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Reworked Weapon Procing
Broke up the logic to be a bit easier to follow Procs should happen in the order that they do on live Proc rates for spell buff procs should be more consistent with live
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-1
@@ -969,9 +969,10 @@ protected:
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bool PassLimitClass(uint32 Classes_, uint16 Class_);
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void TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand = 13, int damage=0);
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void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = 13);
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void TrySpellProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = 13);
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void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = 13);
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void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on);
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virtual float GetProcChances(float &BaseProcChance, float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13);
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virtual float GetProcChances(float ProcBonus, uint16 weapon_speed = 30, uint16 hand = 13);
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virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13);
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int GetWeaponDamage(Mob *against, const Item_Struct *weapon_item);
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int GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate = nullptr);
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