Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Server Code Submissions

Reply
 
Thread Tools Display Modes
  #1  
Old 09-30-2009, 05:41 AM
Shin Noir's Avatar
Shin Noir
Legendary Member
 
Join Date: Apr 2002
Location: Seattle, WA
Posts: 506
Default SE_CriticalDoTChance fix (Bard/Necro epic)

I utilized my FindTypeValue I noted on my druid epic click, and improved it to cater for this situation. Included that source change again with the improvements.


I turned the criticaldotchance code into integers instead of floats to match the wizzy AA crit code, feel free to not change this but it's more compatible with spell data raw "30 for 30%" data.

Code:
Index: mob.h
===================================================================
--- mob.h	(revision 999)
+++ mob.h	(working copy)
@@ -495,6 +495,7 @@
 	void	DamageShield(Mob* other);
 	bool	FindBuff(int16 spellid);
 	bool	FindType(int8 type, bool bOffensive = false, int16 threshold = 100);
+	sint32	FindTypeValue(int8 type, int8 stat); //Shin: Added for finding mob raw spell data.
 	sint8	GetBuffSlotFromType(int8 type);
 	int		CountDispellableBuffs();
 	bool	HasBuffIcon(Mob* caster, Mob* target, int16 spell_id);
Index: spdat.h
===================================================================
--- spdat.h	(revision 999)
+++ spdat.h	(working copy)
@@ -378,7 +378,7 @@
 //#define SE_Unknown270				270	//not used
 #define SE_BaseMovementSpeed		271 //mods basemove speed, doesn't stack with other move mods, aa effect
 #define SE_CastingLevel2			272
-#define SE_CriticalDoTChance		273	//not implemented
+#define SE_CriticalDoTChance		273	//Shin: Handled in TryDotCritical()
 #define SE_CriticalHealChance		274	//not implemented
 //#define SE_Unknown275				275	//not used
 #define SE_Ambidexterity			276 //aa effect
Index: spell_effects.cpp
===================================================================
--- spell_effects.cpp	(revision 999)
+++ spell_effects.cpp	(working copy)
@@ -2752,6 +2753,7 @@
 			case SE_LimitMinLevel:
 			case SE_LimitCastTime:
 			case SE_NoCombatSkills:
+			case SE_CriticalDoTChance: //Shin: This is handled in TryDotCritical()
 			{
 				break;
 			}
@@ -3716,6 +3718,11 @@
 					value = focus_spell.base[i];
 			}
 			break;
+		case SE_CriticalDoTChance: //Shin: Critical DoT effect. Not referenced but put in anyways.
+			break;
 #if EQDEBUG >= 6
 		//this spits up a lot of garbage when calculating spell focuses
 		//since they have all kinds of extra effects on them.
@@ -3947,19 +3954,18 @@
 {
 	if(!caster)
 		return;
+	int chance = 0;
 
-	float critChance = 0.00f;
-
 	switch(caster->GetAA(aaCriticalAffliction))
 	{
 		case 1:
-			critChance += 0.03f;
+			chance += 3;
 			break;
 		case 2:
-			critChance += 0.06f;
+			chance += 6;
 			break;
 		case 3:
-			critChance += 0.10f;
+			chance += 10;
 			break;
 		default:
 			break;
@@ -3968,30 +3974,37 @@
 	switch (caster->GetAA(aaImprovedCriticalAffliction))
 	{
 		case 1:
-			critChance += 0.03f;
+			chance += 3;
 			break;
 		case 2:
-			critChance += 0.06f;
+			chance += 6;
 			break;
 		case 3:
-			critChance += 0.10f;
+			chance += 10;
 			break;
 		default:
 			break;
 	}
-
+	
+	
+	if (caster->IsClient()) 
+	{ //Shin: do a focus check on critical bonus stuff.
+		chance += caster->FindTypeValue(SE_CriticalDoTChance, 0);
+	}
 	// since DOTs are the Necromancer forte, give an innate bonus
 	// however, no chance to crit unless they've trained atleast one level in the AA first
-	if (caster->GetClass() == NECROMANCER && critChance > 0.0f){
-		critChance += 0.05f;
+	if (caster->GetClass() == NECROMANCER && chance > 0){
+		chance += 5;
 	}
 
-	if (critChance > 0.0f){
-		if (MakeRandomFloat(0, 1) <= critChance)
-		{
+	
+	if (chance > 0 && MakeRandomInt(0,100) <= chance) {
 			damage *= 2;
-		}
+			entity_list.MessageClose(this, false, 100, MT_SpellCrits, "%s delivers a critical blast! (%d)", caster->GetName(), damage);	
 	}
+	
 }
 
 bool Mob::AffectedExcludingSlot(int slot, int effect)

