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[Spells] Throwing procs fixed and other proc updates (#1871)
* first updating sbindex defines * updates * updates * proctypes added for organization * debug * updates * range procs cleaned up * skill proc clean up * fix * remove debugs * [Spells] Throwing procs fixed and other proc updates * [Spells] Throwing procs fixed and other proc updates bot fix * [Spells] Throwing procs fixed and other proc updates proctype updates
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+3
-3
@@ -1609,19 +1609,19 @@ uint32 GetProcLimitTimer(int32 spell_id, int proc_type) {
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bool use_next_timer = false;
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for (int i = 0; i < EFFECT_COUNT; ++i) {
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if (proc_type == SE_WeaponProc) {
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if (proc_type == ProcType::MELEE_PROC) {
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if (spells[spell_id].effect_id[i] == SE_WeaponProc || spells[spell_id].effect_id[i] == SE_AddMeleeProc) {
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use_next_timer = true;
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}
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}
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if (proc_type == SE_RangedProc) {
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if (proc_type == ProcType::RANGED_PROC) {
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if (spells[spell_id].effect_id[i] == SE_RangedProc) {
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use_next_timer = true;
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}
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}
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if (proc_type == SE_DefensiveProc) {
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if (proc_type == ProcType::DEFENSIVE_PROC) {
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if (spells[spell_id].effect_id[i] == SE_DefensiveProc) {
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use_next_timer = true;
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}
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+11
-2
@@ -533,6 +533,15 @@ enum ReflectSpellType
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RELFECT_ALL_SINGLE_TARGET_SPELLS = 3,
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REFLECT_ALL_SPELLS = 4,
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};
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//For better organizing in proc effects, not used in spells.
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enum ProcType
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{
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MELEE_PROC = 1,
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RANGED_PROC = 2,
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DEFENSIVE_PROC = 3,
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SKILL_PROC = 4,
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SKILL_PROC_SUCCESS = 5,
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};
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enum SpellTypes : uint32
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{
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@@ -1134,8 +1143,8 @@ typedef enum {
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#define SE_GravityEffect 424 // implemented - Pulls/pushes you toward/away the mob at a set pace
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//#define SE_Display 425 // *not implemented - Illusion: Flying Dragon(21626)
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#define SE_IncreaseExtTargetWindow 426 // *not implmented[AA] - increases the capacity of your extended target window
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#define SE_SkillProc 427 // implemented - chance to proc when using a skill(ie taunt)
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#define SE_LimitToSkill 428 // implemented - limits what skills will effect a skill proc
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#define SE_SkillProcAttempt 427 // implemented - chance to proc when using a skill(ie taunt)
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#define SE_LimitToSkill 428 // implemented, @Procs, limits what combat skills will effect a skill proc, base: skill value, limit: none, max: none
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#define SE_SkillProcSuccess 429 // implemented - chance to proc when tje skill in use successfully fires.
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//#define SE_PostEffect 430 // *not implemented - Fear of the Dark(27641) - Alters vision
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//#define SE_PostEffectData 431 // *not implemented - Fear of the Dark(27641) - Alters vision
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