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| Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |

03-01-2008, 09:01 PM
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Hill Giant
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Join Date: Jan 2008
Posts: 102
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One word about the previous hooks (and some coming others) : I did not indent the hook code as should normally be. the reason is that it avoids getting changes in diffs on all the regular code I enclosed in "ifs".
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03-01-2008, 09:03 PM
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Hill Giant
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Join Date: Jan 2008
Posts: 102
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Hook 3 : More item bonuses computation
Index: bonuses.cpp
================================================== =================
RCS file: /cvsroot/eqemulator/EQEmuCVS/Source/zone/bonuses.cpp,v
retrieving revision 1.7.2.15
diff -u -b -B -r1.7.2.15 bonuses.cpp
--- bonuses.cpp 21 Feb 2007 16:04:20 -0000 1.7.2.15
+++ bonuses.cpp 2 Mar 2008 09:06:47 -0000
@@ -25,6 +25,7 @@
#include "../common/skills.h"
#include "../common/bodytypes.h"
#include "../common/classes.h"
+#include "../common/rulesys.h"
#include <math.h>
#include <assert.h>
#ifndef WIN32
@@ -277,6 +278,9 @@
for(i = 0; i < MAX_AUGMENT_SLOTS; i++) {
AddItemBonuses(inst->GetAugment(i),newbon);
}
+
+ if(RuleH(Character, PostAddItemBonuses) != NULL)
+ ((Hook_Character_PostAddItemBonuses) RuleH(Character, PostAddItemBonuses))(inst, newbon);
}
void Client::CalcEdibleBonuses(StatBonuses* newbon) {
Last edited by Bulle; 03-02-2008 at 05:07 AM..
Reason: Replacing mistake post
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03-01-2008, 09:08 PM
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Hill Giant
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Join Date: Jan 2008
Posts: 102
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Hook 4 : Tweak skill-up chance
Index: client.cpp
================================================== =================
RCS file: /cvsroot/eqemulator/EQEmuCVS/Source/zone/client.cpp,v
retrieving revision 1.36.2.51
diff -u -b -B -r1.36.2.51 client.cpp
--- client.cpp 21 Feb 2007 16:04:20 -0000 1.36.2.51
+++ client.cpp 2 Mar 2008 09:08:20 -0000
@@ -1654,9 +1654,15 @@
if (skillval < maxskill)
{
// the higher your current skill level, the harder it is
- sint16 Chance = 10 + chancemodi + ((252 - skillval) / 20);
+ sint16 Chance;
+if(RuleH(Character, ChanceOfSkillIncrease) != NULL)
+ Chance = ((Hook_Character_ChanceOfSkillIncrease) RuleH(Character, ChanceOfSkillIncrease))(skillid, skillval, maxskill, chancemodi);
+else
+{
+ Chance = 10 + chancemodi + ((252 - skillval) / 20);
if (Chance < 1)
Chance = 1; // Make it always possible
+}
if(MakeRandomFloat(0, 99) < Chance)
{
SetSkill(skillid, GetRawSkill(skillid) + 1);
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03-01-2008, 09:12 PM
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Hill Giant
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Join Date: Jan 2008
Posts: 102
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Hook 5 : Tweak AC calculation
Index: client_mods.cpp
================================================== =================
RCS file: /cvsroot/eqemulator/EQEmuCVS/Source/zone/client_mods.cpp,v
retrieving revision 1.6.4.19
diff -u -b -B -r1.6.4.19 client_mods.cpp
--- client_mods.cpp 21 Feb 2007 16:04:20 -0000 1.6.4.19
+++ client_mods.cpp 2 Mar 2008 09:11:32 -0000
@@ -28,6 +28,7 @@
#include "../common/moremath.h"
#include "../common/guilds.h"
#include "../common/logsys.h"
+#include "../common/rulesys.h"
#include "StringIDs.h"
#include "NpcAI.h"
@@ -714,7 +715,10 @@
// AC from spells are not included (cant even cast spells yet..)
sint16 Client::CalcAC() {
- // new formula
+if(RuleH(Character, CalcAC) != NULL)
+ AC = ((Hook_Character_CalcAC) RuleH(Character, CalcAC))(GetLevel(), GetSkill(DEFENSE), itembonuses.AC, spellbonuses.AC);
+else
+{ // new formula
int avoidance = 0;
avoidance = (acmod() + ((GetSkill(DEFENSE)*16)/9));
if (avoidance < 0)
@@ -749,8 +753,8 @@
//spell AC bonuses are added directly to natural total
displayed += spellbonuses.AC;
-
AC = displayed;
+}
return(AC);
}
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03-01-2008, 09:15 PM
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Hill Giant
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Join Date: Jan 2008
Posts: 102
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Hook 6 : Tweak Mana pool computation
Index: client_process.cpp
================================================== =================
RCS file: /cvsroot/eqemulator/EQEmuCVS/Source/zone/client_process.cpp,v
retrieving revision 1.50.2.23
diff -u -b -B -r1.50.2.23 client_process.cpp
--- client_process.cpp 21 Feb 2007 16:04:21 -0000 1.50.2.23
+++ client_process.cpp 2 Mar 2008 09:13:34 -0000
@@ -1466,7 +1466,13 @@
return;
int32 level=GetLevel();
int32 regen = 0;
- if (IsSitting()) { //this should be changed so we dont med while camping, etc...
+
+if(RuleH(Character, ManaRegen) != NULL)
+{ regen = ((Hook_Character_ManaRegen) RuleH(Character, ManaRegen))(IsSitting(), GetLevel(), GetMaxMana(), GetINT(), GetSkill(MEDITATE), itembonuses.ManaRegen, spellbonuses.ManaRegen);
+ medding = IsSitting() && HasSkill(MEDITATE);
+}
+else
+{ if (IsSitting()) { //this should be changed so we dont med while camping, etc...
if(HasSkill(MEDITATE)) {
medding = true;
regen = (((GetSkill(MEDITATE)/10)+(level-(level/4)))/4)+4;
@@ -1480,12 +1486,13 @@
medding = false;
regen = 2+spellbonuses.ManaRegen+itembonuses.ManaRegen+(le vel/5);
}
+}
regen += GetAA(aaMentalClarity);
regen += GetAA(aaBodyAndMindRejuvenation);
regen = (regen * RuleI(Character, ManaRegenMultiplier)) / 100;
SetMana(GetMana() + regen);
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03-01-2008, 09:18 PM
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Hill Giant
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Join Date: Jan 2008
Posts: 102
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Hook 7 : Pre-XP change hook and Tweak XP per level value
Index: exp.cpp
================================================== =================
RCS file: /cvsroot/eqemulator/EQEmuCVS/Source/zone/exp.cpp,v
retrieving revision 1.2.2.14
diff -u -b -B -r1.2.2.14 exp.cpp
--- exp.cpp 16 Jan 2007 04:04:53 -0000 1.2.2.14
+++ exp.cpp 2 Mar 2008 09:17:01 -0000
@@ -34,7 +34,6 @@
void Client::AddEXP(int32 add_exp, int8 conlevel, bool resexp) {
if (m_epp.perAA<0 || m_epp.perAA>100)
m_epp.perAA=0; // stop exploit with sanity check
-
int32 add_aaxp;
if(resexp) {
add_aaxp = 0;
@@ -117,6 +116,8 @@
return; // Must be invalid class/race
}
+ if(RuleH(XP, PreChange) != NULL)
+ ((Hook_XP_PreChange) RuleH(XP, PreChange))(this, set_exp, set_aaxp, isrezzexp, m_pp.exp, m_pp.expAA);
if ((set_exp + set_aaxp) > (m_pp.exp+m_pp.expAA)) {
if (isrezzexp)
@@ -312,7 +320,10 @@
uint32 Client::GetEXPForLevel(int16 check_level)
{
- int16 check_levelm1 = check_level-1;
+if(RuleH(Character, EXPForLevel) != NULL)
+ return ((Hook_Character_EXPForLevel) RuleH(Character, EXPForLevel))(check_level, GetBaseRace(), GetClass());
+else
+{ int16 check_levelm1 = check_level-1;
float mod;
if (check_level < 31)
mod = 1.0;
@@ -368,6 +379,7 @@
return(uint32(base * mod));
}
+}
void Group::SplitExp(uint32 exp, Mob* other) {
if( other->CastToNPC()->MerchantType != 0 ) // Ensure NPC isn't a merchant
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03-01-2008, 09:25 PM
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Hill Giant
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Join Date: Jan 2008
Posts: 102
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Hooks 8 : Tweak fizzle and resist chance
Index: spells.cpp
================================================== =================
RCS file: /cvsroot/eqemulator/EQEmuCVS/Source/zone/spells.cpp,v
retrieving revision 1.14.2.44
diff -u -b -B -r1.14.2.44 spells.cpp
--- spells.cpp 21 Feb 2007 16:04:23 -0000 1.14.2.44
+++ spells.cpp 2 Mar 2008 09:24:51 -0000
@@ -480,7 +480,8 @@
}
bool Client::CheckFizzle(int16 spell_id)
-{
+{ float fizzlechance, diff;
+
// GMs don't fizzle
if (GetGM()) return(true);
@@ -516,7 +517,12 @@
//is there any sort of focus that affects fizzling?
