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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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@@ -721,17 +721,17 @@ void Client::CompleteConnect()
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case SE_AddMeleeProc:
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case SE_WeaponProc:
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{
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AddProcToWeapon(GetProcID(buffs[j1].spellid, x1), false, 100 + spells[buffs[j1].spellid].limit_value[x1], buffs[j1].spellid, buffs[j1].casterlevel, GetProcLimitTimer(buffs[j1].spellid, SE_WeaponProc));
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AddProcToWeapon(GetProcID(buffs[j1].spellid, x1), false, 100 + spells[buffs[j1].spellid].limit_value[x1], buffs[j1].spellid, buffs[j1].casterlevel, GetProcLimitTimer(buffs[j1].spellid, ProcType::MELEE_PROC));
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break;
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}
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case SE_DefensiveProc:
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{
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AddDefensiveProc(GetProcID(buffs[j1].spellid, x1), 100 + spells[buffs[j1].spellid].limit_value[x1], buffs[j1].spellid, GetProcLimitTimer(buffs[j1].spellid, SE_DefensiveProc));
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AddDefensiveProc(GetProcID(buffs[j1].spellid, x1), 100 + spells[buffs[j1].spellid].limit_value[x1], buffs[j1].spellid, GetProcLimitTimer(buffs[j1].spellid, ProcType::DEFENSIVE_PROC));
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break;
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}
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case SE_RangedProc:
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{
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AddRangedProc(GetProcID(buffs[j1].spellid, x1), 100 + spells[buffs[j1].spellid].limit_value[x1], buffs[j1].spellid, GetProcLimitTimer(buffs[j1].spellid, SE_RangedProc));
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AddRangedProc(GetProcID(buffs[j1].spellid, x1), 100 + spells[buffs[j1].spellid].limit_value[x1], buffs[j1].spellid, GetProcLimitTimer(buffs[j1].spellid, ProcType::RANGED_PROC));
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break;
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}
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}
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