From 58d585e2a6b4d3d1f7ba481ffd0d302154fd7828 Mon Sep 17 00:00:00 2001 From: KayenEQ Date: Fri, 4 Jul 2014 23:35:15 -0400 Subject: [PATCH 1/5] Updated SE_Sanctuary - Adjust way hate lowering effect worked to be more accurate Updated SE_SympatheticProc - Revised proc rate formula to be accurate to live. Sympathetic foci on items with proc rate mod will now benefit from that modifier. Sympathetic foci can now be placed on AA's (This should always be slot1 in the AA) Implemented SE_IllusionPersistence- Allows illusions to last until you die or the illusion is forcibly removed. Added rule 'PreNerftBardAEDot' for SE_BardAEDot to allow it to once again do damage to moving targets. (Set to true) --- changelog.txt | 11 + common/ruletypes.h | 1 + common/spdat.h | 2 +- .../git/required/2014_07_04_AA_Updates.sql | 6 + zone/bonuses.cpp | 19 ++ zone/bot.cpp | 6 +- zone/client.h | 5 +- zone/common.h | 2 +- zone/hate_list.cpp | 10 + zone/mob.cpp | 8 + zone/mob.h | 3 +- zone/spell_effects.cpp | 229 ++++++++++-------- 12 files changed, 187 insertions(+), 115 deletions(-) create mode 100644 utils/sql/git/required/2014_07_04_AA_Updates.sql diff --git a/changelog.txt b/changelog.txt index 1e371109d..59f39c327 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,5 +1,16 @@ EQEMu Changelog (Started on Sept 24, 2003 15:50) ------------------------------------------------------- +== 07/5/2014 == +Kayen: Updated SE_Sanctuary - Adjust way hate lowering effect worked to be more accurate +Kayen: Updated SE_SympatheticProc - Revised proc rate formula to be accurate to live. +Sympathetic foci on items with proc rate mod will now benefit from that modifier. +Sympathetic foci can now be placed on AA's (This should always be slot1 in the AA) +Kayen: Implemented SE_IllusionPersistence- Allows illusions to last until you die or the illusion is forcibly removed. +Kayen: Added rule 'PreNerftBardAEDot' for SE_BardAEDot to allow it to once again do damage to moving targets. (Set to true) + +Required SQL: utils/sql/git/required/2014_07_04_AA_Update.sql + + == 07/2/2014 == Kayen: Implemented SE_Sanctuary - Places caster at bottom hate list, effect fades if caster cast spell on targets other than self. Kayen: Implemented SE_ResourceTap - Coverts a percent of dmg from dmg spells(DD/DoT) to hp/mana/end. diff --git a/common/ruletypes.h b/common/ruletypes.h index 6f5fe0769..8c9ac543e 100644 --- a/common/ruletypes.h +++ b/common/ruletypes.h @@ -310,6 +310,7 @@ RULE_INT ( Spells, FRProjectileItem_SOF, 80684) // Item id for SOF clients for F RULE_INT ( Spells, FRProjectileItem_NPC, 80684) // Item id for NPC Fire 'spell projectile'. RULE_BOOL ( Spells, UseLiveSpellProjectileGFX, false) // Use spell projectile graphics set in the spells_new table (player_1). Server must be using UF+ spell file. RULE_BOOL ( Spells, FocusCombatProcs, false) //Allow all combat procs to receive focus effects. +RULE_BOOL ( Spells, PreNerfBardAEDoT, false) //Allow bard AOE dots to damage targets when moving. RULE_CATEGORY_END() RULE_CATEGORY( Combat ) diff --git a/common/spdat.h b/common/spdat.h index 02dca8ff7..42091338a 100644 --- a/common/spdat.h +++ b/common/spdat.h @@ -385,7 +385,7 @@ typedef enum { #define SE_ChannelChanceSpells 235 // implemented[AA] - chance to channel from SPELLS *No longer used on live. //#define SE_FreePet 236 // not used #define SE_GivePetGroupTarget 237 // implemented[AA] - (Pet Affinity) -//#define SE_IllusionPersistence 238 // *not implemented - lends persistence to your illusionary disguises, causing them to last until you die or the illusion is forcibly removed. +#define SE_IllusionPersistence 238 // implemented - lends persistence to your illusionary disguises, causing them to last until you die or the illusion is forcibly removed. //#define SE_FeignedCastOnChance 239 // *not implemented as bonus - ability gives you an increasing chance for your feigned deaths to not be revealed by spells cast upon you. //#define SE_StringUnbreakable 240 // not used [Likely related to above - you become immune to feign breaking on a resisted spell and have a good chance of feigning through a spell that successfully lands upon you.] #define SE_ImprovedReclaimEnergy 241 // implemented - increase the amount of mana returned to you when reclaiming your pet. diff --git a/utils/sql/git/required/2014_07_04_AA_Updates.sql b/utils/sql/git/required/2014_07_04_AA_Updates.sql new file mode 100644 index 000000000..a943e8c15 --- /dev/null +++ b/utils/sql/git/required/2014_07_04_AA_Updates.sql @@ -0,0 +1,6 @@ +-- AA Permanent Illusion +INSERT INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`) VALUES ('158', '1', '238', '1', '0'); + +-- AA Sanctuary +INSERT INTO `altadv_vars` (`skill_id`, `name`, `cost`, `max_level`, `hotkey_sid`, `hotkey_sid2`, `title_sid`, `desc_sid`, `type`, `spellid`, `prereq_skill`, `prereq_minpoints`, `spell_type`, `spell_refresh`, `classes`, `berserker`, `class_type`, `cost_inc`, `aa_expansion`, `special_category`, `sof_type`, `sof_cost_inc`, `sof_max_level`, `sof_next_skill`, `clientver`, `account_time_required`, `sof_current_level`,`sof_next_id`,`level_inc`) VALUES ('1209', 'Sanctuary', '12', '1', '1209', '4294967295', '1209', '1209', '3', '5912', '0', '0', '14', '4320', '4', '0', '70', '0', '8', '4294967295', '3', '0', '1', '1209', '1', '0', '0', '0', '0'); +INSERT INTO `aa_actions` (`aaid`, `rank`, `reuse_time`, `spell_id`, `target`, `nonspell_action`, `nonspell_mana`, `nonspell_duration`, `redux_aa`, `redux_rate`, `redux_aa2`, `redux_rate2`) VALUES ('1209', '0', '4320', '5912', '1', '0', '0', '0', '0', '0', '0', '0'); diff --git a/zone/bonuses.cpp b/zone/bonuses.cpp index 48a3d95e1..b21eeaa0a 100644 --- a/zone/bonuses.cpp +++ b/zone/bonuses.cpp @@ -1329,6 +1329,10 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon) break; } + case SE_IllusionPersistence: + newbon->IllusionPersistence = true; + break; + } } } @@ -2876,6 +2880,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne break; } + case SE_IllusionPersistence: + newbon->IllusionPersistence = true; + break; + //Special custom cases for loading effects on to NPC from 'npc_spels_effects' table if (IsAISpellEffect) { @@ -4356,6 +4364,17 @@ void Mob::NegateSpellsBonuses(uint16 spell_id) aabonuses.FactionModPct = effect_value; break; + case SE_MeleeVulnerability: + spellbonuses.MeleeVulnerability = effect_value; + itembonuses.MeleeVulnerability = effect_value; + aabonuses.MeleeVulnerability = effect_value; + break; + + case SE_IllusionPersistence: + spellbonuses.IllusionPersistence = effect_value; + itembonuses.IllusionPersistence = effect_value; + aabonuses.IllusionPersistence = effect_value; + break; } } } diff --git a/zone/bot.cpp b/zone/bot.cpp index e961bd7ec..a1a31740e 100644 --- a/zone/bot.cpp +++ b/zone/bot.cpp @@ -7641,10 +7641,8 @@ int16 Bot::CalcBotFocusEffect(BotfocusType bottype, uint16 focus_id, uint16 spel { if(bottype == BotfocusSympatheticProc) { - float ProcChance, ProcBonus; - int16 ProcRateMod = focus_spell.base[i]; //Baseline is 100 for most Sympathetic foci - int32 cast_time = GetActSpellCasttime(spell_id, spells[spell_id].cast_time); - GetSympatheticProcChances(ProcBonus, ProcChance, cast_time, ProcRateMod); + + float ProcChance = GetSympatheticProcChances(spell_id, focus_spell.base[i]); if(MakeRandomFloat(0, 1) <= ProcChance) value = focus_id; diff --git a/zone/client.h b/zone/client.h index 9e2503df2..e26465628 100644 --- a/zone/client.h +++ b/zone/client.h @@ -776,7 +776,10 @@ public: int GetSpentAA() { return m_pp.aapoints_spent; } void RefundAA(); void IncrementAA(int aa_id); - + int32 GetAAEffectDataBySlot(uint32 aa_ID, uint32 slot_id, bool GetEffect, bool GetBase1, bool GetBase2); + int32 GetAAEffectid(uint32 aa_ID, uint32 slot_id) { return GetAAEffectDataBySlot(aa_ID, slot_id, true, false,false); } + int32 GetAABase1(uint32 aa_ID, uint32 slot_id) { return GetAAEffectDataBySlot(aa_ID, slot_id, false, true,false); } + int32 GetAABase2(uint32 aa_ID, uint32 slot_id) { return GetAAEffectDataBySlot(aa_ID, slot_id, false, false,true); } int16 acmod(); // Item methods diff --git a/zone/common.h b/zone/common.h index e3a9dfb09..98e2ebcec 100644 --- a/zone/common.h +++ b/zone/common.h @@ -431,7 +431,7 @@ struct StatBonuses { uint32 Assassinate[2]; // Assassinate AA (Massive dmg vs humaniod w/ assassinate) 0= ? 