No worries, I'm excited about the work you guys are doing on the Underfoot client and while I have no ability to help with that, at least I can help out this way. Hopefully soon my understanding of the code increases to where your oversight is minimal however atm I bet there is still many ways to fine tune my code(like you did with the triggeroncast).
edit... ok one more fix to this logic as I think its better to negate spells first, originally I was thinking that would only apply to DDs but really there shouldnt be a limit on that.
new AffectMagicalDamage function...
Code:
sint32 Mob::AffectMagicalDamage(sint32 damage, int16 spell_id, const bool iBuffTic, Mob* attacker)
{
if(damage <= 0)
{
return damage;
}
// See if we block the spell outright first
int slot = GetBuffSlotFromType(SE_NegateAttacks);
if(slot >= 0 && buffs[slot].magic_rune > 0)
{
if(--buffs[slot].melee_rune == 0)
{
BuffFadeBySlot(slot);
UpdateRuneFlags();
}
return -6;
}
// Increase magical damage before runes
uint32 buff_count = GetMaxTotalSlots();
for(int i = 0; i < buff_count; i++)
{
if(IsEffectInSpell(buffs[i].spellid, SE_SpellVulnerability))
{
// For Clients, Pets and Bots that are casting the spell, see if the vulnerability affects their spell.
if(!attacker->IsNPC())
{
sint32 focus = attacker->CalcFocusEffect(focusSpellVulnerability, buffs[i].spellid, spell_id);
if(focus == 1)
{
damage += damage * spells[buffs[i].spellid].base[0] / 100;
}
}
// If an NPC is casting the spell on a player that has a vulnerability, relaxed restrictions on focus
// so that either the Client is vulnerable to DoTs or DDs of various resists or all.
else if (attacker->IsNPC())
{
int npc_vulnerable = 0;
for(int j = 0; j < EFFECT_COUNT; j++)
{
switch (spells[buffs[i].spellid].effectid[j])
{
case SE_Blank:
break;
case SE_LimitResist:
if(spells[buffs[i].spellid].base[j])
{
if(spells[spell_id].resisttype == spells[buffs[i].spellid].base[j])
npc_vulnerable = 1;
}
break;
case SE_LimitInstant:
if(!iBuffTic)
{
npc_vulnerable = 1;
break;
}
case SE_LimitMinDur:
if(iBuffTic)
{
npc_vulnerable = 1;
break;
}
default:{
// look pretty
}
}
}
if (npc_vulnerable)
{
damage += damage * spells[buffs[i].spellid].base[0] / 100;
}
}
}
}
// If this is a DoT, use DoT Shielding...
if(iBuffTic)
{
damage -= (damage * this->itembonuses.DoTShielding / 100);
}
// This must be a DD then so lets apply Spell Shielding and all the various runes that can block or negate DD spells.
else
{
// Reduce damage by the Spell Shielding first so that the runes don't take the raw damage.
damage -= (damage * this->itembonuses.SpellDamageShield / 100);
// Do runes now.
slot = GetBuffSlotFromType(SE_MitigateSpellDamage);
if(slot >= 0)
{
int damage_to_reduce = damage * GetPartialMagicRuneReduction(buffs[slot].spellid) / 100;
if(damage_to_reduce > buffs[slot].magic_rune)
{
mlog(SPELLS__EFFECT_VALUES, "Mob::ReduceDamage SE_MitigateSpellDamage %d damage negated, %d"
" damage remaining, fading buff.", damage_to_reduce, buffs[slot].magic_rune);
damage -= damage_to_reduce;
BuffFadeBySlot(slot);
UpdateRuneFlags();
}
else
{
mlog(SPELLS__EFFECT_VALUES, "Mob::ReduceDamage SE_MitigateMeleeDamage %d damage negated, %d"
" damage remaining.", damage_to_reduce, buffs[slot].magic_rune);
buffs[slot].magic_rune = (buffs[slot].magic_rune - damage_to_reduce);
damage -= damage_to_reduce;
}
}
if(damage < 1)
{
return -6;
}
slot = GetBuffSlotFromType(SE_AbsorbMagicAtt);
while(slot >= 0)
{
int16 magic_rune_left = buffs[slot].magic_rune;
if(magic_rune_left >= damage)
{
magic_rune_left -= damage;
damage = 0;
buffs[slot].magic_rune = magic_rune_left;
break;
}
else
{
if(magic_rune_left > 0)
damage -= magic_rune_left;
BuffFadeBySlot(slot);
slot = GetBuffSlotFromType(SE_AbsorbMagicAtt);
UpdateRuneFlags();
}
}
}
return damage;
}