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AA effects and focus should work
Still need to verify all effects and implement currently unhandled
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@ -401,7 +401,7 @@ typedef enum {
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//#define SE_TrapCircumvention 245 // *not implemented[AA] - decreases the chance that you will set off a trap when opening a chest
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#define SE_SetBreathLevel 246 // *not implemented as bonus
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#define SE_RaiseSkillCap 247 // *not implemented[AA] - adds skill over the skill cap.
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//#define SE_SecondaryForte 248 // not implemented as bonus(gives you a 2nd specialize skill that can go past 50 to 100)
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#define SE_SecondaryForte 248 // not implemented as bonus(gives you a 2nd specialize skill that can go past 50 to 100)
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#define SE_SecondaryDmgInc 249 // implemented[AA] Allows off hand weapon to recieve a damage bonus (Sinister Strikes)
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#define SE_SpellProcChance 250 // implemented - Increase chance to proc from melee proc spells (ie Spirit of Panther)
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#define SE_ConsumeProjectile 251 // implemented[AA] - chance to not consume an arrow (ConsumeProjectile = 100)
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@ -416,12 +416,12 @@ typedef enum {
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#define SE_AddSingingMod 260 // implemented[AA] - Instrument/Singing Mastery, base1 is the mod, base2 is the ItemType
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#define SE_SongModCap 261 // implemented[AA] - Song Mod cap increase (no longer used on live)
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#define SE_RaiseStatCap 262 // implemented
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//#define SE_TradeSkillMastery 263 // not implemented - lets you raise more than one tradeskill above master.
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#define SE_TradeSkillMastery 263 // not implemented - lets you raise more than one tradeskill above master.
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#define SE_HastenedAASkill 264 // implemented
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#define SE_MasteryofPast 265 // implemented[AA] - Spells less than effect values level can not be fizzled
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#define SE_ExtraAttackChance 266 // implemented - increase chance to score an extra attack with a 2-Handed Weapon.
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#define SE_PetDiscipline2 267 // *not implemented - /pet focus, /pet no cast
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//#define SE_ReduceTradeskillFail 268 // *not implemented? - reduces chance to fail with given tradeskill by a percent chance
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#define SE_ReduceTradeskillFail 268 // *not implemented? - reduces chance to fail with given tradeskill by a percent chance
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#define SE_MaxBindWound 269 // implemented[AA] - Increase max HP you can bind wound.
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#define SE_BardSongRange 270 // implemented[AA] - increase range of beneficial bard songs (Sionachie's Crescendo)
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#define SE_BaseMovementSpeed 271 // implemented[AA] - mods basemove speed, doesn't stack with other move mods
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@ -441,7 +441,7 @@ typedef enum {
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//#define SE_NimbleEvasion 285 // *not implemented - base1 = 100 for max
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#define SE_FcDamageAmt 286 // implemented - adds direct spell damage
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#define SE_SpellDurationIncByTic 287 // implemented
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#define SE_SpecialAttackKBProc 288 // implemented[AA] - Chance to to do a knockback from special attacks [AA Dragon Punch].
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#define SE_SkillAttackProc 288 // implemented[AA] - Chance to proc spell on skill attack usage (ex. Dragon Punch)
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#define SE_CastOnFadeEffect 289 // implemented - Triggers only if fades after natural duration.
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#define SE_IncreaseRunSpeedCap 290 // implemented[AA] - increases run speed over the hard cap
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#define SE_Purify 291 // implemented - Removes determental effects
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@ -515,8 +515,8 @@ typedef enum {
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//#define SE_PassiveSenseTrap 359 // *not implemented - Invulnerability (Brell's Blessing)
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#define SE_ProcOnKillShot 360 // implemented - a buff that has a base1 % to cast spell base2 when you kill a "challenging foe" base3 min level
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#define SE_SpellOnDeath 361 // implemented - casts spell on death of buffed
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//#define SE_PotionBeltSlots 362 // *not implemented[AA] 'Quick Draw' expands the potion belt by one additional available item slot per rank.
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//#define SE_BandolierSlots 363 // *not implemented[AA] 'Battle Ready' expands the bandolier by one additional save slot per rank.
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#define SE_PotionBeltSlots 362 // *not implemented[AA] 'Quick Draw' expands the potion belt by one additional available item slot per rank.
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#define SE_BandolierSlots 363 // *not implemented[AA] 'Battle Ready' expands the bandolier by one additional save slot per rank.
