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07-11-2010, 12:06 AM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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I'll take a look at all this stuff soonish. I've just been trying to help get underfoot working is all.
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07-11-2010, 12:27 AM
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Dragon
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Join Date: May 2009
Location: Milky Way
Posts: 539
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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;
}
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07-11-2010, 01:33 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Just went through and added all of the submissions so I can test them out (or rather so Kayen can test them). I noticed that you use line numbers, which is helpful, but in some cases they don't match up with what is on the SVN already. Since things change a lot, it would be good to add in some way to know where to add stuff other than just the line number. That is where the normal diffs come in handy, because they show the surrounding code. If you don't want to do a normal diff, you could just say something like this:
In spell_effects.cpp after this:
Code:
case SE_InterruptCasting:
{
if(IsCasting())
{
if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
{
InterruptSpell();
}
}
break;
}
Add this:
Code:
case SE_ImprovedSpellEffect:
case SE_BossSpellTrigger:
case SE_CastOnWearoff:
{
if (ticsremaining == 1)
{
SpellOnTarget(spells[spell_id].base[i], this);
}
break;
}
Or here is another example:
In spell_effects.cpp in the DoBuffTic function before this (around line 3299):
Code:
default: {
// do we need to do anyting here?
}
Add this:
Code:
case SE_ImprovedSpellEffect:
case SE_BossSpellTrigger:
case SE_CastOnWearoff:
{
if (ticsremaining == 1)
{
SpellOnTarget(spells[spell_id].base[i], this);
}
break;
}
Not too big of a deal as the line numbers help enough in most cases, but as I was adding your submissions, I found a couple parts kinda hard to tell exactly where you intended them to go. Hopefully I got them in the right places lol.
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07-11-2010, 02:06 AM
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Dragon
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Join Date: May 2009
Location: Milky Way
Posts: 539
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I feel retarded lol, I couldn't figure out how to make a diff file and just now realized how simple it is lol. From now on will make all my submissions as diffs, as you are correct the line numbers are only vaguely accurate for some fields(some were done with clean SVN and others done with code already in from previous effects). If you run into to problems I can reupdate the previous code as diffs but nothing is really super sensitive linewise so think it should be ok.
edit... One bug so far is that if you crit a spell on a vulnerable foe, the damage displayed is correct however the crit message is not the new value. I assume I will need to add some code to the crit section as well. Will update it tomo and post a proper diff.
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07-11-2010, 11:44 PM
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Dragon
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Join Date: May 2009
Location: Milky Way
Posts: 539
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Here is the code for spell and dot shielding separated out... Spell effect coming later.
mob.h
Code:
Index: mob.h
===================================================================
--- mob.h (revision 1597)
+++ mob.h (working copy)
@@ -839,7 +839,7 @@
inline int16 GetErrorNumber() const {return adverrorinfo;}
sint32 ReduceDamage(sint32 damage);
- sint32 ReduceMagicalDamage(sint32 damage);
+ sint32 AffectMagicalDamage(sint32 damage, int16 spell_id, const bool iBuffTic, Mob* attacker);
virtual void DoSpecialAttackDamage(Mob *who, SkillType skill, sint32 max_damage, sint32 min_damage = 1, sint32 hate_override = -1);
bool Flurry();
attack.cpp
Code:
Index: attack.cpp
===================================================================
--- attack.cpp (revision 1597)
+++ attack.cpp (working copy)
@@ -2929,13 +2929,14 @@
return(damage);
}
-sint32 Mob::ReduceMagicalDamage(sint32 damage)
+sint32 Mob::AffectMagicalDamage(sint32 damage, int16 spell_id, const bool iBuffTic, Mob* attacker)
{
- if(damage <= 0 || (!HasSpellRune() && !HasPartialSpellRune()))
+ 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)
{
@@ -2946,55 +2947,67 @@
}
return -6;
}
-
- slot = GetBuffSlotFromType(SE_MitigateSpellDamage);
- if(slot >= 0)
+
+ // If this is a DoT, use DoT Shielding...
+ if(iBuffTic)
{
- int damage_to_reduce = damage * GetPartialMagicRuneReduction(buffs[slot].spellid) / 100;
- if(damage_to_reduce > buffs[slot].magic_rune)
+ damage -= (damage * this->itembonuses.DoTShielding / 100);
+ }
+ // This must be a DD then so lets apply Spell Shielding and runes.
+ 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)
{
- 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();
+ 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;
+ }
}
- else
+
+ if(damage < 1)
{
- 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;
+ return -6;
}
- }
- 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)
+ slot = GetBuffSlotFromType(SE_AbsorbMagicAtt);
+ while(slot >= 0)
{
- magic_rune_left -= damage;
- damage = 0;
- buffs[slot].magic_rune = magic_rune_left;
- break;
+ 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();
+ }
}
- else
- {
- if(magic_rune_left > 0)
- damage -= magic_rune_left;
- BuffFadeBySlot(slot);
- slot = GetBuffSlotFromType(SE_AbsorbMagicAtt);
- UpdateRuneFlags();
- }
}
-
- return(damage);
+ return damage;
}
bool Mob::HasProcs() const
@@ -3159,7 +3172,7 @@
mlog(COMBAT__HITS, "Melee Damage reduced to %d", damage);
} else {
sint32 origdmg = damage;
- damage = ReduceMagicalDamage(damage);
+ damage = AffectMagicalDamage(damage, spell_id, iBuffTic, attacker);
mlog(COMBAT__HITS, "Melee Damage reduced to %d", damage);
if (origdmg != damage && attacker && attacker->IsClient()) {
if(attacker->CastToClient()->GetFilter(FILTER_DAMAGESHIELD) != FilterHide)
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07-12-2010, 02:15 AM
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Dragon
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Join Date: May 2009
Location: Milky Way
Posts: 539
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OK think this is pretty solid now, its pretty annoying to test but I tested every possible combination and seems working good. The only minor thing is that if you have a DoT spell that has a DD component, the DD won't be affected by the vulnerability(the DoT will be so I'm not sure how vital it is).
