Bugfixes + Damage Formula Adjustment

* Entering/exiting groups should apply/remove group buffs.
* Fixed issues with nanos losing all stamina from various revives/warp away.
* Heavily tweaked damage formula, nano types now boost/decrease damage.
* Weapons can consume battery returning extra damage, battery consumed depends on enemy level.
This commit is contained in:
2020-10-09 01:01:35 +01:00
parent bae834fefa
commit d99dad261c
8 changed files with 213 additions and 77 deletions

View File

@@ -75,9 +75,16 @@ void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
std::pair<int,int> damage;
if (pkt->iNPCCnt > 1)
damage = getDamage(plr->groupDamage, (int)mob->data["m_iProtection"], true, (int)mob->data["m_iNpcLevel"]);
damage.first = plr->groupDamage;
else
damage = getDamage(plr->pointDamage, (int)mob->data["m_iProtection"], true, (int)mob->data["m_iNpcLevel"]);
damage.first = plr->pointDamage;
int difficulty = (int)mob->data["m_iNpcLevel"];
damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW >= 11 + difficulty), NanoManager::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
if (plr->batteryW >= 11 + difficulty)
plr->batteryW -= 11 + difficulty;
damage.first = hitMob(sock, mob, damage.first);
@@ -114,7 +121,7 @@ void MobManager::npcAttackPc(Mob *mob, time_t currTime) {
sP_FE2CL_NPC_ATTACK_PCs *pkt = (sP_FE2CL_NPC_ATTACK_PCs*)respbuf;
sAttackResult *atk = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_NPC_ATTACK_PCs));
auto damage = getDamage(470 + (int)mob->data["m_iPower"], plr->defense, false, 1);
auto damage = getDamage(475 + (int)mob->data["m_iPower"], plr->defense, false, false, -1, -1, 1);
plr->HP -= damage.first;
pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
@@ -224,8 +231,26 @@ void MobManager::killMob(CNSocket *sock, Mob *mob) {
// check for the edge case where hitting the mob did not aggro it
if (sock != nullptr) {
giveReward(sock);
MissionManager::mobKilled(sock, mob->appearanceData.iNPCType);
Player* plr = PlayerManager::getPlayer(sock);
if (plr == nullptr)
return;
if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) {
giveReward(sock);
MissionManager::mobKilled(sock, mob->appearanceData.iNPCType);
} else {
plr = PlayerManager::getPlayerFromID(plr->iIDGroup);
if (plr == nullptr)
return;
for (int i = 0; i < plr->groupCnt; i++) {
CNSocket* sockTo = PlayerManager::getSockFromID(plr->groupIDs[i]);
giveReward(sockTo);
MissionManager::mobKilled(sockTo, mob->appearanceData.iNPCType);
}
}
}
mob->despawned = false;
@@ -676,12 +701,26 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
lastHealTime = currTime;
}
std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool shouldCrit, int crutchLevel) {
std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool shouldCrit, bool batteryBoost, int attackerStyle, int defenderStyle, int difficulty) {
std::pair<int,int> ret = {0, 1};
if (attackPower + defensePower * 2 == 0)
return ret;
std::pair<int,int> ret = {};
int damage = (std::max(40, attackPower - defensePower) * (34 + crutchLevel) + std::min(attackPower, attackPower * attackPower / defensePower) * (36 - crutchLevel)) / 70;
ret.first = damage * (rand() % 40 + 80) / 100; // 20% variance
int damage = attackPower * attackPower / (attackPower + defensePower);
damage = std::max(std::max(29, attackPower / 7), damage - defensePower * (12 + difficulty) / 65);
damage = damage * (rand() % 40 + 80) / 100;
if (attackerStyle != -1 && defenderStyle != -1 && attackerStyle != defenderStyle) {
if (attackerStyle < defenderStyle || attackerStyle - defenderStyle == 2)
damage = damage * 5 / 4;
else
damage = damage * 4 / 5;
}
if (batteryBoost)
damage = damage * 5 / 4;
ret.first = damage;
ret.second = 1;
if (shouldCrit && rand() % 20 == 0) {
@@ -743,9 +782,14 @@ void MobManager::pcAttackChars(CNSocket *sock, CNPacketData *data) {
std::pair<int,int> damage;
if (pkt->iTargetCnt > 1)
damage = getDamage(plr->groupDamage, target->defense, true, 1);
damage.first = plr->groupDamage;
else
damage = getDamage(plr->pointDamage, target->defense, true, 1);
damage.first = plr->pointDamage;
damage = getDamage(damage.first, target->defense, true, (plr->batteryW >= 12), -1, -1, 1);
if (plr->batteryW >= 12)
plr->batteryW -= 12;
target->HP -= damage.first;
@@ -765,9 +809,16 @@ void MobManager::pcAttackChars(CNSocket *sock, CNPacketData *data) {
std::pair<int,int> damage;
if (pkt->iTargetCnt > 1)
damage = getDamage(plr->groupDamage, (int)mob->data["m_iProtection"], true, (int)mob->data["m_iNpcLevel"]);
damage.first = plr->groupDamage;
else
damage = getDamage(plr->pointDamage, (int)mob->data["m_iProtection"], true, (int)mob->data["m_iNpcLevel"]);
damage.first = plr->pointDamage;
int difficulty = (int)mob->data["m_iNpcLevel"];
damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW >= 11 + difficulty), NanoManager::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
if (plr->batteryW >= 11 + difficulty)
plr->batteryW -= 11 + difficulty;
damage.first = hitMob(sock, mob, damage.first);
@@ -782,7 +833,7 @@ void MobManager::pcAttackChars(CNSocket *sock, CNPacketData *data) {
sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_CHARs_SUCC, resplen);
// a bit of a hack: these are the same size, so we can reuse the response packet
assert(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_CHARs));
assert(sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_CHARs));
sP_FE2CL_PC_ATTACK_CHARs *resp1 = (sP_FE2CL_PC_ATTACK_CHARs*)respbuf;
resp1->iPC_ID = plr->iID;