Implemented SE_StrikeThough (Was incorrectly defined as implemented previously) - Works same as item bonus.

This commit is contained in:
KayenEQ 2014-06-25 14:41:15 -04:00
parent 677ba36d55
commit 02e780025d
2 changed files with 10 additions and 1 deletions

View File

@ -343,7 +343,7 @@ typedef enum {
#define SE_SkillAttack 193 // implemented
#define SE_FadingMemories 194 // implemented
#define SE_StunResist 195 // implemented
#define SE_Strikethrough 196 // implemented
#define SE_StrikeThrough 196 // implemented
#define SE_SkillDamageTaken 197 // implemented
#define SE_CurrentEnduranceOnce 198 // implemented
#define SE_Taunt 199 // implemented - % chance to taunt the target

View File

@ -953,6 +953,8 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
case SE_BlockBehind:
newbon->BlockBehind += base1;
break;
case SE_StrikeThrough:
case SE_StrikeThrough2:
newbon->StrikeThrough += base1;
break;
@ -2469,6 +2471,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
newbon->SecondaryDmgInc = true;
break;
case SE_StrikeThrough:
case SE_StrikeThrough2:
newbon->StrikeThrough += effect_value;
break;
@ -3909,6 +3912,12 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
itembonuses.SecondaryDmgInc = false;
break;
case SE_StrikeThrough:
spellbonuses.StrikeThrough = effect_value;
aabonuses.StrikeThrough = effect_value;
itembonuses.StrikeThrough = effect_value;
break;
case SE_StrikeThrough2:
spellbonuses.StrikeThrough = effect_value;
aabonuses.StrikeThrough = effect_value;