fix for LimitCombatSkills

fix for Extended Inginuity table data
This commit is contained in:
KayenEQ
2014-02-15 22:34:48 -05:00
parent 49df0a5d33
commit 1b7271359e
4 changed files with 28 additions and 10 deletions
+9 -10
View File
@@ -4026,13 +4026,12 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
}
break;
case SE_LimitCombatSkills:
if (base1 == 0){
if((spell.cast_time == 0) && (spell.recast_time == 0) && (spell.recovery_time == 0)) //Exclude procs
LimitFailure = true;
}
break;
if (base1 == 0 && IsCombatSkill(spell_id)) //Exclude Discs
LimitFailure = true;
else if (base1 == 1 && !IsCombatSkill(spell_id)) //Exclude Spells
LimitFailure = true;
break;
case SE_LimitSpellGroup:
if(base1 < 0) {
@@ -4429,10 +4428,10 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
break;
case SE_LimitCombatSkills:
if (focus_spell.base[i] == 0){
if((spell.cast_time == 0) && (spell.recast_time == 0) && (spell.recovery_time == 0)) //Exclude procs
return 0;
}
if (focus_spell.base[i] == 0 && IsCombatSkill(spell_id)) //Exclude Disc
return 0;
else if (focus_spell.base[i] == 1 && !IsCombatSkill(spell_id)) //Include Spells
return 0;
break;
case SE_LimitSpellGroup: