Parama0: Negative modifer value that affects ALL avoid damage types dodge/parry/riposte/block) chance on defender. Ie (44,50 = 50 pct reduction to ALL)
Parama1: Negative modifer value that affects RIPOSTE chance on defender. Ie (44,1,0,50 = 50 pct reduction to riposte chance)
Parama2: Negative modifer value that affects PARRY chance on defender. Ie (44,1,0,0,50 = 50 pct reduction to parry chance)
Parama3: Negative modifer value that affects BLOCK chance on defender. Ie (44,1,0,0,0,50 = 50 pct reduction to block chance)
Parama4: Negative modifer value that affects DODGE chance on defender. e (44,1,0,0,0,0,50 = 50 pct reduction to dodge chance)
Example of usage: Player has Improved Dodge V (+50 pct dodge chance), you want to negate this bonus you would set 44,1,0,0,0,0,50 on your NPC.
Clean up and minor fixes to AvoidDamage function.
Added support to a few AA bonuses there.
the casters target exclusively until the target dies, when target dies
the pet is killed. (Pets don't respond to commands except get lost).
This does not stack with regular pets.
Note: On live these pets cast an actual spell (Unsummon) that kills them for 20k damage,
due to how limiting that is to be hard coded, the pets will simply just
kill themselves instead.
Pending, will needd to add an optional SQL to update pet tables to convert
known live spells that use this.
Renamed and refactored most functions and variables in hate_list.h/cpp for readability
Refactored how hate works in some local functions mixing the use of hate variable and split it out into different status variables
hate_list.cpp/.h style cleanup
hate_list.h header function sort, comment erase
functions should clearly state their function
by NPCs (ie Heal/Damage focus, cast time, spell range ect) from
both spell buffs and items.
Rule for enabling spell focus is TRUE by default
Rule for enabling item focus is FALSE by default.
Consilidated a number of redundant client / mob functions
to use the same pathway for calculating effect values.
Added class EQEmu::Random
Functions:
EQEmu::Random::Int(int low, int high)
EQEmu::Random::Real(double low, double high)
EQEmu::Random::Roll(int required)
EQEmu::Random::Roll(double required)
EQEmu::Random::Reseed()
For zone, you will access the random object through the zone object
ex.
zone->random.Int(0, 100);
Int returns a random int between low and high
Real returns a random double between low and high
Roll(int) returns true if Int(0, 99) < required is true
Roll(double) returns true if Real(0.0, 1.0) <= required is true