1= Dmg uint8 AssassinateLevel; // Max Level Assassinate will be effective at. int32 PetMeleeMitigation; // Add AC to owner's pet. - + bool IllusionPersistence; // Causes illusions not to fade. }; typedef struct diff --git a/zone/hate_list.cpp b/zone/hate_list.cpp index 68dd2a6cb..abe32b5a7 100644 --- a/zone/hate_list.cpp +++ b/zone/hate_list.cpp @@ -308,6 +308,16 @@ Mob *HateList::GetTop(Mob *center) } } + if (cur->ent->Sanctuary()) { + if(hate == -1) + { + top = cur->ent; + hate = 1; + } + ++iterator; + continue; + } + if(cur->ent->DivineAura() || cur->ent->IsMezzed() || cur->ent->IsFeared()){ if(hate == -1) { diff --git a/zone/mob.cpp b/zone/mob.cpp index 59e02568b..93b9f5047 100644 --- a/zone/mob.cpp +++ b/zone/mob.cpp @@ -2761,6 +2761,14 @@ bool Mob::DivineAura() const return false; } +bool Mob::Sanctuary() const +{ + if (spellbonuses.Sanctuary) + return true; + + return false; +} + int16 Mob::GetResist(uint8 type) const { if (IsNPC()) diff --git a/zone/mob.h b/zone/mob.h index 0476a20dc..cb44dd80c 100644 --- a/zone/mob.h +++ b/zone/mob.h @@ -820,6 +820,7 @@ public: void SetNextIncHPEvent( int inchpevent ); bool DivineAura() const; + bool Sanctuary() const; bool HasNPCSpecialAtk(const char* parse); int GetSpecialAbility(int ability); @@ -1009,7 +1010,7 @@ protected: Map::Vertex UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &WaypointChange, bool &NodeReached); void PrintRoute(); - virtual float GetSympatheticProcChances(float &ProcBonus, float &ProcChance, int32 cast_time, int16 ProcRateMod); + virtual float GetSympatheticProcChances(uint16 spell_id, int16 ProcRateMod, int32 ItemProcRate = 0); enum {MAX_PROCS = 4}; tProc PermaProcs[MAX_PROCS]; diff --git a/zone/spell_effects.cpp b/zone/spell_effects.cpp index 61333edfd..b92ea524c 100644 --- a/zone/spell_effects.cpp +++ b/zone/spell_effects.cpp @@ -1430,7 +1430,8 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial) for(int x = 0; x < 7; x++){ SendWearChange(x); } - if(caster && caster->GetAA(aaPermanentIllusion)) + if(caster && (caster->spellbonuses.IllusionPersistence || caster->aabonuses.IllusionPersistence + || caster->itembonuses.IllusionPersistence)) buffs[buffslot].persistant_buff = 1; else buffs[buffslot].persistant_buff = 0; @@ -2329,7 +2330,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial) if (buffslot >= 0) break; //This effect does no damage if target is moving. - if (IsMoving()) + if (!RuleB(Spells, PreNerfBardAEDoT) && IsMoving()) break; // for offensive spells check if we have a spell rune on @@ -2735,22 +2736,6 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial) break; } - case SE_Sanctuary: - { - std::list npc_list; - entity_list.GetNPCList(npc_list); - - for(std::list::iterator itr = npc_list.begin(); itr != npc_list.end(); ++itr) { - - NPC* npc = *itr; - - if (npc && npc->CheckAggro(this)) - npc->SetHate(caster, 1); - - } - break; - } - // Handled Elsewhere case SE_ImmuneFleeing: case SE_NegateSpellEffect: @@ -2984,6 +2969,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial) case SE_AssassinateLevel: case SE_FactionModPct: case SE_LimitSpellClass: + case SE_Sanctuary: { break; } @@ -3403,7 +3389,7 @@ void Mob::DoBuffTic(uint16 spell_id, int slot, uint32 ticsremaining, uint8 caste { effect_value = CalcSpellEffectValue(spell_id, i, caster_level, caster); - if (IsMoving() || invulnerable || /*effect_value > 0 ||*/ DivineAura()) + if ((!RuleB(Spells, PreNerfBardAEDoT) && IsMoving()) || invulnerable || /*effect_value > 0 ||*/ DivineAura()) break; if(effect_value < 0) { @@ -3630,21 +3616,6 @@ void Mob::DoBuffTic(uint16 spell_id, int slot, uint32 ticsremaining, uint8 caste break; } - case SE_Sanctuary: - { - std::list npc_list; - entity_list.GetNPCList(npc_list); - - for(std::list::iterator itr = npc_list.begin(); itr != npc_list.end(); ++itr) { - - NPC* npc = *itr; - - if (npc && npc->CheckAggro(this)) - npc->SetHate(caster, 1); - - } - break; - } default: { @@ -4084,39 +4055,41 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses) CalcBonuses(); } -/* No longer used. -int16 Client::CalcAAFocusEffect(focusType type, uint16 focus_spell, uint16 spell_id) +int32 Client::GetAAEffectDataBySlot(uint32 aa_ID, uint32 slot_id, bool GetEffect, bool GetBase1, bool GetBase2) { - uint32 slots = 0; - uint32 aa_AA = 0; - uint32 aa_value = 0; + int32 aa_effects_data[3] = { 0 }; + uint32 effect = 0; + int32 base1 = 0; + int32 base2 = 0; + uint32 slot = 0; - int32 value = 0; - // Iterate through all of the client's AAs - for (int i = 0; i < MAX_PP_AA_ARRAY; i++) + + std::map >::const_iterator find_iter = aa_effects.find(aa_ID); + if(find_iter == aa_effects.end()) + return 0; + + for (std::map::const_iterator iter = aa_effects[aa_ID].begin(); iter != aa_effects[aa_ID].end(); ++iter) { - aa_AA = this->aa[i]->AA; - aa_value = this->aa[i]->value; - if (aa_AA > 0 || aa_value > 0) - { - slots = zone->GetTotalAALevels(aa_AA); - if (slots > 0) - for(int j = 1;j <= slots; j++) - { - switch (aa_effects[aa_AA][j].skill_id) - { - case SE_TriggerOnCast: - // If focus_spell matches the spell listed in the DB, load these restrictions - if(type == focusTriggerOnCast && focus_spell == aa_effects[aa_AA][j].base1) - value = CalcAAFocus(type, aa_AA, spell_id); - break; - } - } + effect = iter->second.skill_id; + base1 = iter->second.base1; + base2 = iter->second.base2; + slot = iter->second.slot; + + if (slot && slot == slot_id) { + + if (GetEffect) + return effect; + + if (GetBase1) + return base1; + + if (GetBase2) + return base2; } } - return value; + + return 0; } -*/ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id) @@ -4496,9 +4469,11 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id) value = base1; break; - case SE_SympatheticProc: - //No AA support at this time. - break; + //Note if using these as AA, make sure this is first focus used. + case SE_SympatheticProc: + if(type == focusSympatheticProc) + value = base2; + break; case SE_FcDamageAmt: if(type == focusFcDamageAmt) @@ -4962,16 +4937,7 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo case SE_SympatheticProc: if(type == focusSympatheticProc) { - float ProcChance, ProcBonus; - int16 ProcRateMod = focus_spell.base[i]; //Baseline