/* EQ2Emulator: Everquest II Server Emulator Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net) This file is part of EQ2Emulator. EQ2Emulator is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. EQ2Emulator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with EQ2Emulator. If not, see . */ #include "Combat.h" #include "client.h" #include "../common/ConfigReader.h" #include "classes.h" #include "../common/debug.h" #include "../common/Log.h" #include "zoneserver.h" #include "Skills.h" #include "classes.h" #include "World.h" #include "LuaInterface.h" #include "Rules/Rules.h" #include "SpellProcess.h" #include "World.h" #include extern Classes classes; extern ConfigReader configReader; extern MasterSkillList master_skill_list; extern RuleManager rule_manager; extern LuaInterface* lua_interface; extern World world; /* ****************************************************************************** DamageSpawn() - Damage equation MeleeAttack() - Melee auto attacks RangeAttack() - Range auto attacks DetermineHit() - ToHit chance as well as defender parry / dodge / block / riposte CheckInterruptSpell() - Interrupt equations No mitigation equations yet ****************************************************************************** */ /* New Combat code */ bool Entity::PrimaryWeaponReady() { //Can only be ready if no ranged timer if (GetPrimaryLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetPrimaryLastAttackTime() + GetPrimaryAttackDelay()))) { if (GetRangeLastAttackTime() == 0 || Timer::GetCurrentTime2() >= (GetRangeLastAttackTime() + GetRangeAttackDelay())) return true; } return false; } bool Entity::SecondaryWeaponReady() { //Can only be ready if no ranged timer // if(IsDualWield() && (GetPrimaryLastAttackTime() if (IsDualWield() && (GetSecondaryLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetSecondaryLastAttackTime() + GetSecondaryAttackDelay())))) { if(GetRangeLastAttackTime() == 0 || Timer::GetCurrentTime2() >= (GetRangeLastAttackTime() + GetRangeAttackDelay())) return true; } return false; } bool Entity::RangeWeaponReady() { //Ranged can only be ready if no other attack timers are active if(GetRangeLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetRangeLastAttackTime() + GetRangeAttackDelay()))) { if((GetPrimaryLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetPrimaryLastAttackTime() + GetPrimaryAttackDelay()))) && (GetSecondaryLastAttackTime() == 0 || Timer::GetCurrentTime2() >= (GetSecondaryLastAttackTime() + GetSecondaryAttackDelay()))){ if(!IsPlayer() || ((Player*)this)->GetRangeAttack()) { return true; } } } return false; } bool Entity::AttackAllowed(Entity* target, float distance, bool range_attack) { Entity* attacker = this; Client* client = 0; if(!target || IsMezzedOrStunned() || IsDazed()) { LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: no target, mezzed, stunned or dazed"); return false; } if (IsPlayer()) client = ((Player*)this)->GetClient(); if (IsPet()) attacker = ((NPC*)this)->GetOwner(); if (target->IsNPC() && ((NPC*)target)->IsPet()){ if (((NPC*)target)->GetOwner()) target = ((NPC*)target)->GetOwner(); } if((IsBot() || (client || (attacker && (attacker->IsPlayer() || attacker->IsBot())))) && !target->IsPlayer() && !target->GetAttackable()) { return false; } if (attacker == target) { LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: attacker tried to attack himself or his pet."); return false; } if (IsPlayer() && target->GetAttackable() == 0) { LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: target is not attackable"); return false; } if (IsPlayer() && target->IsBot()) { LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: players are not allowed to attack bots"); return false; } if(rule_manager.GetZoneRule(GetZoneID(), R_Combat, LockedEncounterNoAttack)->GetBool()) { if(target->IsNPC() && (target->GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || target->GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED) && !attacker->IsEngagedBySpawnID(target->GetID())) { return false; } else if(IsNPC() && (GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED) && !target->IsEngagedBySpawnID(GetID())) { return false; } } if (attacker->IsPlayer() && target->IsPlayer()) { bool pvp_allowed = rule_manager.GetZoneRule(GetZoneID(), R_PVP, AllowPVP)->GetBool(); if (!pvp_allowed) { LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: pvp is not allowed"); return false; } else { sint32 pvpLevelRange = rule_manager.GetZoneRule(GetZoneID(), R_PVP, LevelRange)->GetSInt32(); int32 attackerLevel = attacker->GetLevel(); int32 defenderLevel = target->GetLevel(); if ((sint32)abs((sint32)attackerLevel - (sint32)defenderLevel) > pvpLevelRange) { LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: pvp range of %i exceeded abs(%i-%i).", pvpLevelRange, attackerLevel, defenderLevel); return false; } } } if (target->GetHP() <= 0) { LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: target is dead"); return false; } if(range_attack && distance != 0) { Item* weapon = 0; Item* ammo = 0; if(attacker->IsPlayer()) { weapon = ((Player*)attacker)->GetEquipmentList()->GetItem(EQ2_RANGE_SLOT); ammo = GetAmmoFromSlot(true, true); } if(weapon && weapon->IsRanged() && ammo && ammo->IsAmmo() && ammo->IsThrown()) { // Distance is less then min weapon range if(distance < weapon->ranged_info->range_low) { if (client) client->SimpleMessage(CHANNEL_GENERAL_COMBAT, "Your target is too close! Move back!"); LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: range attack, target to close"); return false; } // Distance is greater then max weapon range if (distance > (weapon->ranged_info->range_high + ammo->thrown_info->range)) { if (client) client->SimpleMessage(CHANNEL_GENERAL_COMBAT, "Your target is too far away! Move closer!"); LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: range attack, target is to far"); return false; } } } else if (distance != 0) { if(distance >= rule_manager.GetZoneRule(GetZoneID(), R_Combat, MaxCombatRange)->GetFloat()) { LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: distance is beyond melee range"); return false; } } if((target->IsPrivateSpawn() && !target->AllowedAccess(this)) || (IsPrivateSpawn() && AllowedAccess(target))) { LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Access to spawn disallowed."); return false; } return true; } Item* Entity::GetAmmoFromSlot(bool is_ammo, bool is_thrown) { Item* ammo = GetEquipmentList()->GetItem(EQ2_AMMO_SLOT); if(ammo && ammo->IsBag() && IsPlayer()) { Item* ammo_bag = ammo; vector* items = ((Player*)this)->GetPlayerItemList()->GetItemsInBag(ammo_bag); vector::iterator itr; int16 i = 0; Item* tmp_bag_item = 0; for (itr = items->begin(); itr != items->end(); itr++) { tmp_bag_item = *itr; if (tmp_bag_item) { if(is_ammo && !tmp_bag_item->IsAmmo()) continue; if(is_thrown && !tmp_bag_item->IsThrown()) continue; ammo = tmp_bag_item; break; } } } if(ammo && is_ammo && !ammo->IsAmmo()) ammo = nullptr; if(ammo && is_thrown && !ammo->IsThrown()) ammo = nullptr; return ammo; } void Entity::MeleeAttack(Spawn* victim, float distance, bool primary, bool multi_attack) { if(!victim) return; int8 damage_type = 0; int32 min_damage = 0; int32 max_damage = 0; if(primary) { damage_type = GetPrimaryWeaponType(); min_damage = GetPrimaryWeaponMinDamage(); max_damage = GetPrimaryWeaponMaxDamage(); } else { damage_type = GetSecondaryWeaponType(); min_damage = GetSecondaryWeaponMinDamage(); max_damage = GetSecondaryWeaponMaxDamage(); } if (IsStealthed() || IsInvis()) CancelAllStealth(); int8 hit_result = DetermineHit(victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, damage_type, 0, false); if(victim->IsEntity()) { CheckEncounterState((Entity*)victim); } if(hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL){ /*if(GetAdventureClass() == MONK){ max_damage*=3; crit_chance = GetLevel()/4+5; } else if(GetAdventureClass() == BRUISER){ min_damage = GetLevel(); max_damage*=3; crit_chance = GetLevel()/3+5; } if(rand()%100 <=crit_chance){ max_damage*= 2; DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG, damage_type, min_damage, max_damage, 0); } else*/ DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, damage_type, min_damage, max_damage, 0); if (!multi_attack) { CheckProcs(PROC_TYPE_OFFENSIVE, victim); CheckProcs(PROC_TYPE_PHYSICAL_OFFENSIVE, victim); } } else{ GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, hit_result, damage_type, 0, 0); if(hit_result == DAMAGE_PACKET_RESULT_RIPOSTE && victim->IsEntity()) ((Entity*)victim)->MeleeAttack(this, distance, true); } //Multi Attack roll if(!multi_attack){ float multi_attack = info_struct.get_multi_attack(); if(multi_attack > 0){ float chance = multi_attack; if (multi_attack > 100){ int8 automatic_multi = (int8)floor((float)(multi_attack / 100)); chance = (multi_attack - (floor((float) ((multi_attack / 100) * 100)))); while(automatic_multi > 0){ MeleeAttack(victim, 100, primary, true); automatic_multi--; } } if (MakeRandomFloat(0, 100) <= chance) MeleeAttack(victim, 100, primary, true); } } //Apply attack speed mods if(!multi_attack) SetAttackDelay(primary); if(victim->IsNPC() && victim->EngagedInCombat() == false) { ((NPC*)victim)->AddHate(this, 50); } if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) { Entity* pet = 0; bool AddHate = false; if (victim->IsPlayer()) { if (((Player*)victim)->GetInfoStruct()->get_pet_behavior() & 1) AddHate = true; } else AddHate = true; if (AddHate) { pet = ((Entity*)victim)->GetPet(); if (pet) pet->AddHate(this, 1); pet = ((Entity*)victim)->GetCharmedPet(); if (pet) pet->AddHate(this, 1); } } } void Entity::RangeAttack(Spawn* victim, float distance, Item* weapon, Item* ammo, bool multi_attack) { if(!victim) return; if(weapon && weapon->IsRanged() && ammo && ammo->IsAmmo() && ammo->IsThrown()) { if(weapon->ranged_info->range_low <= distance && (weapon->ranged_info->range_high + ammo->thrown_info->range) >= distance) { int8 hit_result = DetermineHit(victim, DAMAGE_PACKET_TYPE_RANGE_DAMAGE, ammo->thrown_info->damage_type, ammo->thrown_info->hit_bonus, false); if(hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL) { DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_RANGE_DAMAGE, ammo->thrown_info->damage_type, weapon->ranged_info->weapon_info.damage_low3, weapon->ranged_info->weapon_info.damage_high3+ammo->thrown_info->damage_modifier, 0); if (!multi_attack) { CheckProcs(PROC_TYPE_OFFENSIVE, victim); CheckProcs(PROC_TYPE_PHYSICAL_OFFENSIVE, victim); } } else GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_RANGE_DAMAGE, hit_result, ammo->thrown_info->damage_type, 0, 0); // If is a player subtract ammo if (IsPlayer()) { if (ammo->details.count > 1) { ammo->details.count -= 1; ammo->save_needed = true; } else { if(ammo->details.inv_slot_id >= 6) { ((Player*)this)->equipment_list.RemoveItem(ammo->details.slot_id, false); ((Player*)this)->item_list.DestroyItem(ammo->details.index); } else { ((Player*)this)->equipment_list.RemoveItem(ammo->details.slot_id, true); } } Client* client = ((Player*)this)->GetClient(); if(client) { EQ2Packet* outapp = ((Player*)this)->GetEquipmentList()->serialize(client->GetVersion(), (Player*)this); if(outapp) client->QueuePacket(outapp); if(ammo->details.inv_slot_id > 6) { EQ2Packet* outapp = client->GetPlayer()->SendInventoryUpdate(client->GetVersion()); if (outapp) client->QueuePacket(outapp); } } } if(victim->IsNPC() && victim->EngagedInCombat() == false) { ((NPC*)victim)->AddHate(this, 50); } if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) { Entity* pet = 0; bool AddHate = false; if (victim->IsPlayer()) { if (((Player*)victim)->GetInfoStruct()->get_pet_behavior() & 1) AddHate = true; } else AddHate = true; if (AddHate) { pet = ((Entity*)victim)->GetPet(); if (pet) pet->AddHate(this, 1); pet = ((Entity*)victim)->GetCharmedPet(); if (pet) pet->AddHate(this, 1); } } // Check Ranged attack proc CheckProcs(PROC_TYPE_RANGED_ATTACK, victim); // Check Ranged defence proc if (victim->IsEntity()) ((Entity*)victim)->CheckProcs(PROC_TYPE_RANGED_DEFENSE, this); SetRangeLastAttackTime(Timer::GetCurrentTime2()); } } //Multi Attack roll if(!multi_attack){ float multi_attack = info_struct.get_multi_attack(); if(multi_attack > 0){ float chance = multi_attack; if (multi_attack > 100){ int8 automatic_multi = (int8)floor((float)(multi_attack / 100)); chance = (multi_attack - (floor((float)(multi_attack / 100) * 100))); while(automatic_multi > 0){ RangeAttack(victim, 100, weapon, ammo, true); automatic_multi--; } } if (MakeRandomFloat(0, 100) <= chance) RangeAttack(victim, 100, weapon, ammo, true); } } //Apply attack speed mods if(!multi_attack) SetAttackDelay(false, true); } bool Entity::SpellAttack(Spawn* victim, float distance, LuaSpell* luaspell, int8 damage_type, int32 low_damage, int32 high_damage, int8 crit_mod, bool no_calcs, int8 override_packet_type, bool take_power){ if(!victim || !luaspell || !luaspell->spell) return false; Spell* spell = luaspell->spell; Skill* skill = nullptr; int8 packet_type = DAMAGE_PACKET_TYPE_SPELL_DAMAGE; if(override_packet_type) { packet_type = override_packet_type; } int8 hit_result = 0; bool is_tick = false; // if spell is already active, this is a tick if (GetZone()->GetSpellProcess()->GetActiveSpells()->count(luaspell)){ hit_result = DAMAGE_PACKET_RESULT_SUCCESSFUL; is_tick = true; } else if(spell->GetSpellData()->type == SPELL_BOOK_TYPE_COMBAT_ART) hit_result = DetermineHit(victim, packet_type, damage_type, 0, false, luaspell); else hit_result = DetermineHit(victim, packet_type, damage_type, 0, true, luaspell); if(victim->IsEntity()) { CheckEncounterState((Entity*)victim); } bool successful_hit = true; if(hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL) { luaspell->last_spellattack_hit = true; //If this spell is a tick and has already crit, force the tick to crit if(is_tick){ if(luaspell->crit) crit_mod = 1; else crit_mod = 2; } DamageSpawn((Entity*)victim, packet_type, damage_type, low_damage, high_damage, spell->GetName(), crit_mod, is_tick, no_calcs, false, take_power, luaspell); CheckProcs(PROC_TYPE_OFFENSIVE, victim); CheckProcs(PROC_TYPE_MAGICAL_OFFENSIVE, victim); if(spell->GetSpellData()->success_message.length() > 0){ Client* client = nullptr; if(IsPlayer()) client = ((Player*)this)->GetClient(); if(client){ string success_message = spell->GetSpellData()->success_message; if(success_message.find("%t") < 0xFFFFFFFF) success_message.replace(success_message.find("%t"), 2, victim->GetName()); client->Message(CHANNEL_YOU_CAST, success_message.c_str()); //commented out the following line as it was causing a duplicate message EmemJR 5/4/2019 //GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, spell->GetName()); } } if(spell->GetSpellData()->effect_message.length() > 0){ string effect_message = spell->GetSpellData()->effect_message; if(effect_message.find("%t") < 0xFFFFFFFF) effect_message.replace(effect_message.find("%t"), 2, victim->GetName()); GetZone()->SimpleMessage(CHANNEL_SPELLS, effect_message.c_str(), victim, 50); } } else { successful_hit = false; if(hit_result == DAMAGE_PACKET_RESULT_RESIST) luaspell->resisted = true; if(victim->IsNPC()) ((NPC*)victim)->AddHate(this, 5); luaspell->last_spellattack_hit = false; GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, spell->GetName()); } if(EngagedInCombat() == false) { LogWrite(MISC__TODO, 1, "TODO", "//It would probably be better to add a column to the spells table for 'starts autoattack'\nfile: %s, func: %s, Line: %i", __FILE__, __FUNCTION__, __LINE__); int8 class1_ = GetInfoStruct()->get_class1(); if(class1_ == COMMONER || class1_ == FIGHTER || class1_ == WARRIOR || class1_ == GUARDIAN || class1_ == BERSERKER || class1_ == BRAWLER || class1_ == MONK || class1_ == BRUISER || class1_ == CRUSADER || class1_ == SHADOWKNIGHT || class1_ == PALADIN || class1_ == SCOUT || class1_ == ROGUE || class1_ == SWASHBUCKLER || class1_ == BRIGAND || class1_ == BARD || class1_ == TROUBADOR || class1_ == DIRGE || class1_ == PREDATOR || class1_ == RANGER || class1_ == ASSASSIN || class1_ == ANIMALIST || class1_ == BEASTLORD || class1_ == SHAPER || class1_ == CHANNELER) //note: it would probably be better to add a column to the spells table for "starts autoattack". { if (victim->IsNPC()) ((NPC*)victim)->AddHate(this, 5); else { Client* client = 0; if(IsPlayer()) client = ((Player*)this)->GetClient(); if(client) { client->GetPlayer()->InCombat(true, client->GetPlayer()->GetRangeAttack()); } InCombat(true); } } } if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) { Entity* pet = 0; bool AddHate = false; if (victim->IsPlayer()) { if (((Player*)victim)->GetInfoStruct()->get_pet_behavior() & 1) AddHate = true; } else AddHate = true; if (AddHate) { pet = ((Entity*)victim)->GetPet(); if (pet) pet->AddHate(this, 1); pet = ((Entity*)victim)->GetCharmedPet(); if (pet) pet->AddHate(this, 1); } } return successful_hit; } bool Entity::ProcAttack(Spawn* victim, int8 damage_type, int32 low_damage, int32 high_damage, string name, string success_msg, string effect_msg) { int8 hit_result = DetermineHit(victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, 0, true); if (hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL) { DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, low_damage, high_damage, name.c_str()); if (success_msg.length() > 0) { Client* client = 0; if(IsPlayer()) client = ((Player*)this)->GetClient(); if(client) { if(success_msg.find("%t") < 0xFFFFFFFF) success_msg.replace(success_msg.find("%t"), 2, victim->GetName()); client->Message(CHANNEL_YOU_CAST, success_msg.c_str()); } } if (effect_msg.length() > 0) { if(effect_msg.find("%t") < 0xFFFFFFFF) effect_msg.replace(effect_msg.find("%t"), 2, victim->GetName()); GetZone()->SimpleMessage(CHANNEL_SPELLS, effect_msg.c_str(), victim, 50); } } else { if(victim->IsNPC()) ((NPC*)victim)->AddHate(this, 5); GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, name.c_str()); } if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) { Entity* pet = 0; bool AddHate = false; if (victim->IsPlayer()) { if (((Player*)victim)->GetInfoStruct()->get_pet_behavior() & 1) AddHate = true; } else AddHate = true; if (AddHate) { pet = ((Entity*)victim)->GetPet(); if (pet) pet->AddHate(this, 1); pet = ((Entity*)victim)->GetCharmedPet(); if (pet) pet->AddHate(this, 1); } } return true; } // this is used exclusively by LUA, heal_type is forced lower case via boost::lower(heal_type); in the LUA Functions used by this bool Entity::SpellHeal(Spawn* target, float distance, LuaSpell* luaspell, string heal_type, int32 low_heal, int32 high_heal, int8 crit_mod, bool no_calcs, string custom_spell_name){ if(!target || !luaspell || !luaspell->spell || (target->IsPrivateSpawn() && !target->AllowedAccess(this))) return false; if (!target->Alive()) return false; if (target->GetHP() == target->GetTotalHP()) return true; int32 heal_amt = 0; bool crit = false; if(high_heal < low_heal) high_heal = low_heal; if(high_heal == low_heal) heal_amt = high_heal; else heal_amt = MakeRandomInt(low_heal, high_heal); if(!no_calcs){ // if spell is already active, this is a tick bool is_tick = GetZone()->GetSpellProcess()->GetActiveSpells()->count(luaspell); //if is a tick and the spell has crit, force crit, else disable if(is_tick){ if(luaspell->crit) crit_mod = 1; else crit_mod = 2; } if (heal_amt > 0){ if(target->IsEntity()) heal_amt = (int32)CalculateHealAmount((Entity*)target, (sint32)heal_amt, crit_mod, &crit); else heal_amt = (int32)CalculateHealAmount(nullptr, (sint32)heal_amt, crit_mod, &crit); } } int16 type = 0; if (heal_type == "heal") { if(crit) type = HEAL_PACKET_TYPE_CRIT_HEAL; else type = HEAL_PACKET_TYPE_SIMPLE_HEAL; //apply heal if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP()) heal_amt = target->GetTotalHP() - target->GetHP(); target->SetHP(target->GetHP() + heal_amt); /* if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP()) target->SetHP(target->GetTotalHP()); else target->SetHP(target->GetHP() + heal_amt); */ } else if (heal_type == "power"){ if(crit) type = HEAL_PACKET_TYPE_CRIT_MANA; else type = HEAL_PACKET_TYPE_SIMPLE_MANA; //give power if (target->GetPower() + (sint32)heal_amt > target->GetTotalPower()) heal_amt = target->GetTotalPower() - target->GetPower(); target->SetPower(GetPower() + heal_amt); /* if (target->GetPower() + (sint32)heal_amt > target->GetTotalPower()) target->SetPower(target->GetTotalPower()); else target->SetPower(GetPower() + heal_amt); */ } /*else if (heal_type == "Savagery"){ if(crit) type = HEAL_PACKET_TYPE_CRIT_SAVAGERY; else type = HEAL_PACKET_TYPE_SAVAGERY; } else if (heal_type == "Repair"){ if(crit) type = HEAL_PACKET_TYPE_CRIT_REPAIR; else type = HEAL_PACKET_TYPE_REPAIR; }*/ else{ //default to heal if type cannot be determined if(crit) type = HEAL_PACKET_TYPE_CRIT_HEAL; else type = HEAL_PACKET_TYPE_SIMPLE_HEAL; if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP()) heal_amt = target->GetTotalHP() - target->GetHP(); target->SetHP(target->GetHP() + heal_amt); /* if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP()) target->SetHP(target->GetTotalHP()); else target->SetHP(target->GetHP() + heal_amt); */ } target->GetZone()->TriggerCharSheetTimer(); if (heal_amt > 0) GetZone()->SendHealPacket(this, target, type, heal_amt, custom_spell_name.length() > 0 ? (char*)custom_spell_name.c_str() : luaspell->spell->GetName()); CheckProcs(PROC_TYPE_HEALING, target); CheckProcs(PROC_TYPE_BENEFICIAL, target); if (target->IsEntity()) { int32 hate_amt = heal_amt / 2; set::iterator itr; ((Entity*)target)->MHatedBy.lock(); set hatedByCopy(((Entity*)target)->HatedBy); ((Entity*)target)->MHatedBy.unlock(); for (itr = hatedByCopy.begin(); itr != hatedByCopy.end(); itr++) { Spawn* spawn = GetZone()->GetSpawnByID(*itr); if (spawn && spawn->IsEntity() && target != this) { CheckEncounterState((Entity*)spawn); ((Entity*)spawn)->AddHate(this, hate_amt); } } } return true; } int8 Entity::DetermineHit(Spawn* victim, int8 type, int8 damage_type, float ToHitBonus, bool is_caster_spell, LuaSpell* lua_spell){ if(lua_spell) { lua_spell->is_damage_spell = true; } if(!victim) { return DAMAGE_PACKET_RESULT_MISS; } if(victim->GetInvulnerable()) { return DAMAGE_PACKET_RESULT_INVULNERABLE; } bool behind = false; // move this above the if statement to assure skill-ups on successful damage return Skill* skill = GetSkillByWeaponType(type, damage_type, true); // Monk added with Brawler to 360 degree support per KoS Prima Official eGuide Fighter: Monk, pg 138, denoted '360-Degree Avoidance!' if(!victim->IsEntity() || (!is_caster_spell && victim->GetAdventureClass() != BRAWLER && victim->GetAdventureClass() != MONK && (behind = BehindTarget(victim)))) { return DAMAGE_PACKET_RESULT_SUCCESSFUL; } float bonus = ToHitBonus; float skillAddedByWeapon = 0.0f; if(skill) { int16 skillID = master_item_list.GetItemStatIDByName(skill->name.data); if(skillID != 0xFFFFFFFF) { MStats.lock(); skillAddedByWeapon = stats[skillID]; if(!is_caster_spell) { float item_stat_weapon_skill = stats[ITEM_STAT_WEAPON_SKILLS]; skillAddedByWeapon += item_stat_weapon_skill; } MStats.unlock(); float max_bonus_skill = GetRuleSkillMaxBonus(); if(skillAddedByWeapon > max_bonus_skill) { skillAddedByWeapon = max_bonus_skill; } } } if (skill) bonus += (skill->current_val+skillAddedByWeapon) / 25; if(is_caster_spell && lua_spell) { if(lua_spell->spell->GetSpellData()->resistibility > 0) bonus -= (1.0f - lua_spell->spell->GetSpellData()->resistibility)*100.0f; LogWrite(COMBAT__DEBUG, 9, "Combat", "SpellResist: resistibility %f, bonus %f", lua_spell->spell->GetSpellData()->resistibility, bonus); // Here we take into account Subjugation, Disruption and Ordination (debuffs) if(lua_spell->spell->GetSpellData()->mastery_skill) { int32 master_skill_reduce = rule_manager.GetZoneRule(GetZoneID(), R_Spells, MasterSkillReduceSpellResist)->GetInt32(); if(master_skill_reduce < 1) master_skill_reduce = 25; if(IsPlayer() && lua_spell->spell->GetSpellData()->spell_book_type == SPELL_BOOK_TYPE_TRADESKILL && !