWarriorClass() )
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if( Hand == SlotPrimary && GetLevel() >= 28 && IsWarriorClass() )
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{
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ucDamageBonus = GetWeaponDamageBonus( weapon ? weapon->GetItem() : (const Item_Struct*) nullptr );
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@@ -662,24 +662,24 @@ void Mob::Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_ch
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if (attacker->IsClient())
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{//Will check first equiped weapon for skill. Ie. remove wepaons to assess bow.
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ItemInst* weapon;
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weapon = attacker->CastToClient()->GetInv().GetItem(MainPrimary);
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weapon = attacker->CastToClient()->GetInv().GetItem(SlotPrimary);
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if(weapon && weapon->IsWeapon()){
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attacker->CastToClient()->AttackAnimation(skillinuse, MainPrimary, weapon);
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attacker->CastToClient()->AttackAnimation(skillinuse, SlotPrimary, weapon);
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}
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else {
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weapon = attacker->CastToClient()->GetInv().GetItem(MainSecondary);
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weapon = attacker->CastToClient()->GetInv().GetItem(SlotSecondary);
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if (weapon && weapon->IsWeapon())
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attacker->CastToClient()->AttackAnimation(skillinuse, MainSecondary, weapon);
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attacker->CastToClient()->AttackAnimation(skillinuse, SlotSecondary, weapon);
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else {
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weapon = attacker->CastToClient()->GetInv().GetItem(MainRange);
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weapon = attacker->CastToClient()->GetInv().GetItem(SlotRange);
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if (weapon && weapon->IsWeapon())
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attacker->CastToClient()->AttackAnimation(skillinuse, MainRange, weapon);
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attacker->CastToClient()->AttackAnimation(skillinuse, SlotRange, weapon);
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}
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}
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}
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tmp_hit_chance = Tune_CheckHitChance(defender,attacker, skillinuse, MainPrimary,0,0,0, avoid_override);
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tmp_hit_chance = Tune_CheckHitChance(defender,attacker, skillinuse, SlotPrimary,0,0,0, avoid_override);
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Message(0, "#Tune - Begin Parse [Interval %i Max Loop Iterations %i]", interval, max_loop);
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@@ -691,7 +691,7 @@ void Mob::Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_ch
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for (int j=0; j < max_loop; j++)
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{
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tmp_hit_chance =Tune_CheckHitChance(defender,attacker, skillinuse, MainPrimary,0,false,0, avoid_override, add_acc);
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tmp_hit_chance =Tune_CheckHitChance(defender,attacker, skillinuse, SlotPrimary,0,false,0, avoid_override, add_acc);
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if (Msg >= 3)
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Message(15, "#Tune - Processing... [%i] [ACCURACY %i] Hit Chance %.2f ",j,add_acc,tmp_hit_chance);
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@@ -706,7 +706,7 @@ void Mob::Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_ch
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if (end){
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Tune_CheckHitChance(defender,attacker, skillinuse, MainPrimary,0,Msg,0,avoid_override);//Display Stat Report
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Tune_CheckHitChance(defender,attacker, skillinuse, SlotPrimary,0,Msg,0,avoid_override);//Display Stat Report
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Message(0, " ");
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@@ -742,24 +742,24 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
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if (attacker->IsClient())
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{//Will check first equiped weapon for skill. Ie. remove wepaons to assess bow.
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ItemInst* weapon;
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weapon = attacker->CastToClient()->GetInv().GetItem(MainPrimary);
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weapon = attacker->CastToClient()->GetInv().GetItem(SlotPrimary);
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if(weapon && weapon->IsWeapon()){
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attacker->CastToClient()->AttackAnimation(skillinuse, MainPrimary, weapon);
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attacker->CastToClient()->AttackAnimation(skillinuse, SlotPrimary, weapon);
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}
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else {
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weapon = attacker->CastToClient()->GetInv().GetItem(MainSecondary);
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weapon = attacker->CastToClient()->GetInv().GetItem(SlotSecondary);
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if (weapon && weapon->IsWeapon())
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attacker->CastToClient()->AttackAnimation(skillinuse, MainSecondary, weapon);
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attacker->CastToClient()->AttackAnimation(skillinuse, SlotSecondary, weapon);
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else {
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weapon = attacker->CastToClient()->GetInv().GetItem(MainRange);
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weapon = attacker->CastToClient()->GetInv().GetItem(SlotRange);
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if (weapon && weapon->IsWeapon())
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attacker->CastToClient()->AttackAnimation(skillinuse, MainRange, weapon);
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attacker->CastToClient()->AttackAnimation(skillinuse, SlotRange, weapon);
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}
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}
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}
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tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, MainPrimary,0,0,acc_override, 0);
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tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, SlotPrimary,0,0,acc_override, 0);
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Message(0, "#Tune - Begin Parse [Interval %i Max Loop Iterations %i]", interval, max_loop);
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Message(0, "#Tune - Processing... Find Avoidance for hit chance on defender of (%.0f) pct from attacker. [Current Hit Chance %.2f]", hit_chance, tmp_hit_chance);
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@@ -769,7 +769,7 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
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for (int j=0; j < max_loop; j++)
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{
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tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, MainPrimary, 0,0, acc_override, 0,0,add_avoid);
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tmp_hit_chance = Tune_CheckHitChance(defender, attacker, skillinuse, SlotPrimary, 0,0, acc_override, 0,0,add_avoid);
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if (Msg >= 3)
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Message(0, "#Tune - Processing... [%i] [AVOIDANCE %i] Hit Chance %.2f ",j,add_avoid,tmp_hit_chance);
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@@ -784,7 +784,7 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
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if (end){
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Tune_CheckHitChance(defender,attacker, skillinuse, MainPrimary,0,Msg,acc_override, 0);//Display Stat Report
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Tune_CheckHitChance(defender,attacker, skillinuse, SlotPrimary,0,Msg,acc_override, 0);//Display Stat Report
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Message(0, " ");
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