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#define SE_TripleAttackChance 364 // implemented
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#define SE_ProcOnSpellKillShot 365 // implemented - chance to trigger a spell on kill when the kill is caused by a specific spell with this effect in it (10470 Venin)
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#define SE_ShieldEquipDmgMod 366 // implemented[AA] Damage modifier to melee if shield equiped. (base1 = dmg mod , base2 = ?) ie Shield Specialist AA
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@ -525,7 +525,7 @@ typedef enum {
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#define SE_CorruptionCounter 369 // implemented
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#define SE_ResistCorruption 370 // implemented
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#define SE_AttackSpeed4 371 // implemented - stackable slow effect 'Inhibit Melee'
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//#define SE_ForageSkill 372 // *not implemented[AA] Will increase the skill cap for those that have the Forage skill and grant the skill and raise the cap to those that do not.
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#define SE_ForageSkill 372 // *not implemented[AA] Will increase the skill cap for those that have the Forage skill and grant the skill and raise the cap to those that do not.
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#define SE_CastOnFadeEffectAlways 373 // implemented - Triggers if fades after natural duration OR from rune/numhits fades.
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#define SE_ApplyEffect 374 // implemented
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#define SE_DotCritDmgIncrease 375 // implemented - Increase damage of DoT critical amount
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@ -1372,6 +1372,13 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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///////////////////////////////////////////////////////////
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////// Send Attack Damage
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///////////////////////////////////////////////////////////
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if (damage > 0 && aabonuses.SkillAttackProc[0] && aabonuses.SkillAttackProc[1] == skillinuse &&
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IsValidSpell(aabonuses.SkillAttackProc[2])) {
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float chance = aabonuses.SkillAttackProc[0] / 1000.0f;
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if (zone->random.Roll(chance))
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SpellFinished(aabonuses.SkillAttackProc[2], other, 10, 0, -1,
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spells[aabonuses.SkillAttackProc[2]].ResistDiff);
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}
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other->Damage(this, damage, SPELL_UNKNOWN, skillinuse);
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if (IsDead()) return false;
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1588
zone/bonuses.cpp
1588
zone/bonuses.cpp
File diff suppressed because it is too large
Load Diff
@ -7712,14 +7712,14 @@ void Bot::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
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CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
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//[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill
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if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){
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/* if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){
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int kb_chance = 25;
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kb_chance += kb_chance*(100-aabonuses.SpecialAttackKBProc[0])/100;
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if (zone->random.Int(0, 99) < kb_chance)
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SpellFinished(904, who, 10, 0, -1, spells[904].ResistDiff);
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//who->Stun(100); Kayen: This effect does not stun on live, it only moves the NPC.
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}
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}*/
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if (HasSkillProcs())
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TrySkillProc(who, skill, ReuseTime*1000);
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@ -9078,7 +9078,7 @@ void Bot::DoBuffTic(const Buffs_Struct &buff, int slot, Mob* caster) {
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Mob::DoBuffTic(buff, slot, caster);
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}
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bool Bot::CastSpell(uint16 spell_id, uint16 target_id, uint16 slot, int32 cast_time, int32 mana_cost,
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bool Bot::CastSpell(uint16 spell_id, uint16 target_id, uint16 slot, int32 cast_time, int32 mana_cost,
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uint32* oSpellWillFinish, uint32 item_slot, int16 *resist_adjust, uint32 aa_id) {
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bool Result = false;
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@ -789,7 +789,7 @@ public:
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bool CheckAAEffect(aaEffectType type);
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void HandleAAAction(aaID activate);
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int16 CalcAAFocusEffect(focusType type, uint16 focus_spell, uint16 spell_id);
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int16 CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id);
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int16 CalcAAFocus(focusType type, const AA::Rank &rank, uint16 spell_id);
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void RefundAA();
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int32 GetAAEffectDataBySlot(uint32 aa_ID, uint32 slot_id, bool GetEffect, bool GetBase1, bool GetBase2);
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int32 GetAAEffectid(uint32 aa_ID, uint32 slot_id) { return GetAAEffectDataBySlot(aa_ID, slot_id, true, false,false); }
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@ -1265,7 +1265,7 @@ protected:
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int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
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void CalcEdibleBonuses(StatBonuses* newbon);
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void CalcAABonuses(StatBonuses* newbon);
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void ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon);
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void ApplyAABonuses(const AA::Rank &rank, StatBonuses* newbon);
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void ProcessItemCaps();
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void MakeBuffFadePacket(uint16 spell_id, int slot_id, bool send_message = true);
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bool client_data_loaded;
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@ -1121,7 +1121,7 @@ int32 Client::CalcMaxMana()
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switch (GetCasterClass()) {
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case 'I':
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case 'W': {
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max_mana = (CalcBaseMana() + itembonuses.Mana + spellbonuses.Mana + GroupLeadershipAAManaEnhancement());
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max_mana = (CalcBaseMana() + itembonuses.Mana + spellbonuses.Mana + aabonuses.Mana + GroupLeadershipAAManaEnhancement());
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break;
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}
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case 'N': {
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@ -412,7 +412,7 @@ struct StatBonuses {
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int8 BaseMovementSpeed; // Adjust base run speed, does not stack with other movement bonuses.
