DarkstarProject / darkstar

DEPRECATED - FFXI Server Emulator - See Project Topaz
https://github.com/project-topaz/topaz
GNU General Public License v3.0
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MOBMOD_RAGE doesn't work #4619

Closed Wiggo32 closed 5 years ago

Wiggo32 commented 6 years ago

I have:

Client Version (type /ver in game) : 30180203_1

Source Branch (master/stable) : master

Additional Information (Steps to reproduce/Expected behavior) :

  1. Go to Jugner Forest (King Ranperre's exit)
  2. Kill all the Knight Crabs
  3. Engage King Arthro when it pops
  4. Check his stats
  5. Wait 20 min
  6. Check his stats again and note no change
  7. Wait an additional 10 min
  8. Check his stats again and note no change
  9. Cast frost on him
  10. Check his stats again and note AGI is decreased by 7
  11. Create issue on github
TeoTwawki commented 6 years ago

looks like the mobmods (both MOBMOD_RAGE and MOBMOD_GRADUAL_RAGE) are never checked and the functions to set and unset it are never called anyplace. Additionally the functions we have assume rage mode is always just multiply base stats by 10.

void CMobEntity::addRageMode()
{
    if (!m_RageMode)
    {
        stats.AGI *= 10;
        stats.CHR *= 10;
        stats.DEX *= 10;
        stats.INT *= 10;
        stats.MND *= 10;
        stats.STR *= 10;
        stats.VIT *= 10;
    }
    m_RageMode = true;
}

On retail I'm pretty sure not all rages are created equally. Sh*tWikiSays implies this as well. Some mobs "gradually rage" (stronger over time but initially not so bad) and others its like a switch got flipped and its suddenly beating you senseless. I propose we move this to a mixin with 3 parameters to cover any possible future usages: 1. time till rage begins, 2. optional multiplier value defaulting to 10, 3. optional repeat boost interval that can be omitted.

zynjec commented 5 years ago

New system implemented in https://github.com/DarkstarProject/darkstar/pull/5408

Closing.