mob.h
Code:
Index: mob.h
===================================================================
--- mob.h (revision 1597)
+++ mob.h (working copy)
@@ -87,6 +87,7 @@
focusResistRate,
focusSpellHateMod,
focusTriggerOnCast,
+ focusSpellVulnerability,
} focusType;
enum {
@@ -778,6 +779,7 @@
bool TryDeathSave();
void DoBuffWearOffEffect(uint32 index);
void TryTriggerOnCast(Mob *target, uint32 spell_id);
+ sint32 GetVulnerability(sint32 damage, Mob *caster, uint32 spell_id, int32 ticsremaining);
static int32 GetAppearanceValue(EmuAppearance iAppearance);
void SendAppearancePacket(int32 type, int32 value, bool WholeZone = true, bool iIgnoreSelf = false, Client *specific_target=NULL);
mob.cpp
Code:
Index: mob.cpp
===================================================================
--- mob.cpp (revision 1597)
+++ mob.cpp (working copy)
@@ -3036,4 +3036,88 @@
}
}
}
+}
+
+sint32 Mob::GetVulnerability(sint32 damage, Mob *caster, uint32 spell_id, int32 ticsremaining)
+{
+ // If we increased the datatype on GetBuffSlotFromType, this wouldnt be needed
+ 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(!caster->IsNPC())
+ {
+ sint32 focus = caster->CalcFocusEffect(focusSpellVulnerability, buffs[i].spellid, spell_id);
+ if(focus == 1)
+ {
+ damage += damage * spells[buffs[i].spellid].base[0] / 100;
+ break;
+ }
+ }
+ // 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 (caster->IsNPC())
+ {
+ int npc_resist = 0;
+ int npc_instant = 0;
+ int npc_duration = 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_resist = 1;
+ }
+ break;
+
+ case SE_LimitInstant:
+ if(!ticsremaining)
+ {
+ npc_instant = 1;
+ break;
+ }
+
+ case SE_LimitMinDur:
+ if(ticsremaining)
+ {
+ npc_duration = 1;
+ break;
+ }
+
+ default:{
+ // look pretty
+ break;
+ }
+ }
+ }
+ // DDs and Dots of all resists
+ if ((npc_instant) || (npc_duration))
+ damage += damage * spells[buffs[i].spellid].base[0] / 100;
+
+ else if (npc_resist)
+ {
+ // DDs and Dots restricted by resists
+ if ((npc_instant) || (npc_duration))
+ {
+ damage += damage * spells[buffs[i].spellid].base[0] / 100;
+ }
+ // DD and Dots of 1 resist ... these are to maintain compatibility with current spells, not ideal.
+ else if (!npc_instant && !npc_duration)
+ {
+ damage += damage * spells[buffs[i].spellid].base[0] / 100;
+ }
+ }
+ }
+ }
+ }
+ return damage;
}
\ No newline at end of file
spell effects.cpp
Code:
Index: spell_effects.cpp
===================================================================
--- spell_effects.cpp (revision 1597)
+++ spell_effects.cpp (working copy)
@@ -203,8 +203,10 @@
//handles AAs and what not...
if(caster)
+ {
+ dmg = GetVulnerability(dmg, caster, spell_id, 0);
dmg = caster->GetActSpellDamage(spell_id, dmg);
-
+ }
dmg = -dmg;
Damage(caster, dmg, spell_id, spell.skill, false, buffslot, false);
}
@@ -2812,6 +2814,7 @@
case SE_LimitCastTime:
case SE_NoCombatSkills:
case SE_TriggerOnCast:
+ case SE_SpellVulnerability:
{
break;
}
@@ -3130,13 +3133,15 @@
if(!IsClient())
AddToHateList(caster, -effect_value);
}
-
+ effect_value = GetVulnerability(effect_value, caster, spell_id, ticsremaining);
TryDotCritical(spell_id, caster, effect_value);
}
effect_value = effect_value * modifier / 100;
}
if(effect_value < 0) {
+ if(caster && !caster->IsClient())
+ effect_value = GetVulnerability(effect_value, caster, spell_id, ticsremaining);
effect_value = -effect_value;
Damage(caster, effect_value, spell_id, spell.skill, false, i, true);
} else if(effect_value > 0) {
@@ -3860,6 +3865,14 @@
}
break;
}
+ case SE_SpellVulnerability:
+ {
+ if(type == focusSpellVulnerability)
+ {
+ value = 1;
+ }
+ 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.
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