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uint8 IncreaseRunSpeedCap; // Increase max run speed above cap.
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int32 DoubleSpecialAttack; // Chance to to perform a double special attack (ie flying kick 2x)
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int32 SpecialAttackKBProc[2]; // Chance to to do a knockback from special attacks. (0 = chance 1 = Skill)
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int32 SkillAttackProc[3]; // [0] chance to proc [2] spell on [1] skill usage
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uint8 FrontalStunResist; // Chance to resist a frontal stun
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int32 BindWound; // Increase amount of HP by percent.
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int32 MaxBindWound; // Increase max amount of HP you can bind wound.
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@ -3510,9 +3510,11 @@ void Mob::TriggerOnCast(uint32 focus_spell, uint32 spell_id, bool aa_trigger)
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uint32 trigger_spell_id = 0;
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if (aa_trigger && IsClient()){
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//focus_spell = aaid
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trigger_spell_id = CastToClient()->CalcAAFocus(focusTriggerOnCast, focus_spell, spell_id);
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if (aa_trigger && IsClient()) {
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// focus_spell = aaid
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auto rank = zone->GetAlternateAdvancementRank(focus_spell);
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if (rank)
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trigger_spell_id = CastToClient()->CalcAAFocus(focusTriggerOnCast, *rank, spell_id);
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if(IsValidSpell(trigger_spell_id) && GetTarget())
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SpellFinished(trigger_spell_id, GetTarget(), 10, 0, -1, spells[trigger_spell_id].ResistDiff);
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@ -149,22 +149,19 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
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}
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who->AddToHateList(this, hate, 0, false);
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if (max_damage > 0 && aabonuses.SkillAttackProc[0] && aabonuses.SkillAttackProc[1] == skill &&
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IsValidSpell(aabonuses.SkillAttackProc[2])) {
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float chance = aabonuses.SkillAttackProc[0] / 1000.0f;
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if (zone->random.Roll(chance))
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SpellFinished(aabonuses.SkillAttackProc[2], who, 10, 0, -1,
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spells[aabonuses.SkillAttackProc[2]].ResistDiff);
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}
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who->Damage(this, max_damage, SPELL_UNKNOWN, skill, false);
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//Make sure 'this' has not killed the target and 'this' is not dead (Damage shield ect).
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if(!GetTarget())return;
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if (HasDied()) return;
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//[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill
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if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){
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int kb_chance = 25;
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kb_chance += kb_chance*(100-aabonuses.SpecialAttackKBProc[0])/100;
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if (zone->random.Roll(kb_chance))
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SpellFinished(904, who, 10, 0, -1, spells[904].ResistDiff);
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//who->Stun(100); Kayen: This effect does not stun on live, it only moves the NPC.
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}
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if (HasSkillProcs())
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TrySkillProc(who, skill, ReuseTime*1000);
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@ -2442,19 +2439,18 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
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}
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other->AddToHateList(this, hate, 0, false);
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if (damage > 0 && aabonuses.SkillAttackProc[0] && aabonuses.SkillAttackProc[1] == skillinuse &&
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IsValidSpell(aabonuses.SkillAttackProc[2])) {
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float chance = aabonuses.SkillAttackProc[0] / 1000.0f;
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if (zone->random.Roll(chance))
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SpellFinished(aabonuses.SkillAttackProc[2], other, 10, 0, -1,
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spells[aabonuses.SkillAttackProc[2]].ResistDiff);
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}
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other->Damage(this, damage, SPELL_UNKNOWN, skillinuse);
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if (HasDied())
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return;
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if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skillinuse){
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int kb_chance = 25;
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kb_chance += kb_chance*(100-aabonuses.SpecialAttackKBProc[0])/100;
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if (zone->random.Roll(kb_chance))
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SpellFinished(904, other, 10, 0, -1, spells[904].ResistDiff);
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}
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if (CanSkillProc && HasSkillProcs())
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TrySkillProc(other, skillinuse, ReuseTime);
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File diff suppressed because it is too large
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