((Player*)this)->GetSkills()->HasSkill(lua_spell->spell->GetSpellData()->mastery_skill)) { ((Player*)this)->AddSkill(lua_spell->spell->GetSpellData()->mastery_skill, 1, ((Player*)this)->GetLevel() * 5, true); } Skill* master_skill = GetSkillByID(lua_spell->spell->GetSpellData()->mastery_skill, true); if(master_skill && (lua_spell->spell->GetSpellData()->spell_book_type == SPELL_BOOK_TYPE_TRADESKILL || ((master_skill->name.data == "Subjugation" || master_skill->name.data == "Disruption" || master_skill->name.data == "Ordination" || master_skill->name.data == "Aggression")))) { float item_stat_bonus = 0.0f; int32 item_stat = master_item_list.GetItemStatIDByName(::ToLower(master_skill->name.data)); if(item_stat != 0xFFFFFFFF) { item_stat_bonus = GetStat(item_stat); } bonus += (master_skill->current_val + item_stat_bonus) / master_skill_reduce; LogWrite(COMBAT__DEBUG, 9, "Combat", "SpellResistMasterySkill: skill %u, stat bonus %f, mastery skill reduce %u, bonus %f", master_skill->current_val, item_stat_bonus, master_skill_reduce, bonus); } } } if (victim->IsEntity()) bonus -= ((Entity*)victim)->GetDamageTypeResistPercentage(damage_type); LogWrite(COMBAT__DEBUG, 9, "Combat", "DamageResistPercent: type %u, bonus %f", damage_type, bonus); Entity* entity_victim = (Entity*)victim; float chance = 80 + bonus; //80% base chance that the victim will get hit (plus bonus) sint16 roll_chance = 100; if(is_caster_spell) { chance += CalculateLevelStatBonus(GetWis()); } if(skill) roll_chance -= skill->current_val / 10; LogWrite(COMBAT__DEBUG, 9, "Combat", "Chance: fchance %f, roll_chance %i", chance, roll_chance); if(!is_caster_spell){ // melee or range attack skill = GetSkillByName("Offense", true); //add this skill for NPCs if(skill) roll_chance -= skill->current_val / 25; if(entity_victim->IsImmune(IMMUNITY_TYPE_RIPOSTE)) return DAMAGE_PACKET_RESULT_RIPOSTE; // Avoidance Instructions: https://forums.daybreakgames.com/eq2/index.php?threads/avoidance-faq.482979/ /*Parry: reads as parry in the avoidance tooltip, increased by items with +parry on them Caps at 70%. For plate tanks, works in the front quadrant only, for brawlers this is 360 degrees. A small % of parries will be ripostes, which not only avoid the attack but also damage your attacker */ skill = entity_victim->GetSkillByName("Parry", true); if(skill){ float parryChance = entity_victim->GetInfoStruct()->get_parry(); float chanceValue = (100.0f - parryChance); if(chanceValue < 10.0f) { // min default per https://eq2.fandom.com/wiki/Update:29 chanceValue = 10.0f; // this becomes 5.0f at EoF } if(rand()%roll_chance >= chanceValue){ //successful parry /* You may only riposte things in the front quadrant. Riposte is based off of parry: a certain % of parries turn into ripostes. */ if(!behind && victim->InFrontSpawn((Spawn*)this, victim->GetX(), victim->GetZ())) { // if the attacker is not behind the victim, and the victim is facing the attacker (in front of spawn) then we can riposte float riposteChanceValue = parryChance / 7.0f; // Riposte is based off of parry: a certain % of parries turn into ripostes. Unknown what the value is divided by, 7 to make it 10% even. if(rand()%100 <= riposteChanceValue) { entity_victim->CheckProcs(PROC_TYPE_RIPOSTE, this); return DAMAGE_PACKET_RESULT_RIPOSTE; } } entity_victim->CheckProcs(PROC_TYPE_PARRY, this); return DAMAGE_PACKET_RESULT_PARRY; } } skill = nullptr; float blockChance = 0.0f; if(victim->GetAdventureClass() == BRAWLER) skill = entity_victim->GetSkillByName("Deflection", true); blockChance = entity_victim->GetInfoStruct()->get_block(); if(blockChance > 0.0f) { blockChance += (blockChance*(entity_victim->GetInfoStruct()->get_block_chance()/100.0f)); float chanceValue = (100.0f - blockChance); \ if(chanceValue < 30.0f) { // min default per https://eq2.fandom.com/wiki/Update:29 chanceValue = 30.0f; // this becomes 25.0f at EoF } /* Non-brawlers may only block things in the front quadrant. Riposte is based off of parry: a certain % of parries turn into ripostes. */ float rnd = rand()%roll_chance; if(rnd >= chanceValue){ //successful block if((victim->GetAdventureClass() == BRAWLER || victim->GetAdventureClass() == MONK) || (!behind && victim->InFrontSpawn((Spawn*)this, victim->GetX(), victim->GetZ()))) { // if the attacker is not behind the victim, and the victim is facing the attacker (in front of spawn) then we can block entity_victim->CheckProcs(PROC_TYPE_BLOCK, this); return (victim->GetAdventureClass() == BRAWLER) ? DAMAGE_PACKET_RESULT_DEFLECT : DAMAGE_PACKET_RESULT_BLOCK; } } } skill = entity_victim->GetSkillByName("Defense", true); // calculated in Entity::CalculateBonuses float dodgeChance = entity_victim->GetInfoStruct()->get_avoidance_base(); if(dodgeChance > 0.0f) { float chanceValue = (100.0f - dodgeChance); float rnd = rand()%roll_chance; if(rnd >= chanceValue){ //successful dodge entity_victim->CheckProcs(PROC_TYPE_EVADE, this); return DAMAGE_PACKET_RESULT_DODGE;//successfully dodged } } if(rand() % roll_chance >= chance) return DAMAGE_PACKET_RESULT_MISS; //successfully avoided } else{ float focus_skill_with_bonus = entity_victim->CalculateSkillWithBonus("Spell Avoidance", ITEM_STAT_SPELL_AVOIDANCE, true); int16 effective_level = entity_victim->GetInfoStruct()->get_effective_level() != 0 ? entity_victim->GetInfoStruct()->get_effective_level() : entity_victim->GetLevel(); focus_skill_with_bonus += entity_victim->CalculateLevelStatBonus(entity_victim->GetWis()); chance -= ((focus_skill_with_bonus)/10); LogWrite(COMBAT__DEBUG, 9, "Combat", "SpellAvoidChance: fchance %f, focus with skill bonus %f", chance, focus_skill_with_bonus); if(rand()%roll_chance >= chance) { return DAMAGE_PACKET_RESULT_RESIST; //successfully resisted } } return DAMAGE_PACKET_RESULT_SUCCESSFUL; } float Entity::GetDamageTypeResistPercentage(int8 damage_type) { float ret = 1; switch(damage_type) { case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH: case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE: case DAMAGE_PACKET_DAMAGE_TYPE_SLASH: { Skill* skill = GetSkillByName("Defense", true); if(skill) ret += skill->current_val / 25; if(IsNPC()) LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Crush/Pierce/Slash (%i)", damage_type, ret); break; } case DAMAGE_PACKET_DAMAGE_TYPE_HEAT: { ret += GetInfoStruct()->get_heat() / 50; LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Heat (%i), Amt: %.2f", damage_type, ret); break; } case DAMAGE_PACKET_DAMAGE_TYPE_COLD: { ret += GetInfoStruct()->get_cold() / 50; LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Cold (%i), Amt: %.2f", damage_type, ret); break; } case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC: { ret += GetInfoStruct()->get_magic() / 50; LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Magic (%i), Amt: %.2f", damage_type, ret); break; } case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL: { ret += GetInfoStruct()->get_mental() / 50; LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Mental (%i), Amt: %.2f", damage_type, ret); break; } case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE: { ret += GetInfoStruct()->get_divine() / 50; LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Divine (%i), Amt: %.2f", damage_type, ret); break; } case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE: { ret += GetInfoStruct()->get_disease() / 50; LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Disease (%i), Amt: %.2f", damage_type, ret); break; } case DAMAGE_PACKET_DAMAGE_TYPE_POISON: { ret += GetInfoStruct()->get_poison() / 50; LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Poison (%i), Amt: %.2f", damage_type, ret); break; } case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS: { ret = 0.0f; break; } } return ret; } Skill* Entity::GetSkillByWeaponType(int8 type, int8 damage_type, bool update) { if(type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) { return GetSkillByName("Ranged", update); } switch(damage_type) { case DAMAGE_PACKET_DAMAGE_TYPE_SLASH: // slash return GetSkillByName("Slashing", update); case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH: // crush return GetSkillByName("Crushing", update); case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE: // pierce return GetSkillByName("Piercing", update); case DAMAGE_PACKET_DAMAGE_TYPE_HEAT: case DAMAGE_PACKET_DAMAGE_TYPE_COLD: case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC: case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL: case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE: case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE: case DAMAGE_PACKET_DAMAGE_TYPE_POISON: return GetSkillByName("Disruption", update); case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS: return GetSkillByName("Focus", update); } return 0; } bool Entity::DamageSpawn(Entity* victim, int8 type, int8 damage_type, int32 low_damage, int32 high_damage, const char* spell_name, int8 crit_mod, bool is_tick, bool no_calcs, bool ignore_attacker, bool take_power, LuaSpell* spell) { if(spell) { spell->is_damage_spell = true; } bool has_damaged = false; if(!victim || !victim->Alive() || victim->GetHP() == 0) return false; int8 hit_result = 0; int16 blow_type = 0; sint32 