is 100 for most Sympathetic foci - int32 cast_time = GetActSpellCasttime(spell_id, spells[spell_id].cast_time); - GetSympatheticProcChances(ProcBonus, ProcChance, cast_time, ProcRateMod); - - if(MakeRandomFloat(0, 1) <= ProcChance) - value = focus_id; - - else - value = 0; + value = focus_id; } break; @@ -5089,8 +5055,8 @@ int16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) { return 0; uint16 proc_spellid = 0; - uint8 SizeProcList = 0; uint8 MAX_SYMPATHETIC = 10; + float ProcChance = 0.0f; std::vector SympatheticProcList; @@ -5101,7 +5067,7 @@ int16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) { for(int x=0; x<=21; x++) { - if (SizeProcList > MAX_SYMPATHETIC) + if (SympatheticProcList.size() > MAX_SYMPATHETIC) continue; TempItem = nullptr; @@ -5109,20 +5075,22 @@ int16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) { if (!ins) continue; TempItem = ins->GetItem(); - if (TempItem && TempItem->Focus.Effect > 0 && TempItem->Focus.Effect != SPELL_UNKNOWN) { + if (TempItem && TempItem->Focus.Effect > 0 && IsValidSpell(TempItem->Focus.Effect)) { - proc_spellid = CalcFocusEffect(type, TempItem->Focus.Effect, spell_id); + proc_spellid = CalcFocusEffect(type, TempItem->Focus.Effect, spell_id); + + if (IsValidSpell(proc_spellid)){ - if (proc_spellid > 0) - { - SympatheticProcList.push_back(proc_spellid); - SizeProcList = SympatheticProcList.size(); - } + ProcChance = GetSympatheticProcChances(spell_id, spells[TempItem->Focus.Effect].base[0], TempItem->ProcRate); + + if(MakeRandomFloat(0, 1) <= ProcChance) + SympatheticProcList.push_back(proc_spellid); + } } for(int y = 0; y < MAX_AUGMENT_SLOTS; ++y) { - if (SizeProcList > MAX_SYMPATHETIC) + if (SympatheticProcList.size() > MAX_SYMPATHETIC) continue; ItemInst *aug = nullptr; @@ -5130,14 +5098,16 @@ int16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) { if(aug) { const Item_Struct* TempItemAug = aug->GetItem(); - if (TempItemAug && TempItemAug->Focus.Effect > 0 && TempItemAug->Focus.Effect != SPELL_UNKNOWN) { + if (TempItemAug && TempItemAug->Focus.Effect > 0 && IsValidSpell(TempItemAug->Focus.Effect)) { proc_spellid = CalcFocusEffect(type, TempItemAug->Focus.Effect, spell_id); - if (proc_spellid > 0) - { - SympatheticProcList.push_back(proc_spellid); - SizeProcList = SympatheticProcList.size(); + if (IsValidSpell(proc_spellid)){ + + ProcChance = GetSympatheticProcChances(spell_id, spells[TempItem->Focus.Effect].base[0], TempItemAug->ProcRate); + + if(MakeRandomFloat(0, 1) <= ProcChance) + SympatheticProcList.push_back(proc_spellid); } } } @@ -5152,26 +5122,57 @@ int16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) { uint32 buff_max = GetMaxTotalSlots(); for (buff_slot = 0; buff_slot < buff_max; buff_slot++) { - if (SizeProcList > MAX_SYMPATHETIC) + if (SympatheticProcList.size() > MAX_SYMPATHETIC) continue; focusspellid = buffs[buff_slot].spellid; - if (focusspellid == 0 || focusspellid >= SPDAT_RECORDS) + if (IsValidSpell(focusspellid)) continue; proc_spellid = CalcFocusEffect(type, focusspellid, spell_id); - if (proc_spellid > 0) - { - SympatheticProcList.push_back(proc_spellid); - SizeProcList = SympatheticProcList.size(); - } + if (IsValidSpell(proc_spellid)){ + + ProcChance = GetSympatheticProcChances(spell_id, spells[focusspellid].base[0]); + + if(MakeRandomFloat(0, 1) <= ProcChance) + SympatheticProcList.push_back(proc_spellid); + } } } - if (SizeProcList > 0) + /*Note: At present, ff designing custom AA to have a sympathetic proc effect, only use one focus + effect within the aa_effects data for each AA*[No live AA's use this effect to my knowledge]*/ + if (aabonuses.FocusEffects[type]){ + + uint32 aa_AA = 0; + uint32 aa_value = 0; + + for (int i = 0; i < MAX_PP_AA_ARRAY; i++) + { + aa_AA = this->aa[i]->AA; + aa_value = this->aa[i]->value; + if (aa_AA < 1 || aa_value < 1) + continue; + + if (SympatheticProcList.size() > MAX_SYMPATHETIC) + continue; + + proc_spellid = CalcAAFocus(type, aa_AA, spell_id); + + if (IsValidSpell(proc_spellid)){ + + ProcChance = GetSympatheticProcChances(spell_id, GetAABase1(aa_AA, 1)); + + if(MakeRandomFloat(0, 1) <= ProcChance) + SympatheticProcList.push_back(proc_spellid); + } + } + } + + if (SympatheticProcList.size() > 0) { - uint8 random = MakeRandomInt(0, SizeProcList-1); + uint8 random = MakeRandomInt(0, SympatheticProcList.size()-1); int FinalSympatheticProc = SympatheticProcList[random]; SympatheticProcList.clear(); return FinalSympatheticProc; @@ -5674,17 +5675,31 @@ bool Mob::AffectedBySpellExcludingSlot(int slot, int effect) return false; } -float Mob::GetSympatheticProcChances(float &ProcBonus, float &ProcChance, int32 cast_time, int16 ProcRateMod) { +float Mob::GetSympatheticProcChances(uint16 spell_id, int16 ProcRateMod, int32 ItemProcRate) { - ProcChance = 0; + float ProcChance = 0.0f; + int32 total_cast_time = 0; + float cast_time_mod = 0.0f; + ProcRateMod -= 100; + - if(cast_time > 0) - { - ProcChance = ((float)cast_time * RuleR(Casting, AvgSpellProcsPerMinute) / 60000.0f); - ProcChance = ProcChance * (float)(ProcRateMod/100); - } - return ProcChance; -} + if (spells[spell_id].recast_time >= spells[spell_id].recovery_time) + total_cast_time = spells[spell_id].recast_time + spells[spell_id].cast_time; + else + total_cast_time = spells[spell_id].recovery_time + spells[spell_id].cast_time; + + if (total_cast_time > 0 && total_cast_time <= 2500) + cast_time_mod = 0.25f; + else if (total_cast_time > 2500 && total_cast_time < 7000) + cast_time_mod = 0.167*((static_cast(total_cast_time) - 1000.0f)/1000.0f); + else + cast_time_mod = static_cast(total_cast_time) / 7000.0f; + + ProcChance = (RuleR(Casting, AvgSpellProcsPerMinute)/100.0f) * (static_cast(100.0f + ProcRateMod) / 10.0f) + * cast_time_mod * (static_cast(100.0f + ItemProcRate)/100.0f); + + return ProcChance; + } bool Mob::DoHPToManaCovert(uint16 mana_cost) { From 0e438942e41dda8bd78ad601a267e1efd97a7915 Mon Sep 17 00:00:00 2001 From: KayenEQ Date: Sun, 6 Jul 2014 18:58:16 -0400 Subject: [PATCH 2/5] Complete revision of SE_SkillProc, SE_LimitToSkill, SE_SkillProcSuccess (now implemented correctly) to function more accurately and efficiently, AA supported. This may need to be updated in the future, if more live spells readily become avialable to test with. --- changelog.txt | 1 + common/spdat.h | 4 +- zone/attack.cpp | 274 +++++++++++++++++++++++++++++---------- zone/bonuses.cpp | 75 ++++++++++- zone/bot.cpp | 20 +-- zone/bot.h | 2 +- zone/client_packet.cpp | 7 - zone/common.h | 3 + zone/mob.cpp | 50 +++++++ zone/mob.h | 13 +- zone/special_attacks.cpp | 89 ++++++++----- zone/spell_effects.cpp | 32 +---- zone/spells.cpp | 31 ----- 13 files changed, 415 insertions(+), 186 deletions(-) diff --git a/changelog.txt b/changelog.txt index 59f39c327..a55917f97 100644 --- a/changelog.txt +++ b/changelog.txt @@ -7,6 +7,7 @@ Sympathetic foci on items with proc rate mod will now benefit from that modifier Sympathetic foci can now be placed on AA's (This should always be slot1 in the AA) Kayen: Implemented SE_IllusionPersistence- Allows illusions to last until you die or the illusion is forcibly removed. Kayen: Added rule 'PreNerftBardAEDot' for SE_BardAEDot to allow it to once again do damage to moving targets. (Set to true) +Kayen: Completely revised SE_SkillProc, SE_LimitToSkill, SE_SkillProcSuccess to overall just work better and more accurately, AA support. Required SQL: utils/sql/git/required/2014_07_04_AA_Update.sql diff --git a/common/spdat.h b/common/spdat.h index 42091338a..69082d305 100644 --- a/common/spdat.h +++ b/common/spdat.h @@ -37,6 +37,8 @@ #define MAX_SPELL_TRIGGER 12 // One for each slot(only 6 for AA since AA use 2) #define MAX_RESISTABLE_EFFECTS 12 // Number of effects that are typcially checked agianst resists. #define MaxLimitInclude 16 //Number(x 0.5) of focus Limiters that have inclusive checks used when calcing focus effects +#define MAX_SKILL_PROCS 4 //Number of spells to check skill procs from. (This is arbitrary) [Single spell can have multiple proc checks] + const int Z_AGGRO=10; @@ -576,7 +578,7 @@ typedef enum { //#define SE_IncreaseExtTargetWindow 426 // *not implmented[AA] - increases the capacity of your extended target window #define SE_SkillProc 427 // implemented - chance to proc when using a skill(ie taunt) #define SE_LimitToSkill 428 // implemented - limits what skills will effect a skill proc -#define SE_SkillProc2 429 // implemented - chance to proc when using a skill (most have hit limits) +#define SE_SkillProcSuccess 429 // implemented - chance to proc when tje skill in use successfully fires. //#define SE_PostEffect 430 // *not implemented - Fear of the Dark(27641) - Alters vision //#define SE_PostEffectData 431 // *not implemented - Fear of the Dark(27641) - Alters vision //#define SE_ExpandMaxActiveTrophyBen 432 // not used diff --git a/zone/attack.cpp b/zone/attack.cpp index fdbc46d24..6bf7b744c 100644 --- a/zone/attack.cpp +++ b/zone/attack.cpp @@ -1359,8 +1359,11 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b MeleeLifeTap(damage); - if (damage > 0) + if (damage > 0){ CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess); + if (HasSkillProcSuccess() && other && other->GetHP() > 0) + TrySkillProc(other, skillinuse, 0, true, Hand); + } //break invis when you attack if(invisible) { @@ -2018,9 +2021,12 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool if (!GetTarget()) return true; //We killed them - if(!bRiposte && other->GetHP() > 0 ) { + if(!bRiposte && other && other->GetHP() > 0) { TryWeaponProc(nullptr, weapon, other, Hand); //no weapon TrySpellProc(nullptr, weapon, other, Hand); + + if (damage > 0 && HasSkillProcSuccess()) + TrySkillProc(other, skillinuse, 0, true, Hand); } TriggerDefensiveProcs(nullptr, other, Hand, damage); @@ -3426,9 +3432,20 @@ bool Mob::HasDefensiveProcs() const bool Mob::HasSkillProcs() const { - for (int i = 0; i < MAX_PROCS; i++) - if (SkillProcs[i].spellID != SPELL_UNKNOWN) + + for(int i = 0; i < MAX_SKILL_PROCS; i++){ + if (spellbonuses.SkillProc[i] || itembonuses.SkillProc[i] || aabonuses.SkillProc[i]) return true; + } + return false; +} + +bool Mob::HasSkillProcSuccess() const +{ + for(int i = 0; i < MAX_SKILL_PROCS; i++){ + if (spellbonuses.SkillProcSuccess[i] || itembonuses.SkillProcSuccess[i] || aabonuses.SkillProcSuccess[i]) + return true; + } return false; } @@ -3911,22 +3928,7 @@ float Mob::GetProcChances(float ProcBonus, uint16 weapon_speed, uint16 hand) int mydex = GetDEX(); float ProcChance = 0.0f; - switch (hand) { - case 13: - weapon_speed = attack_timer.GetDuration(); - break; - case 14: - weapon_speed = attack_dw_timer.GetDuration(); - break; - case 11: - weapon_speed = ranged_timer.GetDuration(); - break; - } - - //calculate the weapon speed in ms, so we can use the rule to compare against. - // fast as a client can swing, so should be the floor of the proc chance - if (weapon_speed < RuleI(Combat, MinHastedDelay)) - weapon_speed = RuleI(Combat, MinHastedDelay); + weapon_speed = GetWeaponSpeedbyHand(hand); if (RuleB(Combat, AdjustProcPerMinute)) { ProcChance = (static_cast(weapon_speed) * @@ -3948,25 +3950,10 @@ float Mob::GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 w ProcBonus = 0; ProcChance = 0; - switch(hand){ - case 13: - weapon_speed = attack_timer.GetDuration(); - break; - case 14: - weapon_speed = attack_dw_timer.GetDuration(); - break; - case 11: - return 0; - break; - } + weapon_speed = GetWeaponSpeedbyHand(hand); - //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 - weapon_speed = RuleI(Combat, MinHastedDelay); - - ProcChance = ((float)weapon_speed * RuleR(Combat, AvgDefProcsPerMinute) / 60000.0f); // compensate for weapon_speed being in ms - ProcBonus += float(myagi) * RuleR(Combat, DefProcPerMinAgiContrib) / 100.0f; + ProcChance = (static_cast(weapon_speed) * RuleR(Combat, AvgDefProcsPerMinute) / 60000.0f); // compensate for weapon_speed being in ms + ProcBonus += static_cast(myagi) * RuleR(Combat, DefProcPerMinAgiContrib) / 100.0f; ProcChance = ProcChance + (ProcChance * ProcBonus); mlog(COMBAT__PROCS, "Defensive Proc chance %.2f (%.2f from bonuses)", ProcChance, ProcBonus); @@ -3981,13 +3968,9 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand, int dam return; } - bool bSkillProc = HasSkillProcs(); bool bDefensiveProc = HasDefensiveProcs(); - if (!bDefensiveProc && !bSkillProc) - return; - - if (!bDefensiveProc && (bSkillProc && damage >= 0)) + if (!bDefensiveProc) return; float ProcChance, ProcBonus; @@ -4001,29 +3984,14 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand, int dam if (bDefensiveProc){ for (int i = 0; i < MAX_PROCS; i++) { if (DefensiveProcs[i].spellID != SPELL_UNKNOWN) { - int chance = ProcChance * (DefensiveProcs[i].chance); - if ((MakeRandomInt(0, 100) < chance)) { + float chance = ProcChance * (static_cast(DefensiveProcs[i].chance)/100.0f); + if ((MakeRandomInt(0, 1) <= chance)) { ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on); CheckNumHitsRemaining(NUMHIT_DefensiveSpellProcs,0,DefensiveProcs[i].base_spellID); } } } } - - if (bSkillProc && damage < 0){ - - if (damage == -1) - TrySkillProc(on, SkillBlock, ProcChance); - - if (damage == -2) - TrySkillProc(on, SkillParry, ProcChance); - - if (damage == -3) - TrySkillProc(on, SkillRiposte, ProcChance); - - if (damage == -4) - TrySkillProc(on, SkillDodge, ProcChance); - } } void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) { @@ -4032,7 +4000,7 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) { LogFile->write(EQEMuLog::Error, "A null Mob object was passed to Mob::TryWeaponProc for evaluation!"); return; } - + if (!IsAttackAllowed(on)) { mlog(COMBAT__PROCS, "Preventing procing off of unattackable things."); return; @@ -4059,6 +4027,7 @@ 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) { + if (!weapon) return; uint16 skillinuse = 28; @@ -4135,8 +4104,6 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on } } // TODO: Powersource procs - if (HasSkillProcs()) - TrySkillProc(on, skillinuse, ProcChance); return; } @@ -4217,6 +4184,14 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on, } } + if (HasSkillProcs() && hand != 11){ //We check ranged skill procs within the attack functions. + uint16 skillinuse = 28; + if (weapon) + skillinuse = GetSkillByItemType(weapon->ItemType); + + TrySkillProc(on, skillinuse, 0, false, hand); + } + return; } @@ -4560,7 +4535,7 @@ uint16 Mob::GetDamageTable(SkillUseTypes skillinuse) } } -void Mob::TrySkillProc(Mob *on, uint16 skill, float chance) +void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, uint16 hand, bool IsDefensive) { if (!on) { @@ -4569,17 +4544,174 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, float chance) return; } - for (int i = 0; i < MAX_PROCS; i++) { - if (SkillProcs[i].spellID != SPELL_UNKNOWN){ - if (PassLimitToSkill(SkillProcs[i].base_spellID,skill)){ - int ProcChance = chance * (float)SkillProcs[i].chance; - if ((MakeRandomInt(0, 100) < ProcChance)) { - ExecWeaponProc(nullptr, SkillProcs[i].spellID, on); - CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs,0, SkillProcs[i].base_spellID); + if (!spellbonuses.LimitToSkill[skill] && !itembonuses.LimitToSkill[skill] && !aabonuses.LimitToSkill[skill]) + return; + + /*Allow one proc from each (Spell/Item/AA) + Kayen: Due to limited avialability of effects on live it is too difficult + to confirm how they stack at this time, will adjust formula when more data is avialablle to test.