Implemented SPA 465,477,478

Implemented

SE_PC_Pet_AE_Rampage			465
Chance for pet to AE rampage with a damage modifier

SE_Hatelist_To_Top_Index		477
Chance to be put on top of RAMPAGE list

SE_Hatelist_To_Tail_Index		478
Chance to be put on bottom of RAMPAGE list
This commit is contained in:
KayenEQ
2021-07-14 15:35:37 -04:00
parent 8fedf40440
commit 140bf31309
8 changed files with 128 additions and 14 deletions
+31
View File
@@ -1438,6 +1438,13 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
break;
}
case SE_PC_Pet_AE_Rampage: {
newbon->PC_Pet_AE_Rampage[0] += base1; //Chance to rampage
if (newbon->PC_Pet_AE_Rampage[1] < base2)
newbon->PC_Pet_AE_Rampage[1] = base2; //Damage modifer - take highest
break;
}
case SE_PC_Pet_Flurry_Chance:
newbon->PC_Pet_Flurry += base1; //Chance to Flurry
break;
@@ -3290,6 +3297,13 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
break;
}
case SE_PC_Pet_AE_Rampage: {
new_bonus->PC_Pet_AE_Rampage[0] += effect_value; //Chance to rampage
if (new_bonus->PC_Pet_AE_Rampage[1] < base2)
new_bonus->PC_Pet_AE_Rampage[1] = base2; //Damage modifer - take highest
break;
}
case SE_PC_Pet_Flurry_Chance:
new_bonus->PC_Pet_Flurry += effect_value; //Chance to Flurry
break;
@@ -5004,6 +5018,23 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
aabonuses.Pet_Add_Atk = effect_value;
break;
case SE_PC_Pet_Rampage:
spellbonuses.PC_Pet_Rampage[0] = effect_value;
itembonuses.PC_Pet_Rampage[0] = effect_value;
aabonuses.PC_Pet_Rampage[0] = effect_value;
spellbonuses.PC_Pet_Rampage[1] = effect_value;
itembonuses.PC_Pet_Rampage[1] = effect_value;
aabonuses.PC_Pet_Rampage[1] = effect_value;
break;
case SE_PC_Pet_AE_Rampage:
spellbonuses.PC_Pet_AE_Rampage[0] = effect_value;
itembonuses.PC_Pet_AE_Rampage[0] = effect_value;
aabonuses.PC_Pet_AE_Rampage[0] = effect_value;
spellbonuses.PC_Pet_AE_Rampage[1] = effect_value;
itembonuses.PC_Pet_AE_Rampage[1] = effect_value;
aabonuses.PC_Pet_AE_Rampage[1] = effect_value;
break;
case SE_SkillProcSuccess:{
for(int e = 0; e < MAX_SKILL_PROCS; e++)