damage = 0; sint32 damage_before_crit = 0; bool crit = false; if(low_damage > high_damage) high_damage = low_damage; if(low_damage == high_damage) damage = low_damage; else damage = MakeRandomInt(low_damage, high_damage); if(!no_calcs) { //this can be simplified by taking out the / 2, but I wanted the damage to be more consistent //damage = (rand()%((int)(high_damage/2-low_damage/2) + low_damage/2)) + (rand()%((int)(high_damage/2-low_damage/2) + low_damage/2)); //damage = (rand()%((int)(high_damage-low_damage) + low_damage)) + (rand()%((int)(high_damage-low_damage) + low_damage)); //DPS mod is only applied to auto attacks if (type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE || type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) { if(info_struct.get_dps_multiplier() != 0.0f) { damage *= (info_struct.get_dps_multiplier()); } } //Potency and ability mod is only applied to spells/CAs else { damage = CalculateDamageAmount(victim, damage, type, damage_type, spell); } if(!crit_mod || crit_mod == 1){ //force crit if crit_mod == 1 if(crit_mod == 1) crit = true; // Crit Roll else { victim->MStats.lock(); float chance = max((float)0, (info_struct.get_crit_chance() - victim->stats[ITEM_STAT_CRITAVOIDANCE])); victim->MStats.unlock(); if (MakeRandomFloat(0, 100) <= chance) crit = true; } if(crit){ damage_before_crit = damage; //Apply total crit multiplier with crit bonus if(info_struct.get_crit_bonus() > 0) damage *= (1.3 + (info_struct.get_crit_bonus() / 100)); else damage *= 1.3; // Change packet type to crit if (type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE) type = DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG; else if (type == DAMAGE_PACKET_TYPE_SPELL_DAMAGE) type = DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG; } } if(type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE || type == DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG || type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) { int16 effective_level_attacker = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel(); float mit_percentage = CalculateMitigation(type, damage_type, effective_level_attacker, (IsPlayer() && victim->IsPlayer())); sint32 damage_to_reduce = (damage * mit_percentage); if(damage_to_reduce > damage) damage = 0; else damage -= damage_to_reduce; // if we reduce damage back below crit level then its no longer a crit, but we don't go below base damage if(type == DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG && damage <= damage_before_crit) { damage = damage_before_crit; type = DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE; } } } bool useWards = false; if(damage <= 0){ hit_result = DAMAGE_PACKET_RESULT_NO_DAMAGE; damage = 0; if(victim->IsNPC() && victim->GetHP() > 0) ((Entity*)victim)->AddHate(this, damage); } else{ hit_result = DAMAGE_PACKET_RESULT_SUCCESSFUL; sint32 return_damage = 0; if(GetZone()->CallSpawnScript(victim, SPAWN_SCRIPT_HEALTHCHANGED, this, 0, false, damage, &return_damage) && return_damage != 0) { // anything not 0 (no return) becomes considered 'immune' to the damage if(return_damage < 0) { damage = 0; hit_result = DAMAGE_PACKET_RESULT_NO_DAMAGE; } else if(return_damage != 0) { // otherwise we use what was given back to us (either less or greater) damage = return_damage; } } if(victim->IsNPC() && victim->GetHP() > 0) ((Entity*)victim)->AddHate(this, damage); if(damage) { int32 prevDmg = damage; damage = victim->CheckWards(this, damage, damage_type); if (damage < (sint64)prevDmg) useWards = true; if(damage > 0 && spell) { has_damaged = true; spell->has_damaged = true; } if(take_power) { sint32 curPower = victim->GetPower(); if(curPower < damage) curPower = 0; else curPower -= damage; victim->SetPower(curPower); } else { victim->TakeDamage(damage); } victim->CheckProcs(PROC_TYPE_DAMAGED, this); if (IsPlayer()) { switch (damage_type) { case DAMAGE_PACKET_DAMAGE_TYPE_SLASH: case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH: case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE: if (((Player*)this)->GetPlayerStatisticValue(STAT_PLAYER_HIGHEST_MELEE_HIT) < damage) ((Player*)this)->UpdatePlayerStatistic(STAT_PLAYER_HIGHEST_MELEE_HIT, damage, true); victim->CheckProcs(PROC_TYPE_DAMAGED_MELEE, this); break; case DAMAGE_PACKET_DAMAGE_TYPE_HEAT: case DAMAGE_PACKET_DAMAGE_TYPE_COLD: case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC: case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL: case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE: case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE: case DAMAGE_PACKET_DAMAGE_TYPE_POISON: if (((Player*)this)->GetPlayerStatisticValue(STAT_PLAYER_HIGHEST_MAGIC_HIT) < damage) ((Player*)this)->UpdatePlayerStatistic(STAT_PLAYER_HIGHEST_MAGIC_HIT, damage, true); victim->CheckProcs(PROC_TYPE_DAMAGED_MAGIC, this); break; } } } } Entity* attacker = nullptr; if(!ignore_attacker) attacker = this; if (damage > 0) { GetZone()->SendDamagePacket(attacker, victim, type, hit_result, damage_type, damage, spell_name); if (IsStealthed() || IsInvis()) CancelAllStealth(); if (victim->IsEntity()) ((Entity*)victim)->CheckInterruptSpell(this); } else if (useWards) { GetZone()->SendDamagePacket(attacker, victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, DAMAGE_PACKET_RESULT_NO_DAMAGE, damage_type, 0, spell_name); } if (victim->GetHP() <= 0) KillSpawn(victim, type, damage_type, blow_type); else { victim->CheckProcs(PROC_TYPE_DEFENSIVE, this); if (spell_name) victim->CheckProcs(PROC_TYPE_MAGICAL_DEFENSIVE, this); else victim->CheckProcs(PROC_TYPE_PHYSICAL_DEFENSIVE, this); } if(spell) spell->crit = crit; return has_damaged; } float Entity::CalculateMitigation(int8 type, int8 damage_type, int16 effective_level_attacker, bool for_pvp) { int16 effective_level_victim = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel(); if(effective_level_attacker < 1 && effective_level_victim) effective_level_attacker = effective_level_victim; else effective_level_attacker = 1; int32 effective_mit_cap = effective_level_victim * rule_manager.GetZoneRule(GetZoneID(), R_Combat, EffectiveMitigationCapLevel)->GetInt32(); float max_mit = (float)GetInfoStruct()->get_max_mitigation(); if(max_mit == 0.0f) max_mit = effective_level_victim * 100.0f; int32 mit_to_use = 0; switch(type) { case DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE: case DAMAGE_PACKET_TYPE_RANGE_DAMAGE: mit_to_use = GetInfoStruct()->get_cur_mitigation(); break; case DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG: // since critical mitigation is a percentage we will reverse the mit value so we can add skill from specific types of weapons mit_to_use = (int32)((float)GetInfoStruct()->get_max_mitigation() * (float)(GetInfoStruct()->get_critical_mitigation()/100.0f)); break; } switch(damage_type) { case DAMAGE_PACKET_DAMAGE_TYPE_SLASH: mit_to_use += GetInfoStruct()->get_mitigation_skill1(); // slash break; case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE: mit_to_use += GetInfoStruct()->get_mitigation_skill2(); // pierce break; case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH: mit_to_use += GetInfoStruct()->get_mitigation_skill3(); // crush break; case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS: return 0.0f; // focus cannot be mitigated, just break out of this now break; default: // do nothing break; } if(for_pvp) { mit_to_use += effective_level_victim * rule_manager.GetZoneRule(GetZoneID(), R_Combat, MitigationLevelEffectivenessMax)->GetInt32(); } if(mit_to_use > effective_mit_cap) { mit_to_use = effective_mit_cap; } float level_diff = ((float)effective_level_victim / (float)effective_level_attacker); if(level_diff > rule_manager.GetZoneRule(GetZoneID(), R_Combat, MitigationLevelEffectivenessMax)->GetFloat()) { level_diff = rule_manager.GetZoneRule(GetZoneID(), R_Combat, MitigationLevelEffectivenessMax)->GetFloat(); } else if(level_diff < rule_manager.GetZoneRule(GetZoneID(), R_Combat, MitigationLevelEffectivenessMax)->GetFloat()) { level_diff = rule_manager.GetZoneRule(GetZoneID(), R_Combat, MitigationLevelEffectivenessMin)->GetFloat(); } float mit_percentage = ((float)mit_to_use / max_mit) * level_diff; if(!for_pvp && mit_percentage > rule_manager.GetZoneRule(GetZoneID(), R_Combat, MaxMitigationAllowed)->GetFloat()) { mit_percentage = rule_manager.GetZoneRule(GetZoneID(), R_Combat, MaxMitigationAllowed)->GetFloat(); } else if(for_pvp && mit_percentage > rule_manager.GetZoneRule(GetZoneID(), R_Combat, MaxMitigationAllowedPVP)->GetFloat()) { mit_percentage = rule_manager.GetZoneRule(GetZoneID(), R_Combat, MaxMitigationAllowedPVP)->GetFloat(); } return mit_percentage; } void Entity::AddHate(Entity* attacker, sint32 hate) { if(!attacker || GetHP() <= 0 || attacker->GetHP() <= 0) return; if(IsInSpawnGroup(attacker)) return; // can't aggro your own members // If a players pet and protect self is off if (IsPet() && ((NPC*)this)->GetOwner() && ((NPC*)this)->GetOwner()->IsPlayer() && ((((Player*)((NPC*)this)->GetOwner())->GetInfoStruct()->get_pet_behavior() & 2) == 0)) return; hate = attacker->CalculateHateAmount(this, hate); if (IsNPC() && ((NPC*)this)->Brain()) { LogWrite(COMBAT__DEBUG, 3, "Combat", "Add NPC_AI Hate: Victim '%s', Attacker '%s', Hate: %i", GetName(), attacker->GetName(), hate); ((NPC*)this)->Brain()->AddHate(attacker, hate); int8 loot_state = ((NPC*)this)->GetLockedNoLoot(); // if encounter size is 0 then add the attacker to the encounter if ((loot_state != ENCOUNTER_STATE_AVAILABLE && loot_state != ENCOUNTER_STATE_BROKEN && ((NPC*)this)->Brain()->GetEncounterSize() == 0)) { ((NPC*)this)->Brain()->AddToEncounter(attacker); AddTargetToEncounter(attacker); } } if (attacker->GetThreatTransfer() && hate > 0) { Spawn* transfer_target = (Entity*)GetZone()->GetSpawnByID(attacker->GetThreatTransfer()->Target); if (transfer_target && transfer_target->IsEntity()) { sint32 transfered_hate = hate * (attacker->GetThreatTransfer()->Amount / 100); hate -= transfered_hate; this->AddHate((Entity*)transfer_target, transfered_hate); } } // If pet is adding hate add some to the pets owner as well if (attacker->IsNPC() && ((NPC*)attacker)->IsPet()) AddHate(((NPC*)attacker)->GetOwner(), 1); // If player and player has a pet and protect master is set add hate to the pet if (IsPlayer() && HasPet() && (((Player*)this)->GetInfoStruct()->get_pet_behavior() & 1)) { // If we have a combat pet add hate to it if (((Player*)this)->GetPet()) AddHate(((Player*)this)->GetPet(), 1); if (((Player*)this)->GetCharmedPet()) AddHate(((Player*)this)->GetCharmedPet(), 1); } // If this spawn has a spawn group then add the attacker to the hate list of the other // group members if not already in their list if (HasSpawnGroup()) { vector* group = GetSpawnGroup(); vector::iterator itr; for (itr = group->begin(); itr != group->end(); itr++) { if (!(*itr)->IsNPC()) continue; NPC* spawn = (NPC*)(*itr); if (spawn->Brain()->GetHate(attacker) == 0) spawn->Brain()->AddHate(attacker, 1); } safe_delete(group); } } bool Entity::CheckFizzleSpell(LuaSpell* spell) { if(!spell || !rule_manager.GetZoneRule(GetZoneID(), R_Spells, EnableFizzleSpells)->GetInt8() || spell->spell->GetSpellData()->can_fizzle == false) return false; float fizzleMaxSkill = rule_manager.GetZoneRule(GetZoneID(), R_Spells, FizzleMaxSkill)->GetFloat(); float baseFizzle = rule_manager.GetZoneRule(GetZoneID(), R_Spells, DefaultFizzleChance)->GetFloat()/100.0f; // 10% float skillObtained = rule_manager.GetZoneRule(GetZoneID(), R_Spells, FizzleDefaultSkill)->GetFloat(); // default of .2f so we don't go over the threshold if no skill Skill* skill = GetSkillByID(spell->spell->GetSpellData()->mastery_skill, false); if(skill && spell->spell->GetSpellData()->min_class_skill_req > 0) { float skillObtained = skill->current_val / spell->spell->GetSpellData()->min_class_skill_req; if(skillObtained > fizzleMaxSkill) // 120% over the skill value { skillObtained = fizzleMaxSkill; } baseFizzle = (fizzleMaxSkill - skillObtained) * baseFizzle; float totalSuccessChance = 1.0f - baseFizzle; float randResult = MakeRandomFloat(0.0f, 1.0f); if(randResult > totalSuccessChance) return true; } return false; } bool Entity::CheckInterruptSpell(Entity* attacker) { if(!IsCasting()) return false; Spell* spell = GetZone()->GetSpell(this); if(!spell || spell->GetSpellData()->interruptable == 0) return false; if(GetInfoStruct()->get_no_interrupt()) return false; //originally base of 30 percent chance to continue casting if attacked //modified to 50% and added global rule, 30% was too small at starting levels int8 percent = rule_manager.GetZoneRule(GetZoneID(), R_Spells, NoInterruptBaseChance)->GetInt32(); float focus_skill_with_bonus = CalculateSkillWithBonus("Focus", ITEM_STAT_FOCUS, true); percent += ((1 + focus_skill_with_bonus)/6); if(MakeRandomInt(1, 100) > percent) { LogWrite(COMBAT__DEBUG, 0, "Combat", "'%s' interrupted spell for '%s': %i%%", attacker->GetName(), GetName(), percent); GetZone()->Interrupted(this, attacker, SPELL_ERROR_INTERRUPTED); return true; } LogWrite(COMBAT__DEBUG, 0, "Combat", "'%s' failed to interrupt spell for '%s': %i%%", attacker->GetName(), GetName(), percent); return false; } void Entity::KillSpawn(Spawn* dead, int8 type, int8 damage_type, int16 kill_blow_type) { if(!dead) return; if (IsPlayer()) { // old clients do not support WS_EnterCombat, uses activity_status in spawn info Client* client = ((Player*)this)->GetClient(); if(client && client->GetVersion() > 561) { PacketStruct* packet = configReader.getStruct("WS_EnterCombat", client->GetVersion()); if (packet) { client->QueuePacket(packet->serialize()); } safe_delete(packet); } ((Player*)this)->InCombat(false); } if (IsPlayer() && dead->IsEntity()) GetZone()->GetSpellProcess()->KillHOBySpawnID(dead->GetID()); /* just for sake of not knowing if we are in a read lock, write lock, or no lock ** say spawnlist is locked (DismissPet arg 3 true), which means RemoveSpawn will remove the id from the spawn_list outside of the potential lock */ if (dead->IsPet() && ((NPC*)dead)->GetOwner()) ((NPC*)dead)->GetOwner()->DismissPet((NPC*)dead, true, true); else if (dead->IsEntity()) { // remove all pets for this entity ((Entity*)dead)->DismissAllPets(false, true); } if (IsCasting()) GetZone()->Interrupted(this, dead, SPELL_ERROR_NOT_ALIVE); LogWrite(COMBAT__DEBUG, 3, "Combat", "Killing '%s'", dead->GetName()); // Kill movement for the dead npc so the corpse doesn't move GetZone()->movementMgr->StopNavigation((Entity*)dead); dead->ClearRunningLocations(); dead->CalculateRunningLocation(true); GetZone()->KillSpawn(true, dead, this, true, type, damage_type, kill_blow_type); } void Entity::HandleDeathExperienceDebt(Spawn* killer) { if(!IsPlayer()) return; float ruleDebt = 0.0f; if(killer && killer->IsPlayer()) ruleDebt = rule_manager.GetZoneRule(GetZoneID(), R_Combat, PVPDeathExperienceDebt)->GetFloat()/100.0f; else ruleDebt = rule_manager.GetZoneRule(GetZoneID(), R_Combat, DeathExperienceDebt)->GetFloat()/100.0f; if(ruleDebt > 0.0f) { bool groupDebt = rule_manager.GetZoneRule(GetZoneID(), R_Combat, GroupExperienceDebt)->GetBool(); if(groupDebt && ((Player*)this)->GetGroupMemberInfo()) { world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__); PlayerGroup* group = world.GetGroupManager()->GetGroup(((Player*)this)->GetGroupMemberInfo()->group_id); if (group) { group->MGroupMembers.readlock(__FUNCTION__, __LINE__); deque* members = group->GetMembers(); int32 size = members->size(); float xpDebtPerMember = ruleDebt/(float)size; deque::iterator itr; for (itr = members->begin(); itr != members->end(); itr++) { GroupMemberInfo* gmi = *itr; if (gmi->client && gmi->client->GetPlayer()) { gmi->client->GetPlayer()->GetInfoStruct()->set_xp_debt(gmi->client->GetPlayer()->GetInfoStruct()->get_xp_debt()+xpDebtPerMember); gmi->client->GetPlayer()->SetCharSheetChanged(true); } } group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__); } world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__); } else { ((Player*)this)->GetInfoStruct()->set_xp_debt(((Player*)this)->GetInfoStruct()->get_xp_debt()+ruleDebt); ((Player*)this)->SetCharSheetChanged(true); } } } void Entity::ProcessCombat() { // This is a virtual function so when a NPC calls this it will use the NPC::ProcessCombat() version // and a player will use the Player::ProcessCombat() version, leave this function blank. } void NPC::ProcessCombat() { MBrain.writelock(__FUNCTION__, __LINE__); // Check to see if it is time to call the AI again if (m_brain && GetHP() > 0 && Timer::GetCurrentTime2() >= (m_brain->LastTick() + m_brain->Tick())) { // Probably never want to