*/ + bool CanProc = true; + + uint16 base_spell_id = 0; + uint16 proc_spell_id = 0; + float ProcMod = 0; + float chance = 0; + + if (IsDefensive) + chance = on->GetSkillProcChances(ReuseTime, hand); + else + chance = GetSkillProcChances(ReuseTime, hand); + + if (spellbonuses.LimitToSkill[skill]){ + + for(int e = 0; e < MAX_SKILL_PROCS; e++){ + + if (CanProc && + (!Success && spellbonuses.SkillProc[e] && IsValidSpell(spellbonuses.SkillProc[e])) + || (Success && spellbonuses.SkillProcSuccess[e] && IsValidSpell(spellbonuses.SkillProcSuccess[e]))) { + base_spell_id = spellbonuses.SkillProc[e]; + base_spell_id = 0; + ProcMod = 0; + + for (int i = 0; i < EFFECT_COUNT; i++) { + + if (spells[base_spell_id].effectid[i] == SE_SkillProc) { + proc_spell_id = spells[base_spell_id].base[i]; + ProcMod = static_cast(spells[base_spell_id].base2[i]); + } + + else if (spells[base_spell_id].effectid[i] == SE_LimitToSkill && spells[base_spell_id].effectid[i] <= HIGHEST_SKILL) { + + if (CanProc && spells[base_spell_id].base[i] == skill && IsValidSpell(proc_spell_id)) { + float final_chance = chance * (ProcMod / 100.0f); + if (MakeRandomFloat(0, 1) <= final_chance) { + ExecWeaponProc(nullptr, proc_spell_id, on); + CheckNumHitsRemaining(NUMHIT_OffensiveSpellProcs,0, base_spell_id); + CanProc = false; + break; + } + } + } + else { + proc_spell_id = 0; + ProcMod = 0; + } } } } } + + if (itembonuses.LimitToSkill[skill]){ + CanProc = true; + for(int e = 0; e < MAX_SKILL_PROCS; e++){ + + if (CanProc && + (!Success && itembonuses.SkillProc[e] && IsValidSpell(itembonuses.SkillProc[e])) + || (Success && itembonuses.SkillProcSuccess[e] && IsValidSpell(itembonuses.SkillProcSuccess[e]))) { + base_spell_id = itembonuses.SkillProc[e]; + base_spell_id = 0; + ProcMod = 0; + + for (int i = 0; i < EFFECT_COUNT; i++) { + + if (spells[base_spell_id].effectid[i] == SE_SkillProc) { + proc_spell_id = spells[base_spell_id].base[i]; + ProcMod = static_cast(spells[base_spell_id].base2[i]); + } + + else if (spells[base_spell_id].effectid[i] == SE_LimitToSkill && spells[base_spell_id].effectid[i] <= HIGHEST_SKILL) { + + if (CanProc && spells[base_spell_id].base[i] == skill && IsValidSpell(proc_spell_id)) { + float final_chance = chance * (ProcMod / 100.0f); + if (MakeRandomFloat(0, 1) <= final_chance) { + ExecWeaponProc(nullptr, proc_spell_id, on); + CanProc = false; + break; + } + } + } + else { + proc_spell_id = 0; + ProcMod = 0; + } + } + } + } + } + + if (IsClient() && aabonuses.LimitToSkill[skill]){ + + CanProc = true; + uint32 effect = 0; + int32 base1 = 0; + int32 base2 = 0; + uint32 slot = 0; + + for(int e = 0; e < MAX_SKILL_PROCS; e++){ + + if (CanProc && + (!Success && aabonuses.SkillProc[e]) + || (Success && aabonuses.SkillProcSuccess[e])){ + int aaid = aabonuses.SkillProc[e]; + base_spell_id = 0; + ProcMod = 0; + + std::map >::const_iterator find_iter = aa_effects.find(aaid); + if(find_iter == aa_effects.end()) + break; + + for (std::map::const_iterator iter = aa_effects[aaid].begin(); iter != aa_effects[aaid].end(); ++iter) { + effect = iter->second.skill_id; + base1 = iter->second.base1; + base2 = iter->second.base2; + slot = iter->second.slot; + + if (effect == SE_SkillProc) { + proc_spell_id = base1; + ProcMod = static_cast(base2); + } + + else if (effect == SE_LimitToSkill && effect <= HIGHEST_SKILL) { + + if (CanProc && base1 == skill && IsValidSpell(proc_spell_id)) { + float final_chance = chance * (ProcMod / 100.0f); + + if (MakeRandomFloat(0, 1) <= final_chance) { + ExecWeaponProc(nullptr, proc_spell_id, on); + CanProc = false; + break; + } + } + } + else { + proc_spell_id = 0; + ProcMod = 0; + } + } + } + } + } +} + +float Mob::GetSkillProcChances(uint16 ReuseTime, uint16 hand) { + + uint16 weapon_speed; + float ProcChance = 0; + + if (!ReuseTime && hand) { + + weapon_speed = GetWeaponSpeedbyHand(hand); + + ProcChance = static_cast(weapon_speed) * (RuleR(Combat, AvgProcsPerMinute) / 60000.0f); + + if (hand != 13) + ProcChance /= 2; + } + + else + ProcChance = static_cast(ReuseTime) * (RuleR(Combat, AvgProcsPerMinute) / 60000.0f); + + return ProcChance; } bool Mob::TryRootFadeByDamage(int buffslot, Mob* attacker) { diff --git a/zone/bonuses.cpp b/zone/bonuses.cpp index b21eeaa0a..7bc691a9a 100644 --- a/zone/bonuses.cpp +++ b/zone/bonuses.cpp @@ -637,7 +637,7 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon) continue; _log(AA__BONUSES, "Applying Effect %d from AA %u in slot %d (base1: %d, base2: %d) on %s", effect, aaid, slot, base1, base2, this->GetCleanName()); - + uint8 focus = IsFocusEffect(0, 0, true,effect); if (focus) { @@ -1333,6 +1333,41 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon) newbon->IllusionPersistence = true; break; + case SE_LimitToSkill:{ + if (base1 <= HIGHEST_SKILL) + newbon->LimitToSkill[base1] = true; + break; + } + + case SE_SkillProc:{ + for(int e = 0; e < MAX_SKILL_PROCS; e++) + { + if(newbon->SkillProc[e] && newbon->SkillProc[e] == aaid) + break; //Do not use the same aa id more than once. + + else if(!newbon->SkillProc[e]){ + newbon->SkillProc[e] = aaid; + break; + } + } + break; + } + + case SE_SkillProcSuccess:{ + + for(int e = 0; e < MAX_SKILL_PROCS; e++) + { + if(newbon->SkillProcSuccess[e] && newbon->SkillProcSuccess[e] == aaid) + break; //Do not use the same spell id more than once. + + else if(!newbon->SkillProcSuccess[e]){ + newbon->SkillProcSuccess[e] = aaid; + break; + } + } + break; + } + } } } @@ -2884,6 +2919,44 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne newbon->IllusionPersistence = true; break; + case SE_LimitToSkill:{ + if (effect_value <= HIGHEST_SKILL){ + newbon->LimitToSkill[effect_value] = true; + Shout("BONUS Set Limit = %i", effect_value); + } + break; + } + + case SE_SkillProc:{ + + for(int e = 0; e < MAX_SKILL_PROCS; e++) + { + if(newbon->SkillProc[e] && newbon->SkillProc[e] == spell_id) + break; //Do not use the same spell id more than once. + + else if(!newbon->SkillProc[e]){ + newbon->SkillProc[e] = spell_id; + break; + } + } + break; + } + + case SE_SkillProcSuccess:{ + + for(int e = 0; e < MAX_SKILL_PROCS; e++) + { + if(newbon->SkillProcSuccess[e] && newbon->SkillProcSuccess[e] == spell_id) + break; //Do not use the same spell id more than once. + + else if(!newbon->SkillProcSuccess[e]){ + newbon->SkillProcSuccess[e] = spell_id; + break; + } + } + break; + } + //Special