diff --git a/changelog.txt b/changelog.txt index 9bde9fe75..7cd8ace08 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,5 +1,10 @@ EQEMu Changelog (Started on Sept 24, 2003 15:50) ------------------------------------------------------- + +== 02/26/2014 == +Kayen: Implemented SE_FrenziedDevestation - increase critical spell chacnce and 2x mana cost for DD spells +Kayen: Fixed SE_SpellProcChance - Now works on spell dervived procs + == 02/24/2014 == Sorvani: Updated GetUnusedInstanceID to not recycle instance ID's unless it has reached max (65535) diff --git a/common/spdat.h b/common/spdat.h index 56de446d2..347da070b 100644 --- a/common/spdat.h +++ b/common/spdat.h @@ -359,7 +359,7 @@ typedef enum { #define SE_DispelBeneficial 209 // implemented //#define SE_PetShield 210 // *not implemented #define SE_AEMelee 211 // implemented -//#define SE_CastingSkills 212 // *not implemented -Include/Exclude Casting Skill type. (*no longer used on live) +#define SE_FrenziedDevastation 212 // implemented - increase spell criticals + all DD spells cast 2x mana. #define SE_PetMaxHP 213 // implemented[AA] - increases the maximum hit points of your pet #define SE_MaxHPChange 214 // implemented #define SE_PetAvoidance 215 // implemented[AA] - increases pet ability to avoid melee damage @@ -397,7 +397,7 @@ typedef enum { #define SE_RaiseSkillCap 247 // *not implemented[AA] - adds skill over the skill cap. //#define SE_SecondaryForte 248 // not implemented as bonus(gives you a 2nd specialize skill that can go past 50 to 100) #define SE_SecondaryDmgInc 249 // implemented[AA] Allows off hand weapon to recieve a damage bonus (Sinister Strikes) -#define SE_SpellProcChance 250 // implemented - Increase chance to sympathetic proc by % +#define SE_SpellProcChance 250 // implemented - Increase chance to proc from melee proc spells (ie Spirit of Panther) #define SE_ConsumeProjectile 251 // implemented[AA] - chance to not consume an arrow (ConsumeProjectile = 100) #define SE_FrontalBackstabChance 252 // implemented[AA] - chance to perform a full damage backstab from front. #define SE_FrontalBackstabMinDmg 253 // implemented[AA] - allow a frontal backstab for mininum damage. diff --git a/utils/sql/git/required/2014_02_26_virulentvenomAA.sql b/utils/sql/git/required/2014_02_26_virulentvenomAA.sql new file mode 100644 index 000000000..6fa6cec9e --- /dev/null +++ b/utils/sql/git/required/2014_02_26_virulentvenomAA.sql @@ -0,0 +1,8 @@ +-- Virulent Venom +INSERT INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1, `base2`) VALUES ('888', '1', '250', '10', '0'); +INSERT INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1, `base2`) VALUES ('889', '1', '250', '20', '0'); +INSERT INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1, `base2`) VALUES ('890', '1', '250', '30', '0'); +INSERT INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1, `base2`) VALUES ('891', '1', '250', '40', '0'); +INSERT INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1, `base2`) VALUES ('892', '1', '250', '50', '0'); + + diff --git a/zone/aggro.cpp b/zone/aggro.cpp index 326e320c0..d9c50a430 100644 --- a/zone/aggro.cpp +++ b/zone/aggro.cpp @@ -1414,7 +1414,7 @@ bool Mob::PassCharismaCheck(Mob* caster, Mob* spellTarget, uint16 spell_id) { if (caster->IsClient()) { //3: At maxed ability, Total Domination has a 50% chance of preventing the charm break that otherwise would have occurred. - uint16 TotalDominationBonus = caster->aabonuses.CharmBreakChance + caster->spellbonuses.CharmBreakChance + caster->itembonuses.CharmBreakChance; + int16 TotalDominationBonus = caster->aabonuses.CharmBreakChance + caster->spellbonuses.CharmBreakChance + caster->itembonuses.CharmBreakChance; if (MakeRandomInt(0, 99) < TotalDominationBonus) return true; diff --git a/zone/attack.cpp b/zone/attack.cpp index 4467d6320..78ab250cd 100644 --- a/zone/attack.cpp +++ b/zone/attack.cpp @@ -3888,14 +3888,14 @@ void Mob::HealDamage(uint32 amount, Mob* caster) { //proc chance includes proc bonus -float Mob::GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand) { +float Mob::GetProcChances(float &BaseProcChance, float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand) { int mydex = GetDEX(); - float AABonus = 0; ProcBonus = 0; ProcChance = 0; + BaseProcChance = 0; - if (aabonuses.ProcChance) - AABonus = float(aabonuses.ProcChance) / 100.0f; + ProcBonus = float(aabonuses.ProcChanceSPA + spellbonuses.ProcChanceSPA + itembonuses.ProcChanceSPA); //Spell Effects + ProcBonus += float(itembonuses.ProcChance)/10.0f; //Combat Effects switch(hand){ case 13: @@ -3915,18 +3915,18 @@ float Mob::GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_spe if(weapon_speed < RuleI(Combat, MinHastedDelay)) // fast as a client can swing, so should be the floor of the proc chance weapon_speed = RuleI(Combat, MinHastedDelay); - ProcBonus += (float(itembonuses.ProcChance + spellbonuses.ProcChance) / 1000.0f + AABonus); - if(RuleB(Combat, AdjustProcPerMinute) == true) { ProcChance = ((float)weapon_speed * RuleR(Combat, AvgProcsPerMinute) / 60000.0f); // compensate for weapon_speed being in ms - ProcBonus += float(mydex) * RuleR(Combat, ProcPerMinDexContrib) / 100.0f; - ProcChance = ProcChance + (ProcChance * ProcBonus); + BaseProcChance = ProcChance; + ProcBonus += float(mydex) * RuleR(Combat, ProcPerMinDexContrib); + ProcChance += ProcChance*ProcBonus/100.0f; } else { ProcChance = RuleR(Combat, BaseProcChance) + float(mydex) / RuleR(Combat, ProcDexDivideBy); - ProcChance = ProcChance + (ProcChance * ProcBonus); + BaseProcChance = ProcChance; + ProcChance += ProcChance*ProcBonus/100.0f; } mlog(COMBAT__PROCS, "Proc chance %.2f (%.2f from bonuses)", ProcChance, ProcBonus); @@ -3950,16 +3950,6 @@ float Mob::GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 w break; } - /* - float PermaHaste; - if(GetHaste() > 0) - PermaHaste = 1 / (1 + (float)GetHaste()/100); - else if(GetHaste() < 0) - PermaHaste = 1 * (1 - (float)GetHaste()/100); - else - PermaHaste = 1.0f; - */ - //calculate the weapon speed in ms, so we can use the rule to compare against. //weapon_speed = ((int)(weapon_speed*(100.0f+attack_speed)*PermaHaste)); if(weapon_speed < RuleI(Combat, MinHastedDelay)) // fast as a client can swing, so should be the floor of the proc chance @@ -4054,8 +4044,8 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) { //we have to calculate these again, oh well int ourlevel = GetLevel(); - float ProcChance, ProcBonus; - GetProcChances(ProcBonus, ProcChance, weapon_g->GetItem()->Delay, hand); + float ProcChance, ProcBonus, BaseProcChance; + GetProcChances(BaseProcChance, ProcBonus, ProcChance, weapon_g->GetItem()->Delay, hand); if(hand != 13) { ProcChance /= 2; @@ -4092,11 +4082,11 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) { void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct* weapon, Mob *on, uint16 hand) { uint16 skillinuse = 28; int ourlevel = GetLevel(); - float ProcChance, ProcBonus; + float ProcChance, ProcBonus, BaseProcChance; if(weapon!