use the following log, will spam the console for every NPC in a zone 4 times a second //LogWrite(NPC_AI__DEBUG, 9, "NPC_AI", "%s is thinking...", GetName()); m_brain->Think(); // Set the time for when the brain was last called m_brain->SetLastTick(Timer::GetCurrentTime2()); } MBrain.releasewritelock(__FUNCTION__, __LINE__); } void Player::ProcessCombat() { // if not in combat OR casting a spell OR dazed OR feared return out if (!EngagedInCombat() || IsCasting() || IsDazed() || IsFeared()) return; //If no target delete combat_target and return out Spawn* Target = GetZone()->GetSpawnByID(target); if (!Target) { combat_target = 0; if (target > 0) { SetTarget(0); } return; } // If is not an entity return out if (!Target->IsEntity()) return; // Reset combat target combat_target = 0; if (Target->HasTarget()) { if (Target->IsPlayer() || (Target->IsNPC() && Target->IsPet() && ((NPC*)Target)->GetOwner() && ((NPC*)Target)->GetOwner()->IsPlayer())){ Spawn* secondary_target = Target->GetTarget(); if (secondary_target->IsNPC() && secondary_target->appearance.attackable) { if (!secondary_target->IsPet() || (secondary_target->IsPet() && ((NPC*)secondary_target)->GetOwner() && ((NPC*)secondary_target)->GetOwner()->IsNPC())) { combat_target = secondary_target; } } } } // If combat_target wasn't set in the above if set it to the original target if (!combat_target) combat_target = Target; // this if may not be required as at the min combat_target will be Target, which we already check at the begining if(!combat_target) return; float distance = 0; distance = GetDistance(combat_target); // Check to see if we are doing ranged auto attacks if not check to see if we are in melee range if (GetRangeAttack()) { // We are doing ranged auto attacks //check to see if we can attack the target AND the ranged weapon is ready if(AttackAllowed((Entity*)combat_target, distance, true) && RangeWeaponReady()) { Item* weapon = 0; Item* ammo = 0; // Get the currently equiped weapon and ammo for the ranged attack weapon = GetEquipmentList()->GetItem(EQ2_RANGE_SLOT); ammo = GetAmmoFromSlot(true, true); LogWrite(COMBAT__DEBUG, 1, "Combat", "Weapon '%s', Ammo '%s'", ( weapon )? weapon->name.c_str() : "None", ( ammo ) ? ammo->name.c_str() : "None"); // If weapon and ammo are both valid perform the ranged attack else send a message to the client if(weapon && ammo) { LogWrite(COMBAT__DEBUG, 1, "Combat", "Weapon: Primary, Fighter: '%s', Target: '%s', Distance: %.2f", GetName(), combat_target->GetName(), distance); RangeAttack(combat_target, distance, weapon, ammo); } else { Client* client = ((Player*)this)->GetClient(); if (client) { // Need to get messages from live, made these up so the player knows what is wrong in game if weapon or ammo are not valid if (!ammo) client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Out of ammo."); if (!weapon) client->SimpleMessage(CHANNEL_COLOR_YELLOW, "No ranged weapon found."); } } } } else if(distance <= rule_manager.GetZoneRule(GetZoneID(), R_Combat, MaxCombatRange)->GetFloat()) { // We are doing melee auto attacks and are within range // Check to see if we can attack the target if(AttackAllowed((Entity*)combat_target)) { // Check to see if the primary melee weapon is ready if(PrimaryWeaponReady()) { // Set the time of the last melee attack with the primary weapon and perform the melee attack with primary weapon SetPrimaryLastAttackTime(Timer::GetCurrentTime2()); MeleeAttack(combat_target, distance, true); } // Check to see if the secondary weapon is ready if(SecondaryWeaponReady()) { // set the time of the last melee attack with the secondary weapon and perform the melee attack with the secondary weapon SetSecondaryLastAttackTime(Timer::GetCurrentTime2()); MeleeAttack(combat_target, distance, false); } } } } void Entity::SetAttackDelay(bool primary, bool ranged) { float mod = CalculateAttackSpeedMod(); bool dual_wield = IsDualWield(); //Note: Capping all attack speed increases at 125% normal speed (from function CalculateAttackSpeedMod()) //Add 33% longer delay if dual wielding if(dual_wield && ! ranged) { if(primary) SetPrimaryAttackDelay((GetPrimaryWeaponDelay() * 1.33) / mod); else SetSecondaryAttackDelay((GetSecondaryWeaponDelay() * 1.33) / mod); } else { if(primary) SetPrimaryAttackDelay(GetPrimaryWeaponDelay() / mod); else if(ranged) SetRangeAttackDelay(GetRangeWeaponDelay() / mod); else SetSecondaryAttackDelay(GetSecondaryWeaponDelay() / mod); } } float Entity::CalculateAttackSpeedMod(){ float aspeed = info_struct.get_attackspeed(); if(aspeed > 0) { if (aspeed <= 100) return (aspeed / 100 + 1); else if (aspeed <= 200) return 2.25; } return 1; } void Entity::AddProc(int8 type, float chance, Item* item, LuaSpell* spell, int8 damage_type, int8 hp_ratio, bool below_health, bool target_health, bool extended_version) { if (type == 0) { LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::AddProc called with an invalid type."); return; } if (!item && !spell) { LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::AddProc must have a valid item or spell."); return; } MProcList.writelock(__FUNCTION__, __LINE__); Proc* proc = new Proc(); proc->chance = chance; proc->item = item; proc->spell = spell; if(spell) { spell->has_proc = true; } if(spell && spell->spell) { proc->spellid = spell->spell->GetSpellID(); } proc->health_ratio = hp_ratio; proc->below_health = below_health; proc->damage_type = damage_type; proc->target_health = target_health; proc->extended_version = extended_version; m_procList[type].push_back(proc); MProcList.releasewritelock(__FUNCTION__, __LINE__); } void Entity::RemoveProc(Item* item, LuaSpell* spell) { if (!item && !spell) { LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::RemoveProc must have a valid item or spell."); return; } MProcList.writelock(__FUNCTION__, __LINE__); map >::iterator proc_itr; vector::iterator itr; for (proc_itr = m_procList.begin(); proc_itr != m_procList.end(); proc_itr++) { itr = proc_itr->second.begin(); while (itr != proc_itr->second.end()) { Proc* proc = *itr; if ((item && proc->item == item) || (spell && proc->spell == spell)) { itr = proc_itr->second.erase(itr); safe_delete(proc); } else itr++; } } MProcList.releasewritelock(__FUNCTION__, __LINE__); } bool Entity::CastProc(Proc* proc, int8 type, Spawn* target) { lua_State* state = 0; bool item_proc = false; int8 num_args = 3; Mutex* mutex = 0; if (proc->spell) { state = proc->spell->state; } else if (proc->item) { state = lua_interface->GetItemScript(proc->item->GetItemScript(), true, true); item_proc = true; } if (!state) { LogWrite(COMBAT__ERROR, 0, "Proc", "No valid lua_State* found"); return false; } if(item_proc) { mutex = lua_interface->GetItemScriptMutex(proc->item->GetItemScript()); } if(mutex) mutex->readlock(__FUNCTION__, __LINE__); if(proc->extended_version) { lua_getglobal(state, "proc_ext"); } else { lua_getglobal(state, "proc"); } if (lua_isfunction(state, lua_gettop(state))) { if (item_proc) { num_args++; lua_interface->SetItemValue(state, proc->item); } lua_interface->SetSpawnValue(state, this); lua_interface->SetSpawnValue(state, target); lua_interface->SetInt32Value(state, type); if(proc->extended_version) { lua_interface->SetInt32Value(state, proc->damage_type); } /* Add spell data from db in case of a spell proc here... */ if (!item_proc) { // Append spell data to the param list vector* data = proc->spell->spell->GetLUAData(); for(int32 i = 0; i < data->size(); i++) { switch(data->at(i)->type) { case 0:{ lua_interface->SetSInt32Value(proc->spell->state, data->at(i)->int_value); break; } case 1:{ lua_interface->SetFloatValue(proc->spell->state, data->at(i)->float_value); break; } case 2:{ lua_interface->SetBooleanValue(proc->spell->state, data->at(i)->bool_value); break; } case 3:{ lua_interface->SetStringValue(proc->spell->state, data->at(i)->string_value.c_str()); break; } default:{ LogWrite(SPELL__ERROR, 0, "Spell", "Error: Unknown LUA Type '%i' in Entity::CastProc for Spell '%s'", (int)data->at(i)->type, proc->spell->spell->GetName()); return false; } } num_args++; } } if (lua_pcall(state, num_args, 0, 0) != 0) { LogWrite(COMBAT__ERROR, 0, "Proc", "Unable to call the proc function for spell %i tier %i", proc->spell->spell->GetSpellID(), proc->spell->spell->GetSpellTier()); lua_pop(state, 