- // neotokyo: this is my try to get something going
+if(RuleH(Spells, FizzleChance) != NULL)
+{ fizzlechance = ((Hook_Spells_FizzleChance) RuleH(Spells, FizzleChance))(this, spells, spell_id);
+ diff = 0;
+}
+else
+{ // neotokyo: this is my try to get something going
int par_skill;
int act_skill;
@@ -556,7 +562,7 @@
// > 0 --> skill is lower, higher chance of fizzle
// < 0 --> skill is better, lower chance of fizzle
// the max that diff can be is +- 235
- float diff = par_skill + spells[spell_id].basediff - act_skill;
+ diff = par_skill + spells[spell_id].basediff - act_skill;
// if you have high int/wis you fizzle less, you fizzle more if you are stupid
if (GetCasterClass() == 'W')
@@ -566,10 +572,11 @@
// base fizzlechance is lets say 5%, we can make it lower for AA skills or whatever
float basefizzle = 10;
- float fizzlechance = basefizzle - specialize + diff / 5.0;
+ fizzlechance = basefizzle - specialize + diff / 5.0;
// always at least 5% chance to fail or succeed
fizzlechance = fizzlechance < 5 ? 5 : (fizzlechance > 95 ? 95 : fizzlechance);
+}
float fizzle_roll = MakeRandomFloat(0, 100);
mlog(SPELLS__CASTING, "Check Fizzle %s spell %d fizzlechance: %0.2f%% diff: %0.2f roll: %0.2f", GetName(), spell_id, fizzlechance, diff, fizzle_roll);
@@ -2717,7 +2724,24 @@
break;
}
- // value in spell to adjust base resist by
+if(RuleH(Spells, FinalResistChance) != NULL)
+{ struct _Hook_Spells_FinalResistChance_Parameters Parameters;
+ Parameters.AttackerIsClient = caster->IsClient();
+ Parameters.AttackerLevel = caster->GetLevel();
+ Parameters.AttackerCha = caster->GetCHA();
+ if(Parameters.AttackerIsClient)
+ Parameters.AttackerMeditation = caster->GetSkill(MEDITATE);
+ Parameters.DefenderIsClient = this->IsClient();
+ Parameters.DefenderLevel = this->GetLevel();
+ Parameters.DefenderResist = resist;
+ Parameters.spells = spells;
+ Parameters.spell_id = spell_id;
+ resistchance = ((Hook_Spells_FinalResistChance) RuleH(Spells, FinalResistChance))(&Parameters);
+ if(caster->IsClient())
+ caster->CastToClient()->CheckIncreaseSkill(MEDITATE);
+}
+else
+{ // value in spell to adjust base resist by
if(spell_id != 0)
resist += spells[spell_id].ResistDiff;
@@ -2743,7 +2767,7 @@
resistchance -= (lvldiff)*0.8;
}
}
-
+}
/*The idea is we come up with 3 ranges of numbers and a roll between 0 and 100
[[[Empty Space above the resistchance line]]] - If the roll lands up here the spell wasn't resisted, the lower the resist chance the larger this range is
[[[Space between resistchance line and full resist chance line]]] - If the roll ends up here then the spell is resisted but only partially, we take the roll in porportion to where it landed in this range to det how
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