=nullptr) - GetProcChances(ProcBonus, ProcChance, weapon->Delay, hand); + GetProcChances(BaseProcChance, ProcBonus, ProcChance, weapon->Delay, hand); else - GetProcChances(ProcBonus, ProcChance); + GetProcChances(BaseProcChance, ProcBonus, ProcChance); if(hand != 13) //Is Archery intended to proc at 50% rate? ProcChance /= 2; @@ -4149,10 +4139,11 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct* weapon, Mob *on } } + int16 SpellProcChance = spellbonuses.SpellProcChance + itembonuses.SpellProcChance + aabonuses.SpellProcChance; uint32 i; for(i = 0; i < MAX_PROCS; i++) { if (PermaProcs[i].spellID != SPELL_UNKNOWN) { - if(MakeRandomInt(0, 100) < PermaProcs[i].chance) { + if(MakeRandomInt(0, 100) < PermaProcs[i].chance) { //TODO: Unclear if these are treated like Spells or WeaponProcs mlog(COMBAT__PROCS, "Permanent proc %d procing spell %d (%d percent chance)", i, PermaProcs[i].spellID, PermaProcs[i].chance); ExecWeaponProc(nullptr, PermaProcs[i].spellID, on); } else { @@ -4168,7 +4159,8 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct* weapon, Mob *on } else { - int chance = ProcChance * (SpellProcs[i].chance); + int chance = BaseProcChance * (SpellProcs[i].chance); + chance += chance*SpellProcChance/100; if(MakeRandomInt(0, 100) < chance) { mlog(COMBAT__PROCS, "Spell proc %d procing spell %d (%d percent chance)", i, SpellProcs[i].spellID, chance); ExecWeaponProc(nullptr, SpellProcs[i].spellID, on); @@ -4179,7 +4171,8 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct* weapon, Mob *on } } if (bRangedAttack) { - int chance = ProcChance * RangedProcs[i].chance; + int chance = BaseProcChance * RangedProcs[i].chance; + chance += chance*SpellProcChance/100; if(MakeRandomInt(0, 100) < chance) { mlog(COMBAT__PROCS, "Ranged proc %d procing spell %d", i, RangedProcs[i].spellID, RangedProcs[i].chance); ExecWeaponProc(nullptr, RangedProcs[i].spellID, on); diff --git a/zone/bonuses.cpp b/zone/bonuses.cpp index eb5cad582..7cde92ae4 100644 --- a/zone/bonuses.cpp +++ b/zone/bonuses.cpp @@ -963,7 +963,7 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon) newbon->GiveDoubleAttack += base1; break; case SE_ProcChance: - newbon->ProcChance += base1; + newbon->ProcChanceSPA += base1; break; case SE_RiposteChance: newbon->RiposteChance += base1; @@ -1228,6 +1228,14 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon) break; } + case SE_FrenziedDevastation: + newbon->FrenziedDevastation += base2; + break; + + case SE_SpellProcChance: + newbon->SpellProcChance += base1; + break; + } } } @@ -1882,17 +1890,14 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_ProcChance: { - //multiplier is to be compatible with item effects,watching for overflow too - effect_value = effect_value<3000? effect_value : 3000; - if (RuleB(Spells, AdditiveBonusValues) && item_bonus) - newbon->ProcChance += effect_value; + newbon->ProcChanceSPA += effect_value; - else if((effect_value < 0) && (newbon->DoubleAttackChance > effect_value)) - newbon->ProcChance = effect_value; + else if((effect_value < 0) && (newbon->ProcChanceSPA > effect_value)) + newbon->ProcChanceSPA = effect_value; - if(newbon->ProcChance < effect_value) - newbon->ProcChance = effect_value; + if(newbon->ProcChanceSPA < effect_value) + newbon->ProcChanceSPA = effect_value; break; } @@ -2524,6 +2529,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne newbon->DistanceRemoval = true; break; + case SE_FrenziedDevastation: + newbon->FrenziedDevastation += spells[spell_id].base2[i]; + break; + } } } @@ -3311,9 +3320,9 @@ void Mob::NegateSpellsBonuses(uint16 spell_id) break; case SE_ProcChance: - spellbonuses.ProcChance = effect_value; - aabonuses.ProcChance = effect_value; - itembonuses.ProcChance = effect_value; + spellbonuses.ProcChanceSPA = effect_value; + aabonuses.ProcChanceSPA = effect_value; + itembonuses.ProcChanceSPA = effect_value; break; case SE_ExtraAttackChance: @@ -3866,7 +3875,13 @@ void Mob::NegateSpellsBonuses(uint16 spell_id) spellbonuses.ImprovedTaunt[0] = effect_value; spellbonuses.ImprovedTaunt[1] = effect_value; spellbonuses.ImprovedTaunt[2] = -1; - + break; + + case