1); if(mutex) mutex->releasereadlock(__FUNCTION__, __LINE__); if(item_proc) lua_interface->UseItemScript(proc->item->GetItemScript(), state, false); return false; } } else if(state) { lua_pop(state, 1); } lua_interface->ResetFunctionStack(state); if(mutex) mutex->releasereadlock(__FUNCTION__); if(item_proc) lua_interface->UseItemScript(proc->item->GetItemScript(), state, false); return true; } void Entity::CheckProcs(int8 type, Spawn* target) { if (type == 0) { LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::CheckProcs called with an invalid type."); return; } vector tmpList; MProcList.readlock(__FUNCTION__, __LINE__); for (int8 i = 0; i < m_procList[type].size(); i++) { // roll per proc, not overall float roll = MakeRandomFloat(0, 100); Proc* proc = m_procList[type].at(i); if (roll <= proc->chance && ((!proc->extended_version || proc->health_ratio == 0) || (proc->below_health && !proc->target_health && proc->health_ratio < (int8)GetIntHPRatio()) || (!proc->below_health && !proc->target_health && proc->health_ratio >= (int8)GetIntHPRatio()) || (target && proc->below_health && proc->target_health && proc->health_ratio < (int8)target->GetIntHPRatio()) || (target && !proc->below_health && proc->target_health && proc->health_ratio >= (int8)target->GetIntHPRatio())) ) { Proc* tmpProc = new Proc(); tmpProc->chance = proc->chance; tmpProc->item = proc->item; tmpProc->spell = proc->spell; tmpProc->spellid = proc->spellid; tmpProc->damage_type = proc->damage_type; tmpProc->health_ratio = proc->health_ratio; tmpProc->below_health = proc->below_health; tmpProc->target_health = proc->target_health; tmpProc->extended_version = proc->extended_version; tmpList.push_back(tmpProc); } } MProcList.releasereadlock(__FUNCTION__, __LINE__); vector::iterator proc_itr; for (proc_itr = tmpList.begin(); proc_itr != tmpList.end();) { Proc* tmpProc = *proc_itr; CastProc(tmpProc, type, target); proc_itr++; safe_delete(tmpProc); } } void Entity::ClearProcs() { MProcList.writelock(__FUNCTION__, __LINE__); map >::iterator proc_itr; vector::iterator itr; for (proc_itr = m_procList.begin(); proc_itr != m_procList.end(); proc_itr++) { itr = proc_itr->second.begin(); while (itr != proc_itr->second.end()) { safe_delete(*itr); itr = proc_itr->second.erase(itr); } proc_itr->second.clear(); } m_procList.clear(); MProcList.releasewritelock(__FUNCTION__, __LINE__); } sint32 Entity::CalculateHateAmount(Spawn* target, sint32 amt) { amt = CalculateFormulaByStat(amt, ITEM_STAT_TAUNT_AMOUNT); amt = CalculateFormulaByStat(amt, ITEM_STAT_TAUNT_AND_COMBAT_ART_DAMAGE); amt = CalculateFormulaByStat(amt, ITEM_STAT_ABILITY_MODIFIER); return amt; } sint32 Entity::CalculateHealAmount(Spawn* target, sint32 amt, int8 crit_mod, bool* crit, bool skip_crit_mod) { amt = CalculateFormulaByStat(amt, ITEM_STAT_HEAL_AMOUNT); amt = CalculateFormulaByStat(amt, ITEM_STAT_SPELL_AND_HEAL); //Potency Mod amt = CalculateFormulaByStat(amt, ITEM_STAT_POTENCY); //Ability Mod amt += (int32)min((int32)GetInfoStruct()->get_ability_modifier(), (int32)(amt / 2)); if(!skip_crit_mod){ if(!crit_mod || crit_mod == 1){ if(crit_mod == 1) *crit = true; else if(!*crit) { // Crit Roll float chance = (float)max((float)0, (float)GetInfoStruct()->get_crit_chance()); *crit = (MakeRandomFloat(0, 100) <= chance); } if(*crit){ //Apply total crit multiplier with crit bonus amt *= ((GetInfoStruct()->get_crit_bonus() / 100) + 1.3); } } } return amt; } sint32 Entity::CalculateDamageAmount(Spawn* target, sint32 damage, int8 base_type, int8 damage_type, LuaSpell* spell) { return CalculateDamageAmount(target, damage, base_type, damage_type, (spell && spell->spell) ? spell->spell->GetSpellData()->target_type : 0); } sint32 Entity::CalculateDamageAmount(Spawn* target, sint32 damage, int8 base_type, int8 damage_type, int8 target_type) { if(damage_type == DAMAGE_PACKET_DAMAGE_TYPE_FOCUS) { return damage; // cannot avoid focus damage } // only spells may add spell damage item stat if(damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_HEAT && damage_type <= DAMAGE_PACKET_DAMAGE_TYPE_POISON) { // https://forums.daybreakgames.com/eq2/index.php?threads/potency-and-ability-mod-what.4316/ // Spell damage model assuming 100% crit chance: // (Spell base damage * Base damage modifier * Int bonus * Skill bonus * Potency + Ability modifier) * Crit bonus * Spell double attack /** Spell base damage: Get all master spells Base damage modifier: Very very rare. Available from Wizard aa Wisdom line(Brainstorm). Get it, cherish it. Int bonus: Past 1200 or so int, you will get a 10% increase in spell damage per 30% increase in int. Look at int tooltip to see the numerical value. Skill bonus: Past skill cap, 100 points skill is worth 2% increase in minimum spell damage, which translates to 1% overall increase. Looks at the skill that the spell uses, for wizards mostly disruption. Cap is 6.5*level. Potency: A straight damage modifier, the more you can get the better. No practical cap. Ability modifier: A straight damage modifier. Limited to 50% of the spell base damage, but for a wizard this usually has little consequence. However note that this is not affected by Potency. Crit bonus: A straight damage modifier, the more you can get the better. No practical cap. Wizards got 50% intrinsic Crit Bonus that does not show up in the stat window, just add 50 to stat value for calculations. Spell double cast: A straight damage modifier, the more you can get the better. You won't be able to get very much of this. Makes the spell cast twice with some limitations. **/ damage = damage + damage * CalculateLevelStatBonus(GetInt()); // lvl 70 * 1200 int = 84000, log10f(84000) = 4.924 / 50.0f = 0.09848 damage = CalculateFormulaByStat(damage, ITEM_STAT_SPELL_DAMAGE); } if(base_type == DAMAGE_PACKET_TYPE_SPELL_DAMAGE) { damage = CalculateFormulaByStat(damage, ITEM_STAT_SPELL_AND_COMBAT_ART_DAMAGE); if(target && target->IsEntity() && damage > 0) { int16 effective_level_attacker = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel(); float resistBase = ((Entity*)target)->GetDamageTypeResistPercentage(damage_type); if(resistBase > 1.0f) { float dmgReduction = ((Entity*)target)->CalculateSpellDamageReduction((float)damage, resistBase - 1.0f, effective_level_attacker); float newDamage = static_cast(damage) - dmgReduction; if(newDamage < 0.0f) newDamage = 0.0f; damage = static_cast(std::floor(newDamage)); } } } // combat abilities only bonus if(damage_type <= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE) { damage = CalculateFormulaByStat(damage, ITEM_STAT_TAUNT_AND_COMBAT_ART_DAMAGE); } // Potency mod damage = CalculateFormulaByStat(damage, ITEM_STAT_POTENCY); int32 modifier = 2; if(target_type == SPELL_TARGET_GROUP_AE || target_type == SPELL_TARGET_RAID_AE || target_type == SPELL_TARGET_OTHER_GROUP_AE) { modifier = 3; } // Ability mod can only give up to half of damage after potency int32 mod = (int32)min(info_struct.get_ability_modifier(), (float)(damage / modifier)); damage += mod; return damage; } sint32 Entity::CalculateFormulaByStat(sint32 value, int16 stat) { sint32 outValue = value; MStats.lock(); std::map::iterator itr = stats.find(stat); if(itr != stats.end()) outValue = (sint32)((float)value * ((itr->second / 100.0f) + 1.0f)); MStats.unlock(); return outValue; } int32 Entity::CalculateFormulaByStat(int32 value, int16 stat) { int32 outValue = value; MStats.lock(); std::map::iterator itr = stats.find(stat); if(itr != stats.end()) outValue = (int32)((float)value * ((itr->second / 100.0f) + 1.0f)); MStats.unlock(); return outValue; } int32 Entity::CalculateFormulaBonus(int32 value, float percent_bonus) { return (int32)((float)value * ((percent_bonus / 100.0f) + 1.0f)); } float Entity::CalculateSpellDamageReduction(float spellDamage, float resistancePercentage, int16 attackerLevel) { int16 effective_level = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel(); float levelDifference = std::abs(effective_level - attackerLevel); float logFactor = 1.0f / (1.0f + 0.1f * levelDifference); // Adjust the factor for smoother reduction // Calculate the actual damage reduction based on resistance percentage, logarithmic factor, and maximum reduction float reducedDamage = spellDamage * (1.0f - resistancePercentage) * logFactor * GetInfoStruct()->get_max_spell_reduction(); return reducedDamage; }