Renamed a few spell effects more appropriately.

This commit is contained in:
KayenEQ 2014-07-01 16:52:28 -04:00 committed by Arthur Ice
parent 4672f223c1
commit 1cd20c65e2
5 changed files with 11 additions and 11 deletions

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@ -506,13 +506,13 @@ typedef enum {
//#define SE_ChangeTriggerType 356 // not used
#define SE_FcMute 357 // implemented - silences casting of spells that contain specific spell effects (focus limited)
#define SE_CurrentManaOnce 358 // implemented
#define SE_Invulnerabilty 359 // *not implemented - Invulnerability (Brell's Blessing)
#define SE_SpellOnKill 360 // implemented - a buff that has a base1 % to cast spell base2 when you kill a "challenging foe" base3 min level
//#define SE_PassiveSenseTrap 359 // *not implemented - Invulnerability (Brell's Blessing)
#define SE_ProcOnKillShot 360 // implemented - a buff that has a base1 % to cast spell base2 when you kill a "challenging foe" base3 min level
#define SE_SpellOnDeath 361 // implemented - casts spell on death of buffed
//#define SE_PotionBeltSlots 362 // *not implemented[AA] 'Quick Draw' expands the potion belt by one additional available item slot per rank.
//#define SE_BandolierSlots 363 // *not implemented[AA] 'Battle Ready' expands the bandolier by one additional save slot per rank.
#define SE_TripleAttackChance 364 // implemented
#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)
#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)
#define SE_ShieldEquipDmgMod 366 // implemented[AA] Damage modifier to melee if shield equiped. (base1 = dmg mod , base2 = ?) ie Shield Specialist AA
#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)
//#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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@ -989,7 +989,7 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
newbon->CrippBlowChance += base1;
break;
case SE_SpellOnKill:
case SE_ProcOnKillShot:
for(int i = 0; i < MAX_SPELL_TRIGGER*3; i+=3)
{
if(!newbon->SpellOnKill[i] || ((newbon->SpellOnKill[i] == base2) && (newbon->SpellOnKill[i+1] < base1)))
@ -2179,7 +2179,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
newbon->CriticalDoTChance += effect_value;
break;
case SE_SpellOnKill:
case SE_ProcOnKillShot:
{
for(int e = 0; e < MAX_SPELL_TRIGGER*3; e+=3)
{
@ -3785,7 +3785,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
itembonuses.CriticalDoTChance = effect_value;
break;
case SE_SpellOnKill:
case SE_ProcOnKillShot:
{
for(int e = 0; e < MAX_SPELL_TRIGGER*3; e=3)
{

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@ -1900,7 +1900,7 @@ void Bot::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
newbon->UnfailingDivinity += base1;
break;
case SE_SpellOnKill:
case SE_ProcOnKillShot:
for(int i = 0; i < MAX_SPELL_TRIGGER*3; i+=3)
{
if(!newbon->SpellOnKill[i] || ((newbon->SpellOnKill[i] == base2) && (newbon->SpellOnKill[i+1] < base1)))

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@ -4139,9 +4139,9 @@ void Mob::TrySpellOnKill(uint8 level, uint16 spell_id)
{
if (spell_id != SPELL_UNKNOWN)
{
if(IsEffectInSpell(spell_id, SE_SpellOnKill2)) {
if(IsEffectInSpell(spell_id, SE_ProcOnSpellKillShot)) {
for (int i = 0; i < EFFECT_COUNT; i++) {
if (spells[spell_id].effectid[i] == SE_SpellOnKill2)
if (spells[spell_id].effectid[i] == SE_ProcOnSpellKillShot)
{
if (IsValidSpell(spells[spell_id].base2[i]) && spells[spell_id].max[i] <= level)
{

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@ -2860,8 +2860,8 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
case SE_CriticalHealChance:
case SE_CriticalHealOverTime:
case SE_CriticalDoTChance:
case SE_SpellOnKill:
case SE_SpellOnKill2:
case SE_ProcOnKillShot:
case SE_ProcOnSpellKillShot:
case SE_CriticalDamageMob:
case SE_LimitSpellGroup:
case SE_ResistCorruption: