Added todo list to ApplyAABonuses

Probably incomplete
This commit is contained in:
Michael Cook (mackal) 2015-06-13 02:43:00 -04:00
parent 4898bfd822
commit 106e0c69ab
2 changed files with 32 additions and 12 deletions

View File

@ -381,24 +381,24 @@ typedef enum {
#define SE_GiveDoubleAttack 225 // implemented[AA] - Allow any class to double attack with set chance.
#define SE_TwoHandBash 226 // *not implemented as bonus
#define SE_ReduceSkillTimer 227 // implemented
//#define SE_ReduceFallDamage 228 // not implented as bonus - reduce the damage that you take from falling
#define SE_ReduceFallDamage 228 // not implented as bonus - reduce the damage that you take from falling
#define SE_PersistantCasting 229 // implemented
//#define SE_ExtendedShielding 230 // not used as bonus - increase range of /shield ability
#define SE_ExtendedShielding 230 // not used as bonus - increase range of /shield ability
#define SE_StunBashChance 231 // implemented - increase chance to stun from bash.
#define SE_DivineSave 232 // implemented (base1 == % chance on death to insta-res) (base2 == spell cast on save)
#define SE_Metabolism 233 // implemented - Modifies food/drink consumption rates.
//#define SE_ReduceApplyPoisonTime 234 // not implemented as bonus - reduces the time to apply poison
#define SE_ReduceApplyPoisonTime 234 // not implemented as bonus - reduces the time to apply poison
#define SE_ChannelChanceSpells 235 // implemented[AA] - chance to channel from SPELLS *No longer used on live.
//#define SE_FreePet 236 // not used
#define SE_GivePetGroupTarget 237 // implemented[AA] - (Pet Affinity)
#define SE_IllusionPersistence 238 // implemented - lends persistence to your illusionary disguises, causing them to last until you die or the illusion is forcibly removed.
//#define SE_FeignedCastOnChance 239 // *not implemented as bonus - ability gives you an increasing chance for your feigned deaths to not be revealed by spells cast upon you.
#define SE_FeignedCastOnChance 239 // *not implemented as bonus - ability gives you an increasing chance for your feigned deaths to not be revealed by spells cast upon you.
//#define SE_StringUnbreakable 240 // not used [Likely related to above - you become immune to feign breaking on a resisted spell and have a good chance of feigning through a spell that successfully lands upon you.]
#define SE_ImprovedReclaimEnergy 241 // implemented - increase the amount of mana returned to you when reclaiming your pet.
#define SE_IncreaseChanceMemwipe 242 // implemented - increases the chance to wipe hate with memory blurr
#define SE_CharmBreakChance 243 // implemented - Total Domination
#define SE_RootBreakChance 244 // implemented[AA] reduce the chance that your root will break.
//#define SE_TrapCircumvention 245 // *not implemented[AA] - decreases the chance that you will set off a trap when opening a chest
#define SE_TrapCircumvention 245 // *not implemented[AA] - decreases the chance that you will set off a trap when opening a chest
#define SE_SetBreathLevel 246 // *not implemented as bonus
#define SE_RaiseSkillCap 247 // *not implemented[AA] - adds skill over the skill cap.
#define SE_SecondaryForte 248 // not implemented as bonus(gives you a 2nd specialize skill that can go past 50 to 100)
@ -408,9 +408,9 @@ typedef enum {
#define SE_FrontalBackstabChance 252 // implemented[AA] - chance to perform a full damage backstab from front.
#define SE_FrontalBackstabMinDmg 253 // implemented[AA] - allow a frontal backstab for mininum damage.
#define SE_Blank 254 // implemented
//#define SE_ShieldDuration 255 // not implemented as bonus - increases duration of /shield
//#define SE_ShroudofStealth 256 // not implemented as bonus - rogue improved invs
//#define SE_PetDiscipline 257 // not implemented as bonus - /pet hold
#define SE_ShieldDuration 255 // not implemented as bonus - increases duration of /shield
#define SE_ShroudofStealth 256 // not implemented as bonus - rogue improved invs
#define SE_PetDiscipline 257 // not implemented as bonus - /pet hold
#define SE_TripleBackstab 258 // implemented[AA] - chance to perform a triple backstab
#define SE_CombatStability 259 // implemented[AA] - damage mitigation
#define SE_AddSingingMod 260 // implemented[AA] - Instrument/Singing Mastery, base1 is the mod, base2 is the ItemType
@ -434,11 +434,11 @@ typedef enum {
#define SE_FinishingBlow 278 // implemented[AA] - chance to do massive damage under 10% HP (base1 = chance, base2 = damage)
#define SE_Flurry 279 // implemented
#define SE_PetFlurry 280 // implemented[AA]
//#define SE_FeignedMinion 281 // *not implemented[AA] ability allows you to instruct your pet to feign death via the '/pet feign' command. value = succeed chance
#define SE_FeignedMinion 281 // *not implemented[AA] ability allows you to instruct your pet to feign death via the '/pet feign' command. value = succeed chance
#define SE_ImprovedBindWound 282 // implemented[AA] - increase bind wound amount by percent.
#define SE_DoubleSpecialAttack 283 // implemented[AA] - Chance to perform second special attack as monk
//#define SE_LoHSetHeal 284 // not used
//#define SE_NimbleEvasion 285 // *not implemented - base1 = 100 for max
#define SE_NimbleEvasion 285 // *not implemented - base1 = 100 for max
#define SE_FcDamageAmt 286 // implemented - adds direct spell damage
#define SE_SpellDurationIncByTic 287 // implemented
#define SE_SkillAttackProc 288 // implemented[AA] - Chance to proc spell on skill attack usage (ex. Dragon Punch)

View File

@ -816,8 +816,6 @@ void Client::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
break;
}
break;
case SE_PetDiscipline2:
break;
case SE_SpellSlotIncrease:
break;
case SE_MysticalAttune:
@ -1392,6 +1390,10 @@ void Client::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
newbon->ATK += base1;
break;
// to do
case SE_PetDiscipline:
break;
case SE_PetDiscipline2:
break;
case SE_ReduceTradeskillFail:
break;
case SE_PotionBeltSlots:
@ -1404,7 +1406,25 @@ void Client::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
break;
case SE_SecondaryForte:
break;
case SE_FeignedCastOnChance:
break;
case SE_ExtendedShielding:
break;
case SE_ShieldDuration:
break;
case SE_ReduceApplyPoisonTime:
break;
case SE_NimbleEvasion:
break;
case SE_TrapCircumvention:
break;
case SE_ShroudofStealth:
break;
case SE_FeignedMinion:
break;
// handled client side
case SE_ReduceFallDamage:
// not handled here
case SE_HastenedAASkill:
// not handled here but don't want to clutter debug log -- these may need to be verified to ignore