===================================================================
--- spells.cpp	(revision 999)
+++ spells.cpp	(working copy)
@@ -4171,6 +4171,70 @@
 	return false;
 }
 
+//Shin: FindTypeValue is used to return spell data. stat supports 3 values, 0: base, 1: base2, 3: max
+sint32 Mob::FindTypeValue(int8 type, int8 stat) {
+	sint32 value = 0;
+
+	if (this->IsClient())
+	{ //Shin: Mob entity is a client, look for item focus effects too.
+		const Item_Struct* TempItem = 0;
+		const Item_Struct* UsedItem = 0;
+		sint16 Total = 0;
+		sint16 realTotal = 0;
+		Client *c = CastToClient();
+
+		//item focus
+		for(int x=0; x<=21; x++) { //Cycle each equipped inventory slot
+			TempItem = NULL;
+			ItemInst* ins = c->GetInv().GetItem(x);
+			if (!ins)
+				continue;
+			TempItem = ins->GetItem();
+			if (TempItem && TempItem->Focus.Effect > 0 && TempItem->Focus.Effect != SPELL_UNKNOWN) {
+				for (int j = 0; j < EFFECT_COUNT; j++) { //Loop each effect on item
+					if (spells[TempItem->Focus.Effect].effectid[j] == type) { //Does effect match our type?
+						if (stat == 0 && value < spells[TempItem->Focus.Effect].base[j]) value = spells[TempItem->Focus.Effect].base[j];
+						if (stat == 1 && value < spells[TempItem->Focus.Effect].base2[j]) value = spells[TempItem->Focus.Effect].base2[j]; 
+						if (stat == 2 && value < spells[TempItem->Focus.Effect].max[j]) value = spells[TempItem->Focus.Effect].max[j];
+					}
+				}
+			}
+			for(int y = 0; y < MAX_AUGMENT_SLOTS; ++y) { //Cycle each aug slot on the item
+				ItemInst *aug = NULL;
+				aug = ins->GetAugment(y);
+				if(aug) { //Found an Aug
+					const Item_Struct* TempItemAug = aug->GetItem();
+					if (TempItemAug && TempItemAug->Focus.Effect > 0 && TempItemAug->Focus.Effect != SPELL_UNKNOWN) {
+						for (int j = 0; j < EFFECT_COUNT; j++) { //Loop each effect on augitem
+							if (spells[TempItemAug->Focus.Effect].effectid[j] == type) { //Does effect match our type?
+								if (stat == 0 && value < spells[TempItemAug->Focus.Effect].base[j]) value = spells[TempItemAug->Focus.Effect].base[j];
+								if (stat == 1 && value < spells[TempItemAug->Focus.Effect].base2[j]) value = spells[TempItemAug->Focus.Effect].base2[j]; 
+								if (stat == 2 && value < spells[TempItemAug->Focus.Effect].max[j]) value = spells[TempItemAug->Focus.Effect].max[j];
+							}
+						}
+					}
+				}
+			}
+		}
+
+		//if (realTotal != 0 && UsedItem && spells[spell_id].buffduration == 0) {
+		//	Message_StringID(MT_Spells, BEGINS_TO_GLOW, UsedItem->Name);
+		//}
+	}
+	for (int i = 0; i < BUFF_COUNT; i++) { //Loop through each buff on mob
+		if (buffs[i].spellid != SPELL_UNKNOWN) {
+			for (int j = 0; j < EFFECT_COUNT; j++) { //Loop through effects on buff
+				    if (spells[buffs[i].spellid].effectid[j] == type ) //Does effect match our type?
+						if (stat == 0 && value < spells[buffs[i].spellid].base[j]) value = spells[buffs[i].spellid].base[j];
+						if (stat == 1 && value < spells[buffs[i].spellid].base2[j]) value = spells[buffs[i].spellid].base2[j]; 
+						if (stat == 2 && value < spells[buffs[i].spellid].max[j]) value = spells[buffs[i].spellid].max[j];
+			}
+		}
+	}
+	return value;
+}
+
+
 bool Mob::AddProcToWeapon(int16 spell_id, bool bPerma, int16 iChance) {
 	if(spell_id == SPELL_UNKNOWN)
 		return(false);
__________________

~Shin Noir
DungeonEQ.com
Reply With Quote
  #2  
Old 09-30-2009, 05:47 AM
Shin Noir's Avatar
Shin Noir
Legendary Member
 
Join Date: Apr 2002
Location: Seattle, WA
Posts: 506
Default

Bah, I have this line:
+ entity_list.MessageClose(this, false, 100, MT_SpellCrits, "%s delivers a critical blast! (%d)", caster->GetName(), damage);
in the code, that was me testing DoT crits while doing all this, obviously can be removed!
Hate the 5 minute rule on editing.
__________________

~Shin Noir
DungeonEQ.com
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 01:25 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3