mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-12 01:11:29 +00:00
Root spell revision
Optional SQL
This commit is contained in:
parent
057e4603db
commit
ea677389ad
@ -1,5 +1,14 @@
|
||||
EQEMu Changelog (Started on Sept 24, 2003 15:50)
|
||||
-------------------------------------------------------
|
||||
== 03/04/2014 ==
|
||||
Kayen: Revision to root code to be consistent with live based on extensive personal parsing.
|
||||
*ROOT has a 40% chance to do a resist check to break each buff tick.
|
||||
*If multiple roots on target. Root in first slot will always and only be check to break from nukes.
|
||||
*If multiple roots on target and broken by spell. Roots are removed ONE at a time in order of buff slot.
|
||||
*Roots on beneficial spells can not be broken by spell damage.
|
||||
|
||||
Optional SQL: utils/sql/git/optional/2014_03_04_RootRule.sql
|
||||
|
||||
== 03/03/2014 ==
|
||||
demonstar55: Implemented deadly strikes and gave rogues higher innate throwing crit chance
|
||||
|
||||
|
||||
@ -300,6 +300,7 @@ RULE_INT ( Spells, DivineInterventionHeal, 8000) //Divine intervention heal amou
|
||||
RULE_BOOL ( Spells, AdditiveBonusValues, false) //Allow certain bonuses to be calculated by adding together the value from each item, instead of taking the highest value. (ie Add together all Cleave Effects)
|
||||
RULE_BOOL ( Spells, UseCHAScribeHack, false) //ScribeSpells and TrainDiscs quest functions will ignore entries where field 12 is CHA. What's the best way to do this?
|
||||
RULE_BOOL ( Spells, BuffLevelRestrictions, true) //Buffs will not land on low level toons like live
|
||||
RULE_INT ( Spells, RootBreakCheckChance, 40) //Determines chance for a root break check to occur each buff tick.
|
||||
RULE_CATEGORY_END()
|
||||
|
||||
RULE_CATEGORY( Combat )
|
||||
|
||||
@ -390,8 +390,7 @@ bool IsPartialCapableSpell(uint16 spell_id)
|
||||
if (spells[spell_id].no_partial_resist)
|
||||
return false;
|
||||
|
||||
if (IsPureNukeSpell(spell_id) || IsFearSpell(spell_id) ||
|
||||
IsEffectInSpell(spell_id, SE_Root))
|
||||
if (IsPureNukeSpell(spell_id) || IsFearSpell(spell_id))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
|
||||
@ -3685,29 +3685,8 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
|
||||
|
||||
if(spell_id != SPELL_UNKNOWN && !iBuffTic) {
|
||||
//see if root will break
|
||||
if (IsRooted() && !FromDamageShield) { // neotoyko: only spells cancel root
|
||||
|
||||
/*Dev Quote 2010: http://forums.station.sony.com/eq/posts/list.m?topic_id=161443
|
||||
The Viscid Roots AA does the following: Reduces the chance for root to break by X percent.
|
||||
There is no distinction of any kind between the caster inflicted damage, or anyone
|
||||
else's damage. There is also no distinction between Direct and DOT damage in the root code.
|
||||
There is however, a provision that if the damage inflicted is greater than 500 per hit, the
|
||||
chance to break root is increased. My guess is when this code was put in place, the devs at
|
||||
the time couldn't imagine DOT damage getting that high.
|
||||
*/
|
||||
int BreakChance = RuleI(Spells, RootBreakFromSpells);
|
||||
BreakChance -= BreakChance*rooted_mod/100;
|
||||
|
||||
if (BreakChance < 1)
|
||||
BreakChance = 1;
|
||||
|
||||
if (MakeRandomInt(0, 99) < BreakChance) {
|
||||
mlog(COMBAT__HITS, "Spell broke root! BreakChance percent chance");
|
||||
BuffFadeByEffect(SE_Root, buffslot); // buff slot is passed through so a root w/ dam doesnt cancel itself
|
||||
} else {
|
||||
mlog(COMBAT__HITS, "Spell did not break root. BreakChance percent chance");
|
||||
}
|
||||
}
|
||||
if (IsRooted() && !FromDamageShield) // neotoyko: only spells cancel root
|
||||
TryRootFadeByDamage(buffslot);
|
||||
}
|
||||
else if(spell_id == SPELL_UNKNOWN)
|
||||
{
|
||||
@ -4575,6 +4554,50 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, float chance)
|
||||
}
|
||||
}
|
||||
|
||||
bool Mob::TryRootFadeByDamage(int buffslot)
|
||||
{
|
||||
/*Dev Quote 2010: http://forums.station.sony.com/eq/posts/list.m?topic_id=161443
|
||||
The Viscid Roots AA does the following: Reduces the chance for root to break by X percent.
