Add HitDistortion and Knockback to Blu spells#9961
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Appreciate the detailed information! Give me a few to collect the spells and test on my end. |
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Sounds good, thanks! Let me know if you want any of the incremental capture files I have. I was waiting until I had identified all Knockback spells to submit a complete cap |
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I affirm:
What does this pull request do?
This pull request adds HitDistortion (mob reaction) to all BLU Physical Spells and adds Knockback (animation only) to the BLU spells that have knockback. Ensures that Physical Spells have not missed- so misses do not result in mobs flinching.
Room for improvement - this could be extracted to its own fcn, however there doesnt seem to be an existing home for this kind of functionality - I almost put it in battleUtils but that felt off. Alternatively we could route the ActionResult through LuaUtils::OnSpellCast, through the individual Blu Spells, and into BlueMagic.lua where processing could handle updating the HitDistortion (in usePhysicalSpell) and Knockback. ActionResult over Action as the processing is per target. I'm open to updating for either pathway.
Limitations
0x028packet now directly matching retail captuues aside from expected variances (Target, Damage, Spell Recast) - Medium/Large Knockbacks (Ram Charge, Helldive, Regurgication) do not animate as Medium/Large Knockbacks - rather they animate as Small/Medium Knockbacks. I have attempted forcing various combinations of HitDistortion and Knockback (as they both contribute - see link) - However even supplying the largest Knockback and largest HitDistortion together and verifying the values via Captain has not created the same Large Knockback animation as retail. I'm open to any ideas or pathways I may be missing.Helldive Example 1:
scale = 5, -- knockback: 1, distortion: 1
Helldive Example 2:
scale = 5, -- knockback: 1, distortion: 1
Helldive LSB - not the same visual - smaller knockback
scale = 5, -- knockback: 1, distortion: 1
Steps to test these changes
Basic Testing
!addeffect chainspell 1 1000 1000and Refresh!setMod Refresh 1000on yourself. Avoid GodMode!setMod EVA 10000and cast aoe spells hitting multiple. Ensure when the boosted eva mob evades (spell fails to take effect message) that the mob does not HitDistort or Knockback.