custom cases for loading effects on to NPC from 'npc_spels_effects' table if (IsAISpellEffect) { diff --git a/zone/bot.cpp b/zone/bot.cpp index a1a31740e..86a2a9b64 100644 --- a/zone/bot.cpp +++ b/zone/bot.cpp @@ -3292,7 +3292,7 @@ bool Bot::CheckBotDoubleAttack(bool tripleAttack) { return false; } -void Bot::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod, int16 focus, bool CanRiposte) +void Bot::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod, int16 focus, bool CanRiposte, int ReuseTime) { if (!CanDoSpecialAttack(other)) return; @@ -3396,10 +3396,11 @@ void Bot::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes other->Stun(100); } - if (CanSkillProc && HasSkillProcs()){ - float chance = 10.0f*RuleR(Combat, AvgProcsPerMinute)/60000.0f; - TrySkillProc(other, skillinuse, chance); - } + if (CanSkillProc && HasSkillProcs()) + TrySkillProc(other, skillinuse, ReuseTime); + + if (CanSkillProc && (damage > 0) && HasSkillProcSuccess()) + TrySkillProc(other, skillinuse, ReuseTime, true); } void Bot::ApplySpecialAttackMod(SkillUseTypes skill, int32 &dmg, int32 &mindmg) { @@ -8102,10 +8103,11 @@ void Bot::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage, //who->Stun(100); Kayen: This effect does not stun on live, it only moves the NPC. } - if (HasSkillProcs()){ - float chance = (float)ReuseTime*RuleR(Combat, AvgProcsPerMinute)/60000.0f; - TrySkillProc(who, skill, chance); - } + if (HasSkillProcs()) + TrySkillProc(who, skill, ReuseTime*1000); + + if (max_damage > 0 && HasSkillProcSuccess()) + TrySkillProc(who, skill, ReuseTime*1000, true); if(max_damage == -3 && !(who->GetHP() <= 0)) DoRiposte(who); diff --git a/zone/bot.h b/zone/bot.h index 485d37377..84f04e85b 100644 --- a/zone/bot.h +++ b/zone/bot.h @@ -185,7 +185,7 @@ public: virtual void RogueAssassinate(Mob* other); virtual void DoClassAttacks(Mob *target, bool IsRiposte=false); virtual bool TryHeadShot(Mob* defender, SkillUseTypes skillInUse); - virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false); + virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false, int ReuseTime =0); virtual void ApplySpecialAttackMod(SkillUseTypes skill, int32 &dmg, int32 &mindmg); bool CanDoSpecialAttack(Mob *other); virtual int32 CheckAggroAmount(uint16 spellid); diff --git a/zone/client_packet.cpp b/zone/client_packet.cpp index fa708acaf..61b432db5 100644 --- a/zone/client_packet.cpp +++ b/zone/client_packet.cpp @@ -9490,13 +9490,6 @@ void Client::CompleteConnect() AddRangedProc(GetProcID(buffs[j1].spellid, x1), 100+spells[buffs[j1].spellid].base2[x1],buffs[j1].spellid); break; } - case SE_SkillProc2: - case SE_SkillProc: - { - AddSkillProc(GetProcID(buffs[j1].spellid, x1), 100+spells[buffs[j1].spellid].base2[x1],buffs[j1].spellid); - break; - } - } } } diff --git a/zone/common.h b/zone/common.h index 98e2ebcec..2aa0101be 100644 --- a/zone/common.h +++ b/zone/common.h @@ -375,6 +375,9 @@ struct StatBonuses { bool Sanctuary; // Sanctuary effect, lowers place on hate list until cast on others. int16 FactionModPct; // Modifies amount of faction gained. int16 MeleeVulnerability; // Weakness/mitigation to melee damage + bool LimitToSkill[HIGHEST_SKILL+2]; // Determines if we need to search for a skill proc. + uint16 SkillProc[MAX_SKILL_PROCS]; // Max number of spells containing skill_procs. + uint16 SkillProcSuccess[MAX_SKILL_PROCS]; // Max number of spells containing skill_procs_success. // AAs int8 Packrat; //weight reduction for items, 1 point = 10% diff --git a/zone/mob.cpp b/zone/mob.cpp index 93b9f5047..f9b275631 100644 --- a/zone/mob.cpp +++ b/zone/mob.cpp @@ -3050,6 +3050,34 @@ void Mob::TriggerDefensiveProcs(const ItemInst* weapon, Mob *on, uint16 hand, in return; on->TryDefensiveProc(weapon, this, hand, damage); + + //Defensive Skill Procs + if (damage < 0 && damage >= -4) { + uint16 skillinuse = 0; + switch (damage) { + case (-1): + skillinuse = SkillBlock; + break; + + case (-2): + skillinuse = SkillParry; + break; + + case (-3): + skillinuse = SkillRiposte; + break; + + case (-4): + skillinuse = SkillDodge; + break; + } + + if (on->HasSkillProcs()) + on->TrySkillProc(this, skillinuse, 0, false, hand, true); + + if (on->HasSkillProcSuccess()) + on->TrySkillProc(this, skillinuse, 0, true, hand, true); + } } void Mob::SetDeltas(float dx, float dy, float dz, float dh) { @@ -4714,6 +4742,28 @@ bool Mob::PassLimitToSkill(uint16 spell_id, uint16 skill) { return false; } +uint16 Mob::GetWeaponSpeedbyHand(uint16 hand) { + + uint16 weapon_speed = 0; + switch (hand) { + + case 13: + weapon_speed = attack_timer.GetDuration(); + break; + case 14: + weapon_speed = attack_dw_timer.GetDuration(); + break; + case 11: + weapon_speed = ranged_timer.GetDuration(); + break; + } + + if (weapon_speed < RuleI(Combat, MinHastedDelay)) + weapon_speed = RuleI(Combat, MinHastedDelay); + + return weapon_speed; +} + int8 Mob::GetDecayEffectValue(uint16 spell_id, uint16 spelleffect) { if (!IsValidSpell(spell_id)) diff --git a/zone/mob.h b/zone/mob.h index cb44dd80c..fcb0ece3d 100644 --- a/zone/mob.h +++ b/zone/mob.h @@ -506,9 +506,8 @@ public: bool AddDefensiveProc(uint16 spell_id, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN); bool RemoveDefensiveProc(uint16 spell_id, bool bAll = false); bool HasDefensiveProcs() const; - bool AddSkillProc(uint16 spell_id, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN); - bool RemoveSkillProc(uint16 spell_id, bool bAll = false); bool HasSkillProcs() const; + bool HasSkillProcSuccess() const; bool AddProcToWeapon(uint16 spell_id, bool bPerma = false, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN); bool RemoveProcFromWeapon(uint16 spell_id, bool bAll = false); bool HasProcs() const; @@ -700,9 +699,9 @@ public: int32 ReduceAllDamage(int32 damage); virtual void DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool HitChance=false, bool CanAvoid=true); - virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const Item_Struct* item=nullptr, uint16 weapon_damage=0, int16 chance_mod=0,int16 focus=0); - virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false); - virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const ItemInst* Ammo=nullptr, uint16 weapon_damage=0, int16 chance_mod=0, int16 focus=0); + virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const Item_Struct* item=nullptr, uint16 weapon_damage=0, int16 chance_mod=0,int16 focus=0, int ReuseTime=0); + virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false, int ReuseTime=0); + virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const ItemInst* Ammo=nullptr, uint16 weapon_damage=0, int16 chance_mod=0, int16 focus=0, int ReuseTime=0); bool CanDoSpecialAttack(Mob *other); bool Flurry(ExtraAttackOptions *opts); bool Rampage(ExtraAttackOptions *opts); @@ -987,7 +986,7 @@ protected: bool focused; void CalcSpellBonuses(StatBonuses* newbon); virtual void CalcBonuses(); - void TrySkillProc(Mob *on, uint16 skill, float chance); + void TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false); bool PassLimitToSkill(uint16 spell_id, uint16 skill); bool PassLimitClass(uint32 Classes_, uint16 Class_); void TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand = 13, int damage=0); @@ -999,6 +998,8 @@ protected: virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13); virtual float GetSpecialProcChances(uint16 hand); virtual float GetAssassinateProcChances(uint16 ReuseTime); + virtual float GetSkillProcChances(uint16 ReuseTime, uint16 hand = 0); + uint16 GetWeaponSpeedbyHand(uint16 hand); int GetWeaponDamage(Mob *against, const Item_Struct *weapon_item); int GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate = nullptr); int GetKickDamage(); diff --git a/zone/special_attacks.cpp b/zone/special_attacks.cpp index 4ffa21ab4..4eb19b61d 100644 --- a/zone/special_attacks.cpp +++ b/zone/special_attacks.cpp @@ -171,11 +171,12 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage, //who->Stun(100); Kayen: This effect does not stun on live, it only moves the NPC. } - if (HasSkillProcs()){ - float chance = (float)ReuseTime*RuleR(Combat, AvgProcsPerMinute)/60000.0f; - TrySkillProc(who, skill, chance); - } - + if (HasSkillProcs()) + TrySkillProc(who, skill, ReuseTime*1000); + + if (max_damage > 0 && HasSkillProcSuccess()) + TrySkillProc(who, skill, ReuseTime*1000, true); + if(max_damage == -3 && !who->HasDied()) DoRiposte(who); } @@ -847,7 +848,7 @@ void Client::RangedAttack(Mob* other, bool CanDoubleAttack) { } } -void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const ItemInst* Ammo, uint16 weapon_damage, int16 chance_mod, int16 focus) +void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const ItemInst* Ammo, uint16 weapon_damage, int16 chance_mod, int16 focus, int ReuseTime) { if (!CanDoSpecialAttack(other)) return; @@ -967,20 +968,33 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item entity_list.MessageClose_StringID(this, false, 200, MT_CritMelee, FATAL_BOW_SHOT, GetName()); other->Damage(this, TotalDmg, SPELL_UNKNOWN, SkillArchery); - + + if (TotalDmg > 0 && HasSkillProcSuccess() && GetTarget() && other && !other->HasDied()){ + if (ReuseTime) + TrySkillProc(other, SkillArchery, ReuseTime); + else + TrySkillProc(other, SkillArchery, 0, true, 11); + } } //try proc on hits and misses - if((RangeWeapon != nullptr) && GetTarget() && other && (other->GetHP() > -10)) + if((RangeWeapon != nullptr) && GetTarget() && other && !other->HasDied()) { TryWeaponProc(RangeWeapon, other, 11); } //Arrow procs because why not? - if((Ammo != NULL) && GetTarget() && other && (other->GetHP() > -10)) + if((Ammo != NULL) && GetTarget() && other && !other->HasDied()) { TryWeaponProc(Ammo, other, 11); } + + if (HasSkillProcs() && GetTarget() && other && !other->HasDied()){ + if (ReuseTime) + TrySkillProc(other, SkillArchery, ReuseTime); + else + TrySkillProc(other, SkillArchery, 0, false, 11); + } } void NPC::RangedAttack(Mob* other) @@ -1253,7 +1267,7 @@ void Client::ThrowingAttack(Mob* other, bool CanDoubleAttack) { //old was 51 } } -void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item_Struct* item, uint16 weapon_damage, int16 chance_mod,int16 focus) +void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item_Struct* item, uint16 weapon_damage, int16 chance_mod,int16 focus, int ReuseTime) { if (!CanDoSpecialAttack(other)) return; @@ -1309,10 +1323,25 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite TotalDmg = -5; other->Damage(this, TotalDmg, SPELL_UNKNOWN, SkillThrowing); + + if (TotalDmg > 0 && HasSkillProcSuccess() && GetTarget() && other && !other->HasDied()){ + if (ReuseTime) + TrySkillProc(other, SkillThrowing, ReuseTime); + else + TrySkillProc(other, SkillThrowing, 0, true, 11); + } } if((RangeWeapon != nullptr) && GetTarget() && other && (other->GetHP() > -10)) TryWeaponProc(RangeWeapon, other, 11); + + if (HasSkillProcs() && GetTarget() && other && !other->HasDied()){ + if (ReuseTime) + TrySkillProc(other, SkillThrowing, ReuseTime); + else + TrySkillProc(other, SkillThrowing, 0, false, 11); + } + } void Mob::SendItemAnimation(Mob *to, const Item_Struct *item, SkillUseTypes skillInUse) { @@ -1891,6 +1920,7 @@ void Mob::Taunt(NPC* who, bool always_succeed, float chance_bonus) { Mob *hate_top = who->GetHateMost(); float level_difference = GetLevel() - who->GetLevel(); + bool Success = false; //Support for how taunt worked pre 2000 on LIVE - Can not taunt NPC over your level. if ((RuleB(Combat,TauntOverLevel) == false) && (level_difference < 0) || who->GetSpecialAbility(IMMUNE_TAUNT)){ @@ -1903,7 +1933,7 @@ void Mob::Taunt(NPC* who, bool always_succeed, float chance_bonus) { int32 newhate = 0; float tauntchance = 50.0f; - + if(always_succeed) tauntchance = 101.0f; @@ -1940,6 +1970,7 @@ void Mob::Taunt(NPC* who, bool always_succeed, float chance_bonus) { if (hate_top && hate_top != this){ newhate = (who->GetNPCHate(hate_top) - who->GetNPCHate(this)) + 1; who->CastToNPC()->AddToHateList(this, newhate); + Success = true; } else who->CastToNPC()->AddToHateList(this,12); @@ -1955,10 +1986,12 @@ void Mob::Taunt(NPC* who, bool always_succeed, float chance_bonus) { else Message_StringID(MT_SpellFailure,FAILED_TAUNT); - if (HasSkillProcs()){ - float chance = (float)TauntReuseTime*RuleR(Combat, AvgProcsPerMinute)/60000.0f; - TrySkillProc(who, SkillTaunt, chance); - } + if (HasSkillProcs()) + TrySkillProc(who, SkillTaunt, TauntReuseTime*1000); + + + if (Success && HasSkillProcSuccess()) + TrySkillProc(who, SkillTaunt, TauntReuseTime*1000, true); } @@ -2045,20 +2078,7 @@ float Mob::GetSpecialProcChances(uint16 hand) float ProcChance = 0.0f; float ProcBonus = 0.0f; - switch (hand) { - case 13: - weapon_speed = attack_timer.GetDuration(); - break; - case 14: - weapon_speed = attack_dw_timer.GetDuration(); - break; - case 11: - weapon_speed = ranged_timer.GetDuration(); - break; - } - - if (weapon_speed < RuleI(Combat, MinHastedDelay)) - weapon_speed = RuleI(Combat, MinHastedDelay); + weapon_speed = GetWeaponSpeedbyHand(hand); if (RuleB(Combat, AdjustSpecialProcPerMinute)) { ProcChance = (static_cast(weapon_speed) * @@ -2138,7 +2158,7 @@ float Mob::GetAssassinateProcChances(uint16 ReuseTime) return ProcChance; } -void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod, int16 focus, bool CanRiposte) +void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod, int16 focus, bool CanRiposte, int ReuseTime) { if (!CanDoSpecialAttack(other)) return; @@ -2244,10 +2264,11 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes SpellFinished(904, other, 10, 0, -1, spells[904].ResistDiff); } - if (CanSkillProc && HasSkillProcs()){ - float chance = 10.0f*RuleR(Combat, AvgProcsPerMinute)/60000.0f; - TrySkillProc(other, skillinuse, chance); - } + if (CanSkillProc && HasSkillProcs()) + TrySkillProc(other, skillinuse, ReuseTime); + + if (CanSkillProc && (damage > 0) && HasSkillProcSuccess()) + TrySkillProc(other, skillinuse, ReuseTime, true); } bool Mob::CanDoSpecialAttack(Mob *other) diff --git a/zone/spell_effects.cpp b/zone/spell_effects.cpp index b92ea524c..84c1ec889 100644 --- a/zone/spell_effects.cpp +++ b/zone/spell_effects.cpp @@ -1773,20 +1773,6 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial) break; } - case SE_SkillProc2: - case SE_SkillProc: - { - uint16 procid = GetProcID(spell_id, i); -#ifdef SPELL_EFFECT_SPAM - snprintf(effect_desc, _EDLEN, "Weapon Proc: %s (id %d)", spells[effect_value].name, procid); -#endif - if(spells[spell_id].base2[i] == 0) - AddSkillProc(procid, 100, spell_id); - else - AddSkillProc(procid, spells[spell_id].base2[i]+100, spell_id); - break; - } - case SE_NegateAttacks: { #ifdef SPELL_EFFECT_SPAM @@ -2257,6 +2243,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial) *Max is lower value then Weapon base, possibly min hit vs Weapon Damage range ie. MakeRandInt(max,base) */ int16 focus = 0; + int ReuseTime = spells[spell_id].recast_time + spells[spell_id].recovery_time; if(caster->IsClient()) focus = caster->CastToClient()->GetFocusEffect(focusFcBaseEffects, spell_id); @@ -2264,15 +2251,15 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial) switch(spells[spell_id].skill) { case SkillThrowing: - caster->DoThrowingAttackDmg(this, nullptr, nullptr, spells[spell_id].base[i],spells[spell_id].base2[i], focus); + caster->DoThrowingAttackDmg(this, nullptr, nullptr, spells[spell_id].base[i],spells[spell_id].base2[i], focus, ReuseTime); break; case SkillArchery: - caster->DoArcheryAttackDmg(this, nullptr, nullptr, spells[spell_id].base[i],spells[spell_id].base2[i],focus); + caster->DoArcheryAttackDmg(this, nullptr, nullptr, spells[spell_id].base[i],spells[spell_id].base2[i],focus,ReuseTime); break; default: - caster->DoMeleeSkillAttackDmg(this, spells[spell_id].base[i], spells[spell_id].skill, spells[spell_id].base2[i], focus); + caster->DoMeleeSkillAttackDmg(this, spells[spell_id].base[i], spells[spell_id].skill, spells[spell_id].base2[i], focus, ReuseTime); break; } break; @@ -2970,6 +2957,9 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial) case SE_FactionModPct: case SE_LimitSpellClass: case SE_Sanctuary: + case SE_PetMeleeMitigation: + case SE_SkillProc: + case SE_SkillProcSuccess: { break; } @@ -3683,14 +3673,6 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses) break; } - case SE_SkillProc2: - case SE_SkillProc: - { - uint16 procid = GetProcID(buffs[slot].spellid, i); - RemoveSkillProc(procid); - break; - } - case SE_DefensiveProc: { uint16 procid = GetProcID(buffs[slot].spellid, i); diff --git a/zone/spells.cpp b/zone/spells.cpp index 6a87f2409..f8ce8baa0 100644 --- a/zone/spells.cpp +++ b/zone/spells.cpp @@ -5103,37 +5103,6 @@ bool Mob::RemoveDefensiveProc(uint16 spell_id, bool bAll) return true; } -bool Mob::AddSkillProc(uint16 spell_id, uint16 iChance, uint16 base_spell_id) -{ - if(spell_id == SPELL_UNKNOWN) - return(false); - - int i; - for (i = 0; i < MAX_PROCS; i++) { - if (SkillProcs[i].spellID == SPELL_UNKNOWN) { - SkillProcs[i].spellID = spell_id; - SkillProcs[i].chance = iChance; - SkillProcs[i].base_spellID = base_spell_id; - mlog(SPELLS__PROCS, "Added spell-granted skill proc spell %d with chance %d to slot %d", spell_id, iChance, i); - return true; - } - } - return false; -} - -bool Mob::RemoveSkillProc(uint16 spell_id, bool bAll) -{ - for (int i = 0; i < MAX_PROCS; i++) { - if (bAll || SkillProcs[i].spellID == spell_id) { - SkillProcs[i].spellID = SPELL_UNKNOWN; - SkillProcs[i].chance = 0; - SkillProcs[i].base_spellID = SPELL_UNKNOWN; - mlog(SPELLS__PROCS, "Removed Skill proc %d from slot %d", spell_id, i); - } - } - return true; -} - bool Mob::AddRangedProc(uint16 spell_id, uint16 iChance, uint16 base_spell_id) { if(spell_id == SPELL_UNKNOWN) From d22d0a8145587e0a7460a1b14ebea1bb28f84bfc Mon Sep 17 00:00:00 2001 From: KayenEQ Date: Sun, 6 Jul 2014 20:13:19 -0400 Subject: [PATCH 3/5] Update to how FcBaseEffect focus modifies SE_SkillAttack damage. --- zone/special_attacks.cpp | 14 ++++++++++---- 1 file changed, 10 insertions(+), 4 deletions(-) diff --git a/zone/special_attacks.cpp b/zone/special_attacks.cpp index 4eb19b61d..46bd810ad 100644 --- a/zone/special_attacks.cpp +++ b/zone/special_attacks.cpp @@ -875,6 +875,9 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item else WDmg = weapon_damage; + if (focus) //From FcBaseEffects + WDmg += WDmg*focus/100; + if((WDmg > 0) || (ADmg > 0)) { if(WDmg < 0) @@ -949,7 +952,6 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item other->MeleeMitigation(this, TotalDmg, minDmg); if(TotalDmg > 0) { - TotalDmg += TotalDmg*focus/100; ApplyMeleeDamageBonus(SkillArchery, TotalDmg); TotalDmg += other->GetFcDamageAmtIncoming(this, 0, true, SkillArchery); TotalDmg += (itembonuses.HeroicDEX / 10) + (TotalDmg * other->GetSkillDmgTaken(SkillArchery) / 100) + GetSkillDmgAmt(SkillArchery); @@ -1282,9 +1284,12 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite if (!weapon_damage && item != nullptr) WDmg = GetWeaponDamage(other, item); - else + else WDmg = weapon_damage; + if (focus) //From FcBaseEffects + WDmg += WDmg*focus/100; + int32 TotalDmg = 0; uint32 Assassinate_Dmg = 0; @@ -1308,7 +1313,6 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite other->MeleeMitigation(this, TotalDmg, minDmg); if(TotalDmg > 0) { - TotalDmg += TotalDmg*focus/100; ApplyMeleeDamageBonus(SkillThrowing, TotalDmg); TotalDmg += other->GetFcDamageAmtIncoming(this, 0, true, SkillThrowing); TotalDmg += (itembonuses.HeroicDEX / 10) + (TotalDmg * other->GetSkillDmgTaken(SkillThrowing) / 100) + GetSkillDmgAmt(SkillThrowing); @@ -2175,6 +2179,9 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes if(weapon_damage > 0){ + if (focus) //From FcBaseEffects + weapon_damage += weapon_damage*focus/100; + if(GetClass() == BERSERKER){ int bonus = 3 + GetLevel()/10; weapon_damage = weapon_damage * (100+bonus) / 100; @@ -2210,7 +2217,6 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes other->AvoidDamage(this, damage, CanRiposte); other->MeleeMitigation(this, damage, min_hit); if(damage > 0) { - damage += damage*focus/100; ApplyMeleeDamageBonus(skillinuse, damage); damage += other->GetFcDamageAmtIncoming(this, 0, true, skillinuse); damage += (itembonuses.HeroicSTR / 10) + (damage * other->GetSkillDmgTaken(skillinuse) / 100) + GetSkillDmgAmt(skillinuse); From b27ff80c751354a739669e4f31a0066cb75fc8e8 Mon Sep 17 00:00:00 2001 From: KayenEQ Date: Tue, 8 Jul 2014 08:04:56 -0400 Subject: [PATCH 4/5] fix for random int -> float error --- zone/attack.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/zone/attack.cpp b/zone/attack.cpp index 6bf7b744c..37759bc9a 100644 --- a/zone/attack.cpp +++ b/zone/attack.cpp @@ -3983,9 +3983,9 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand, int dam if (bDefensiveProc){ for (int i = 0; i < MAX_PROCS; i++) { - if (DefensiveProcs[i].spellID != SPELL_UNKNOWN) { + if (IsValidSpell(DefensiveProcs[i].spellID)) { float chance = ProcChance * (static_cast(DefensiveProcs[i].chance)/100.0f); - if ((MakeRandomInt(0, 1) <= chance)) { + if ((MakeRandomFloat(0, 1) <= chance)) { ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on); CheckNumHitsRemaining(NUMHIT_DefensiveSpellProcs,0,DefensiveProcs[i].base_spellID); } From 2918f6bc07547fb353679a770ff3a97fdf445eb6 Mon Sep 17 00:00:00 2001 From: KayenEQ Date: Tue, 8 Jul 2014 18:27:31 -0400 Subject: [PATCH 5/5] removal of debug msg --- zone/bonuses.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/zone/bonuses.cpp b/zone/bonuses.cpp index 7bc691a9a..e9501c4dd 100644 --- a/zone/bonuses.cpp +++ b/zone/bonuses.cpp @@ -2922,7 +2922,6 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_LimitToSkill:{ if (effect_value <= HIGHEST_SKILL){ newbon->LimitToSkill[effect_value] = true; - Shout("BONUS Set Limit = %i", effect_value); } break; }