SE_FrenziedDevastation: + spellbonuses.FrenziedDevastation += effect_value; + aabonuses.FrenziedDevastation += effect_value; + itembonuses.FrenziedDevastation += effect_value; + break; } } } diff --git a/zone/bot.cpp b/zone/bot.cpp index a7ff02f1b..3cac34024 100644 --- a/zone/bot.cpp +++ b/zone/bot.cpp @@ -7705,14 +7705,14 @@ int16 Bot::CalcBotFocusEffect(BotfocusType bottype, uint16 focus_id, uint16 spel } //proc chance includes proc bonus -float Bot::GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand) { +float Bot::GetProcChances(float &BaseProcChance, float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand) { int mydex = GetDEX(); - float AABonus = 0; ProcBonus = 0; ProcChance = 0; + BaseProcChance = 0; - if (aabonuses.ProcChance) - AABonus = float(aabonuses.ProcChance) / 100.0f; + ProcBonus = float(aabonuses.ProcChanceSPA + spellbonuses.ProcChanceSPA + itembonuses.ProcChanceSPA); //Spell Effects + ProcBonus += float(itembonuses.ProcChance)/10.0f; //Combat Effects switch(hand){ case SLOT_PRIMARY: @@ -7732,18 +7732,18 @@ float Bot::GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_spe if(weapon_speed < RuleI(Combat, MinHastedDelay)) // fast as a client can swing, so should be the floor of the proc chance weapon_speed = RuleI(Combat, MinHastedDelay); - ProcBonus += (float(itembonuses.ProcChance + spellbonuses.ProcChance) / 1000.0f + AABonus); - if(RuleB(Combat, AdjustProcPerMinute) == true) { ProcChance = ((float)weapon_speed * RuleR(Combat, AvgProcsPerMinute) / 60000.0f); // compensate for weapon_speed being in ms - ProcBonus += float(mydex) * RuleR(Combat, ProcPerMinDexContrib) / 100.0f; - ProcChance = ProcChance + (ProcChance * ProcBonus); + ProcChance = BaseProcChance; + ProcBonus += float(mydex) * RuleR(Combat, ProcPerMinDexContrib); + ProcChance += ProcChance*ProcBonus / 100.0f; } else { ProcChance = RuleR(Combat, BaseProcChance) + float(mydex) / RuleR(Combat, ProcDexDivideBy); - ProcChance = ProcChance + (ProcChance * ProcBonus); + ProcChance = BaseProcChance; + ProcChance += ProcChance*ProcBonus / 100.0f; } mlog(COMBAT__PROCS, "Proc chance %.2f (%.2f from bonuses)", ProcChance, ProcBonus); diff --git a/zone/bot.h b/zone/bot.h index 309931acd..8cf439c57 100644 --- a/zone/bot.h +++ b/zone/bot.h @@ -167,7 +167,7 @@ public: uint16 BotGetSpells(int spellslot) { return AIspells[spellslot].spellid; } uint16 BotGetSpellType(int spellslot) { return AIspells[spellslot].type; } uint16 BotGetSpellPriority(int spellslot) { return AIspells[spellslot].priority; } - virtual float GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand); + virtual float GetProcChances(float &BaseProcChance, float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand); virtual bool AvoidDamage(Mob* other, int32 &damage, bool CanRiposte); virtual int GetMonkHandToHandDamage(void); virtual bool TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse); diff --git a/zone/common.h b/zone/common.h index a832657e3..89ef7e573 100644 --- a/zone/common.h +++ b/zone/common.h @@ -274,6 +274,7 @@ struct StatBonuses { int16 DamageModifier[HIGHEST_SKILL+2]; //i int16 MinDamageModifier[HIGHEST_SKILL+2]; //i int16 ProcChance; // ProcChance/10 == % increase i = CombatEffects + int16 ProcChanceSPA; // ProcChance from spell effects int16 ExtraAttackChance; int16 DoTShielding; int16 DivineSaveChance[2]; // Second Chance (base1 = chance, base2 = spell on trigger) @@ -311,8 +312,8 @@ struct StatBonuses { //uint16 BlockSpellEffect[EFFECT_COUNT]; // Prevents spells with certain effects from landing on you *no longer used bool ImmuneToFlee; // Bypass the fleeing flag uint16 VoiceGraft; // Stores the ID of the mob with which to talk through - uint16 SpellProcChance; // chance to proc from sympathetic spell effects - uint16 CharmBreakChance; // chance to break charm + int16 SpellProcChance; // chance to proc from sympathetic spell effects + int16 CharmBreakChance; // chance to break charm int16 SongRange; // increases range of beneficial bard songs uint16 HPToManaConvert; // Uses HP to cast spells at specific conversion uint16 FocusEffects[HIGHEST_FOCUS+1]; // Stores the focus effectid for each focustype you have. @@ -335,6 +336,7 @@ struct StatBonuses { bool DivineAura; // invulnerability bool DistanceRemoval; // Check if Cancle if Moved effect is present int16 ImprovedTaunt[3]; // 0 = Max Level 1 = Aggro modifier 2 = buffid + int16 FrenziedDevastation; // base1= AArank(used) base2= chance increase spell criticals + all DD spells 2x mana. //bool AbsorbMagicAtt; // Magic Rune *Need to be implemented for NegateEffect //bool MeleeRune; // Melee Rune *Need to be implemented for NegateEffect diff --git a/zone/effects.cpp b/zone/effects.cpp index 785dd882c..3c11b41d5 100644 --- a/zone/effects.cpp +++ b/zone/effects.cpp @@ -81,6 +81,8 @@ int32 Client::GetActSpellDamage(uint16 spell_id, int32 value, Mob* target) { int chance = RuleI(Spells, BaseCritChance); chance += itembonuses.CriticalSpellChance + spellbonuses.CriticalSpellChance + aabonuses.CriticalSpellChance; + + chance += itembonuses.FrenziedDevastation + spellbonuses.FrenziedDevastation + aabonuses.FrenziedDevastation; if (chance > 0){ @@ -321,6 +323,12 @@ int32 Client::GetActSpellHealing(uint16 spell_id, int32 value, Mob* target) { int32 Client::GetActSpellCost(uint16 spell_id, int32 cost) { + //FrenziedDevastation doubles mana cost of all DD spells + int16 FrenziedDevastation = itembonuses.FrenziedDevastation + spellbonuses.FrenziedDevastation + aabonuses.FrenziedDevastation; + + if (FrenziedDevastation && IsPureNukeSpell(spell_id)) + cost *= 2; + // Formula = Unknown exact, based off a random percent chance up to mana cost(after focuses) of the cast spell if(this->itembonuses.Clairvoyance && spells[spell_id].classes[(GetClass()%16) - 1] >= GetLevel() - 5) { diff --git a/zone/mob.h b/zone/mob.h index f636b5ea7..47e87412f 100644 --- a/zone/mob.h +++ b/zone/mob.h @@ -971,7 +971,7 @@ protected: void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = 13); void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = 13); void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on); - virtual float GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13); + virtual float GetProcChances(float &BaseProcChance, float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13); virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13); int GetWeaponDamage(Mob *against, const Item_Struct *weapon_item); int GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate = nullptr); diff --git a/zone/spell_effects.cpp b/zone/spell_effects.cpp index 5deb29e14..bdc3bbc68 100644 --- a/zone/spell_effects.cpp +++ b/zone/spell_effects.cpp @@ -2826,6 +2826,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial) case SE_CriticalMend: case SE_LimitCastTimeMax: case SE_TriggerOnReqCaster: + case SE_FrenziedDevastation: { break; } @@ -5396,14 +5397,12 @@ bool Mob::AffectedBySpellExcludingSlot(int slot, int effect) float Mob::GetSympatheticProcChances(float &ProcBonus, float &ProcChance, int32 cast_time, int16 ProcRateMod) { - ProcBonus = spellbonuses.SpellProcChance + itembonuses.SpellProcChance; ProcChance = 0; if(cast_time > 0) { ProcChance = ((float)cast_time * RuleR(Casting, AvgSpellProcsPerMinute) / 60000.0f); ProcChance = ProcChance * (float)(ProcRateMod/100); - ProcChance = ProcChance+(ProcChance*ProcBonus/100); } return ProcChance; }