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Maze_EQ
07-27-2015, 09:19 AM
It seems the instruments are being checked per tick, not on the initial cast.

Changes to bard spells:

effectid1 from 334-0 (Possible culprit due to it being counted as a DD now?)


Rule in rule_values to allow bards to damage moving mobs.

Any recommendations?

chrsschb
07-27-2015, 10:35 AM
You'd think anything with a duration would be counted as a DOT and take focus effects on the initial cast only.

demonstar55
07-27-2015, 10:36 AM
Update.

....

Maze_EQ
07-27-2015, 01:06 PM
Chrs

It happens on clumsys too.

chrsschb
07-27-2015, 01:34 PM
Chrs

It happens on clumsys too.

Never said it didn't...

We just swapped bard DoTs over to 0 yesterday so not like it's been a huge issue for us lol.

Maze_EQ
07-27-2015, 02:46 PM
Just letting you know lol.

chrsschb
07-28-2015, 03:16 PM
Anyone know a workaround for this? Want bards to be able to aoe moving mobs, but also need instruments to work on the entire duration not just the ticks where the instrument is equipped.

demonstar55
07-28-2015, 05:44 PM
Anyone know a workaround for this? Want bards to be able to aoe moving mobs, but also need instruments to work on the entire duration not just the ticks where the instrument is equipped.

The instrument part should work already.

chrsschb
07-28-2015, 08:33 PM
The instrument part should work already.

So what do I need to update to get it working?

If I leave effectid1 at 334 instruments work but the dots doesn't hit moving mobs

If I switch effectid1 to 0 it hits moving mobs but instruments stop working.

demonstar55
07-28-2015, 09:36 PM
RULE_BOOL(Spells, PreNerfBardAEDoT, false) //Allow bard AOE dots to damage targets when moving.

Turn Spells:PreNerfBardAEDoT to true in your rules table.

rhyotte
07-28-2015, 09:53 PM
Cool to know...thanks!

chrsschb
07-29-2015, 09:16 AM
Don't have this rule in my rules table lol. When was it added? My database is from May.

Maze_EQ
07-29-2015, 09:33 AM
You have to add it manually.

chrsschb
07-29-2015, 10:08 AM
You have to add it manually.

Aight, will test later.

image
07-29-2015, 01:25 PM
Edit: guess eqemu current might use 'instrument_mod' in the buff struct, demonstar can enlighten us to the changes as all I saw was 'update' :P









The problem is the instrument calculation should be done and saved for the duration of the spell, not requiring the instrument each tic. The instrument does not 'save' on the buff in eqemu code.

I have this on my server, but I am on a slightly older code base. Pretty much you have to create an array in the buff structure for the bardMod value.

eg in Buffs_Struct
int bardMod[EFFECT_COUNT];

the setting of the bardMod was handled in spell_effects.cpp Mob::CalcSpellEffectValue



int Mob::CalcSpellEffectValue(int16 spell_id, int buffID, int effect_id, int caster_level, Mob *caster, int ticsremaining)
{
int formula, base, max, effect_value;

if
(
!IsValidSpell(spell_id) ||
effect_id < 0 ||
effect_id >= EFFECT_COUNT
)
return 0;

formula = spells[spell_id].formula[effect_id];
base = spells[spell_id].base[effect_id];
max = spells[spell_id].max[effect_id];

if(IsBlankSpellEffect(spell_id, effect_id))
return 0;

effect_value = CalcSpellEffectValue_formula(formula, base, max, caster_level, spell_id, ticsremaining);

if(caster && IsBardSong(spell_id) &&
(spells[spell_id].effectid[effect_id] != SE_AttackSpeed) &&
(spells[spell_id].effectid[effect_id] != SE_AttackSpeed2) &&
(spells[spell_id].effectid[effect_id] != SE_AttackSpeed3) &&
(spells[spell_id].effectid[effect_id] != SE_Lull) &&
(spells[spell_id].effectid[effect_id] != SE_ChangeFrenzyRad) &&
(spells[spell_id].effectid[effect_id] != SE_Harmony) //&&
// Kings & Bandits - EQEmu revision 1883 - The mana regen portion of bard songs is no longer affected by instrument mods.
/*(spells[spell_id].effectid[effect_id] != SE_CurrentMana)*/) {
int oval = effect_value;
if ( buffID > -1 && buffID < BUFF_COUNT )
{
if ( buffs[buffID].bardMod[effect_id] == 0 )
{
int mod = caster->GetInstrumentMod(spell_id);
effect_value = effect_value * mod / 10;
mlog(SPELLS__BARDS, "Effect value %d altered with bard modifier of %d to yield %d with buffid %i", oval, mod, effect_value, buffID);
buffs[buffID].bardMod[effect_id] = mod;
}
else
{
int mod = caster->GetInstrumentMod(spell_id);
if ( mod > buffs[buffID].bardMod[effect_id] )
buffs[buffID].bardMod[effect_id] = mod;

effect_value = effect_value * buffs[buffID].bardMod[effect_id] / 10;
mlog(SPELLS__BARDS, "Effect value altered %d with existing bard modifier of %d to yield %d with buffid %i", oval, buffs[buffID].bardMod[effect_id], effect_value, buffID);
}
}
else
{
int mod = caster->GetInstrumentMod(spell_id);
effect_value = effect_value * mod / 10;
mlog(SPELLS__BARDS, "Effect value %d altered with bard modifier of %d to yield %d", oval, mod, effect_value);
}
}

return(effect_value);
}


in the initialize of the buffs you have to zero the array out of course..eg Client::InitializeBuffSlots in the for loop add

for(int i=0;i<EFFECT_COUNT;i++)
buffs[x].bardMod[i] = 0;

there are probably multiple other places where we 'nullify' out buffs as well that varies on the code base (current/past).

demonstar55
07-29-2015, 01:53 PM
I added saving the bard mod and using that back in May.

chrsschb
07-30-2015, 06:20 PM
Manually added the rule and dots are damaging moving targets still, however the instrument effects are still only applying while equipped.

Guess I need to update the source.