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* [expansions] Create a Lua mod hook into Client::CheckFizzle() * Added expansions_combat.lua mod stub * Spell Fizzle as per TAKP formula
174 lines
5.6 KiB
Lua
174 lines
5.6 KiB
Lua
-- Source Function: Client::CheckFizzle()
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function CheckFizzle(e)
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if eq.is_lost_dungeons_of_norrath_enabled() then
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e.IgnoreDefault = false;
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return e;
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else -- Classic Fizzle -- Based on TAKP's fizzle formula
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e.IgnoreDefault = true;
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local client = e.self;
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local spell = e.spell;
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if client:GetGM() == true then -- GMs never fizzle
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e.ReturnValue = true;
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return e;
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end
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local caster_class = client:GetClass();
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local spell_level = spell:Classes(caster_class - 1);
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local aa_bonuses = client:GetAABonuses();
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local item_bonuses = client:GetItemBonuses();
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local spell_bonuses = client:GetSpellBonuses();
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local no_fizzle_level = math.max(unpack({
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aa_bonuses:MasteryofPast(),
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item_bonuses:MasteryofPast(),
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spell_bonuses:MasteryofPast()
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}));
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local no_fizzle_level = 0;
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if spell_level < no_fizzle_level then
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e.ReturnValue = true;
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return e;
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end
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local fizzle_adjustment = spell:BaseDiff();
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local spell_casting_skill_effects = aa_bonuses:adjusted_casting_skill() +
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item_bonuses:adjusted_casting_skill() +
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spell_bonuses:adjusted_casting_skill();
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local capped_chance = 95;
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local random_penalty = 0;
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local effective_spell_casting_skill = 0;
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local spell_level_adjustment = 0;
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local prime_stat_bonus = 0;
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if fizzle_adjustment ~= 0 or spell_casting_skill_effects < 0 then
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-- If Superior Healing not cast by cleric
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if spell:ID() == 9 and caster_class ~= Class.CLERIC then
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fizzle_adjustment = 0
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end
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if spell_level > 55 then
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fizzle_adjustment = 0;
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end
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if (caster_class == Class.PALADIN or
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caster_class == Class.RANGER or
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caster_class == Class.SHADOWKNIGHT) and
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spell_level > 40 then
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fizzle_adjustment = 0;
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end
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if caster_class == Class.BARD and fizzle_adjustment > 15 then
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fizzle_adjustment = 15;
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end
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local prime_stat = 0;
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if caster_class == Class.BARD then
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prime_stat = (client:GetCHA() + client:GetDEX()) / 2;
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elseif caster_class == Class.CLERIC or
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caster_class == Class.PALADIN or
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caster_class == Class.RANGER or
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caster_class == Class.DRUID or
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caster_class == Class.SHAMAN or
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caster_class == Class.BEASTLORD then
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prime_stat = client:GetWIS();
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elseif caster_class == Class.SHADOWKNIGHT or
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caster_class == Class.NECROMANCER or
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caster_class == Class.WIZARD or
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caster_class == Class.MAGICIAN or
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caster_class == Class.ENCHANTER then
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prime_stat = client:GetINT();
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end
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prime_stat_bonus = math.floor(prime_stat / 10);
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local effective_spell_level = spell_level - 1;
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if effective_spell_level > 50 then
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effective_spell_level = 50
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end;
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local spell_casting_skill = client:GetSkill(spell:Skill());
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effective_spell_casting_skill = spell_casting_skill + spell_casting_skill_effects;
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if effective_spell_casting_skill < 0 then
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effective_spell_casting_skill = 0;
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end
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random_penalty = Random.Int(0, 10);
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spell_level_adjustment = 5 * (18 - effective_spell_level);
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local chance = 0 +
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effective_spell_casting_skill +
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(spell_level_adjustment + prime_stat_bonus) -
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random_penalty -
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fizzle_adjustment;
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capped_chance = chance;
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if caster_class == Class.BARD then
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if capped_chance < 1 then
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capped_chance = 1;
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elseif capped_chance > 95 then
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capped_chance = 95;
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end
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elseif caster_class <= 16 then
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if capped_chance < 5 then
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capped_chance = 5;
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elseif capped_chance > 95 then
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capped_chance = 95;
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end
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else -- Unknown Class
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capped_chance = 0;
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end
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end
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local specialize_skill = client:GetSpecializeSkillValue(spell:ID());
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local specialize_adjustment = 0;
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local spell_casting_mastery_adjustment = 0;
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if specialize_skill > 0 then
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specialize_adjustment = math.floor(specialize_skill / 10) + 1;
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local spell_casting_mastery_level = client:GetAA(83); -- aaSpellCastingMastery
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if spell_casting_mastery_level == 1 then
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spell_casting_mastery_adjustment = 2;
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elseif spell_casting_mastery_level == 2 then
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spell_casting_mastery_adjustment = 5;
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elseif spell_casting_mastery_level == 3 then
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spell_casting_mastery_adjustment = 10;
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end
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capped_chance = capped_chance + specialize_adjustment + spell_casting_mastery_adjustment;
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if capped_chance > 98 then
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capped_chance = 98;
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end
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end
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local roll_100 = Random.Int(1, 100);
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if client:IsSilenced() then
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roll_100 = capped_chance + 1;
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end
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--client:Message(15, "CheckFizzle(LUA:expansions_combat): " ..
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-- "spell_id = " .. spell:ID() ..
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-- ", roll_100 = " .. roll_100 ..
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-- ", capped_chance (" .. capped_chance .. ") = " ..
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-- "effective_spell_casting_skill (" .. effective_spell_casting_skill .. ") + " ..
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-- "spell_level_adjustment (" .. spell_level_adjustment .. ") + " ..
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-- "prime_stat_bonus (" .. prime_stat_bonus .. ") - " ..
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-- "random_penalty (" .. random_penalty .. ") - " ..
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-- "fizzle_adjustment (" .. fizzle_adjustment .. ") + " ..
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-- "specialize_adjustment (" .. specialize_adjustment .. ") + " ..
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-- "spell_casting_mastery_adjustment (" .. spell_casting_mastery_adjustment .. ")");
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if capped_chance >= roll_100 then
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e.ReturnValue = true;
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return e;
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end
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e.ReturnValue = false;
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return e;
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end
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end
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