Complete revision of SE_SkillProc, SE_LimitToSkill,

SE_SkillProcSuccess (now implemented correctly)
to function more accurately and efficiently, AA supported.
This may need to be updated in the future, if more live
spells readily become avialable to test with.
This commit is contained in:
KayenEQ
2014-07-06 18:58:16 -04:00
parent 3a4e72e3e7
commit 0e438942e4
13 changed files with 415 additions and 186 deletions
+1 -1
View File
@@ -185,7 +185,7 @@ public:
virtual void RogueAssassinate(Mob* other);
virtual void DoClassAttacks(Mob *target, bool IsRiposte=false);
virtual bool TryHeadShot(Mob* defender, SkillUseTypes skillInUse);
virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false);
virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false, int ReuseTime =0);
virtual void ApplySpecialAttackMod(SkillUseTypes skill, int32 &dmg, int32 &mindmg);
bool CanDoSpecialAttack(Mob *other);
virtual int32 CheckAggroAmount(uint16 spellid);