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Renamed a few spell effects more appropriately.
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-3
@@ -506,13 +506,13 @@ typedef enum {
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//#define SE_ChangeTriggerType 356 // not used
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#define SE_FcMute 357 // implemented - silences casting of spells that contain specific spell effects (focus limited)
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#define SE_CurrentManaOnce 358 // implemented
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#define SE_Invulnerabilty 359 // *not implemented - Invulnerability (Brell's Blessing)
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#define SE_SpellOnKill 360 // implemented - a buff that has a base1 % to cast spell base2 when you kill a "challenging foe" base3 min level
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//#define SE_PassiveSenseTrap 359 // *not implemented - Invulnerability (Brell's Blessing)
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#define SE_ProcOnKillShot 360 // implemented - a buff that has a base1 % to cast spell base2 when you kill a "challenging foe" base3 min level
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#define SE_SpellOnDeath 361 // implemented - casts spell on death of buffed
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//#define SE_PotionBeltSlots 362 // *not implemented[AA] 'Quick Draw' expands the potion belt by one additional available item slot per rank.
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//#define SE_BandolierSlots 363 // *not implemented[AA] 'Battle Ready' expands the bandolier by one additional save slot per rank.
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#define SE_TripleAttackChance 364 // implemented
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#define SE_SpellOnKill2 365 // implemented - chance to trigger a spell on kill when the kill is caused by a specific spell with this effect in it (10470 Venin)
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#define SE_ProcOnSpellKillShot 365 // implemented - chance to trigger a spell on kill when the kill is caused by a specific spell with this effect in it (10470 Venin)
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#define SE_ShieldEquipDmgMod 366 // implemented[AA] Damage modifier to melee if shield equiped. (base1 = dmg mod , base2 = ?) ie Shield Specialist AA
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#define SE_SetBodyType 367 // implemented - set body type of base1 so it can be affected by spells that are limited to that type (Plant, Animal, Undead, etc)
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//#define SE_FactionMod 368 // *not implemented - increases faction with base1 (faction id, live won't match up w/ ours) by base2
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