#include "../common/debug.h" #include "../common/timer.h" #include #include #include "spawn2.h" #include "entity.h" #include "masterentity.h" #include "zone.h" #include "spawngroup.h" #include "zonedb.h" #include "npc.h" #include "mob.h" #include "client.h" #include "worldserver.h" #include "QuestParserCollection.h" #include "event_codes.h" #include "embparser.h" #include #include extern EntityList entity_list; extern Zone* zone; extern WorldServer worldserver; //All functions that modify a value are passed the value as it was computed by default formulas and bonuses. In most cases this should be the final value that will be used. //These are called when a zone boots or is repopped void Zone::mod_init() { return; } void Zone::mod_repop() { return; } //Pre-spawn hook called from the NPC object to be spawned void NPC::mod_prespawn(Spawn2 *sp) { return; } //Base damage from NPC::Attack int NPC::mod_npc_damage(int damage, SkillType skillinuse, int hand, const Item_Struct* weapon, Mob* other) { return(damage); } //Mob c has been given credit for a kill. This is called after the regular EVENT_KILLED_MERIT event. void NPC::mod_npc_killed_merit(Mob* c) { return; } //Mob oos has been given credit for a kill. This is called after the regular EVENT_DEATH event. void NPC::mod_npc_killed(Mob* oos) { return; } //Base damage from Client::Attack - can cover myriad skill types int Client::mod_client_damage(int damage, SkillType skillinuse, int hand, const ItemInst* weapon, Mob* other) { return(damage); } //message is char[4096], don't screw it up. Return true for normal behavior, false to return immediately. // Channels: // 0 - Guild Chat // 2 - Group Chat // 3 - Shout // 4 - Auction // 5 - Out of Character // 6 - Broadcast // 7 - Tell // 8 - Say // 11 - GMSay // 15 - Raid Chat // 20 - UCS Relay for UF client and later // 22 - Emotes for UF and later bool Client::mod_client_message(char* message, uint8 chan_num) { return(true); } //Skillup override. When this is called the regular skillup check has failed. Return false to proceed with default behavior. //This will NOT allow a client to increase skill past a cap. bool Client::mod_can_increase_skill(SkillType skillid, Mob* against_who) { return(false); } //chance of general skill increase, rolled against 0-99 where higher chance is better. int16 Client::mod_increase_skill_chance(int16 chance, Mob* against_who) { return(chance); } //Max percent of health you can bind wound starting with default value for class, item, and AA bonuses int Client::mod_bindwound_percent(int max_percent, Mob* bindmob) { return(max_percent); } //Final bind HP value after bonuses int Client::mod_bindwound_hp(int bindhps, Mob* bindmob) { return(bindhps); } //Client haste as calculated by default formulas - In percent from 0-100 int Client::mod_client_haste(int h) { return(h); } //Haste cap override int Client::mod_client_haste_cap(int cap) { return(cap); } //This is called when a client cons a mob void Client::mod_consider(Mob* tmob, Consider_Struct* con) { return; } //Return true to continue with normal behavior, false returns in the parent function bool Client::mod_saylink(const std::string& response, bool silentsaylink) { return(true); } //Client pet power as calculated by default formulas and bonuses int16 Client::mod_pet_power(int16 act_power, uint16 spell_id) { return(act_power); } //Chance to combine rolled against a random 0-99 where higher is better. float Client::mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec) { return(chance); } //Chance to skillup rolled against a random 0-99 where higher is better. float Client::mod_tradeskill_skillup(float chance_stage2) { return(chance_stage2); } //Tribute value override int32 Client::mod_tribute_item_value(int32 pts, const ItemInst* item) { return(pts); } //Death reporting void Client::mod_client_death_npc(Mob* killerMob) { return; } void Client::mod_client_death_duel(Mob* killerMob) { return; } void Client::mod_client_death_env() { return; } //Calculated xp before consider modifier, called whenever a client gets XP for killing a mob. int32 Client::mod_client_xp(int32 in_xp, NPC *npc) { return(in_xp); } //Client XP formula. Changes here will cause clients to change level after gaining or losing xp. //Either modify this before your server goes live, or be prepared to write a quest script that fixes levels. //To adjust how much XP is given per kill, use mod_client_xp uint32 Client::mod_client_xp_for_level(uint32 xp, uint16 check_level) { return(xp); } //effect_vallue - Spell effect value as calculated by default formulas. You will want to ignore effects that don't lend themselves to scaling - pet ID's, gate coords, etc. int Mob::mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster) { return(effect_value); } //chancetohit - 0 to 100 percent - set over 1000 for a guaranteed hit float Mob::mod_hit_chance(float chancetohit, SkillType skillinuse, Mob* attacker) { return(chancetohit); } //Final riposte chance float Mob::mod_riposte_chance(float ripostechance, Mob* attacker) { return(ripostechance); } //Final block chance float Mob::mod_block_chance(float blockchance, Mob* attacker) { return(blockchance); } //Final parry chance float Mob::mod_parry_chance(float parrychance, Mob* attacker) { return(parrychance); } //Final dodge chance float Mob::mod_dodge_chance(float dodgechance, Mob* attacker) { return(dodgechance); } //Monk AC Bonus weight cap. Defined in Combat:MonkACBonusWeight //Usually 15, a monk under this weight threshold gets an AC bonus float Mob::mod_monk_weight(float monkweight, Mob* attacker) { return(monkweight); } //Mitigation rating is compared to incoming attack rating. Higher is better. float Mob::mod_mitigation_rating(float mitigation_rating, Mob* attacker) { return(mitigation_rating); } float Mob::mod_attack_rating(float attack_rating, Mob* defender) { return(attack_rating); } //Kick damage after all other bonuses are applied int32 Mob::mod_kick_damage(int32 dmg) { return(dmg); } //Slam and bash damage after all other bonuses are applied int32 Mob::mod_bash_damage(int32 dmg) { return(dmg); } //Frenzy damage after all other bonuses are applied int32 Mob::mod_frenzy_damage(int32 dmg) { return(dmg); } //Special attack damage after all other bonuses are applied. int32 Mob::mod_monk_special_damage(int32 ndamage, SkillType skill_type) { return(ndamage); } //ndamage - Backstab damage as calculated by default formulas int32 Mob::mod_backstab_damage(int32 ndamage) { return(ndamage); } //Chance for 50+ archery bonus damage if Combat:UseArcheryBonusRoll is true. Base is Combat:ArcheryBonusChance int Mob::mod_archery_bonus_chance(int bonuschance, const ItemInst* RangeWeapon) { return(bonuschance); } //Archery bonus damage uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg, const ItemInst* RangeWeapon) { return(MaxDmg); } //Final archery damage including bonus if it was applied. int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus, const ItemInst* RangeWeapon) { return(TotalDmg); } //Thrown weapon damage after all other calcs uint16 Mob::mod_throwing_damage(uint16 MaxDmg) { return(MaxDmg); } //Spell cast time in milliseconds - will not sync with client cast time bar, but does work. int32 Mob::mod_cast_time(int32 cast_time) { return(cast_time); } //res - Default buff duration formula int Mob::mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id) { return(res); } //Spell stack override - If this returns anything < 2, it will ignore all other stacking rules. // See spells.cpp: Mob::CheckStackConflict // 0 - No conflict // 1 - Overwrite, spellid1 is replaced by spellid2 // -1 - Blocked, spellid2 will not land // 2 - Default stacking behavior int Mob::mod_spell_stack(uint16 spellid1, int caster_level1, Mob* caster1, uint16 spellid2, int caster_level2, Mob* caster2) { return(2); } //Sum of various resists rolled against a value of 200. int Mob::mod_spell_resist(int resist_chance, int level_mod, int resist_modifier, int target_resist, uint8 resist_type, uint16 spell_id, Mob* caster) { int final = resist_chance + level_mod + resist_modifier + target_resist; return(final); } //Spell is cast by this on spelltar, called from spellontarget after the event_cast_on NPC event void Mob::mod_spell_cast(uint16 spell_id, Mob* spelltar, bool reflect, bool use_resist_adjust, int16 resist_adjust, bool isproc) { return; } //This is called right before regular event processing (the switch block) //It is intended to be used for exporting new variables to new or existing events. void PerlembParser::mod_quest_event(QuestEventID event, uint32 objid, const char * data, NPC* npcmob, ItemInst* iteminst, Mob* mob, uint32 extradata, bool global, std::string packagename) { return; }