|
||||
There is no distinction of any kind between the caster inflicted damage, or anyone
|
||||
else's damage. There is also no distinction between Direct and DOT damage in the root code.
|
||||
There is however, a provision that if the damage inflicted is greater than 500 per hit, the
|
||||
chance to break root is increased. My guess is when this code was put in place, the devs at
|
||||
the time couldn't imagine DOT damage getting that high.
|
||||
*/
|
||||
|
||||
int BreakChance = RuleI(Spells, RootBreakFromSpells);
|
||||
|
||||
BreakChance -= BreakChance*rooted_mod/100;
|
||||
|
||||
if (BreakChance < 1)
|
||||
BreakChance = 1;
|
||||
|
||||
if (MakeRandomInt(0, 99) < BreakChance) {
|
||||
|
||||
/*
|
||||
- Check buffslot to make sure damage from a root does not cancel the root
|
||||
- If multiple roots on target, always and only checks first root slot and if broken only removes that slots root.
|
||||
- Only roots on determental spells can be broken by damage.
|
||||
*/
|
||||
|
||||
uint32 buff_count = GetMaxTotalSlots();
|
||||
for(int i = 0; i < buff_count; i++)
|
||||
{
|
||||
if(IsValidSpell(buffs[i].spellid) &&
|
||||
(IsEffectInSpell(buffs[i].spellid, SE_Root) && IsDetrimentalSpell(buffs[i].spellid) && i != buffslot)){
|
||||
if (!TryFadeEffect(i)) {
|
||||
BuffFadeBySlot(i);
|
||||
mlog(COMBAT__HITS, "Spell broke root! BreakChance percent chance");
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
mlog(COMBAT__HITS, "Spell did not break root. BreakChance percent chance");
|
||||
return false;
|
||||
}
|
||||
|
||||
int32 Mob::RuneAbsorb(int32 damage, uint16 type)
|
||||
{
|
||||
uint32 buff_max = GetMaxTotalSlots();
|
||||
|
||||
@ -600,6 +600,7 @@ public:
|
||||
void MeleeLifeTap(int32 damage);
|
||||
bool PassCastRestriction(bool UseCastRestriction = true, int16 value = 0, bool IsDamage = true);
|
||||
bool ImprovedTaunt();
|
||||
bool TryRootFadeByDamage(int buffslot);
|
||||
|
||||
void ModSkillDmgTaken(SkillUseTypes skill_num, int value);
|
||||
int16 GetModSkillDmgTaken(const SkillUseTypes skill_num);
|
||||
|
||||
@ -3322,9 +3322,23 @@ void Mob::DoBuffTic(uint16 spell_id, int slot, uint32 ticsremaining, uint8 caste
|
||||
}
|
||||
|
||||
case SE_Root: {
|
||||
float SpellEffectiveness = ResistSpell(spells[spell_id].resisttype, spell_id, caster);
|
||||
if(SpellEffectiveness < 25) {
|
||||
BuffFadeByEffect(SE_Root);
|
||||
|
||||
/* Root formula derived from extensive personal live parses - Kayen
|
||||
ROOT has a 40% chance to do a resist check to break.
|
||||
Resist check has NO LOWER bounds.
|
||||
If multiple roots on target. Root in first slot will be checked first to break from nukes.
|
||||
If multiple roots on target and broken by spell. Roots are removed ONE at a time in order of buff slot.
|
||||
*/
|
||||
|
||||
if (MakeRandomInt(0, 99) < RuleI(Spells, RootBreakCheckChance)){
|
||||
|
||||
float resist_check = ResistSpell(spells[spell_id].resisttype, spell_id, caster);
|
||||
|
||||
if(resist_check == 100)
|
||||
break;
|
||||
else
|
||||
if(!TryFadeEffect(slot))
|
||||
BuffFadeBySlot(slot);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user