Clean up and revision of proc chance bonuses

Combat Effects and WeaponProc bonuses will no longer affect melee spell procs
This commit is contained in:
KayenEQ
2014-02-26 05:16:37 -05:00
parent 8caac162b2
commit 205dd8a1e5
8 changed files with 54 additions and 50 deletions
+8
View File
@@ -81,6 +81,8 @@ int32 Client::GetActSpellDamage(uint16 spell_id, int32 value, Mob* target) {
int chance = RuleI(Spells, BaseCritChance);
chance += itembonuses.CriticalSpellChance + spellbonuses.CriticalSpellChance + aabonuses.CriticalSpellChance;
chance += itembonuses.FrenziedDevastation + spellbonuses.FrenziedDevastation + aabonuses.FrenziedDevastation;
if (chance > 0){
@@ -321,6 +323,12 @@ int32 Client::GetActSpellHealing(uint16 spell_id, int32 value, Mob* target) {
int32 Client::GetActSpellCost(uint16 spell_id, int32 cost)
{
//FrenziedDevastation doubles mana cost of all DD spells
int16 FrenziedDevastation = itembonuses.FrenziedDevastation + spellbonuses.FrenziedDevastation + aabonuses.FrenziedDevastation;
if (FrenziedDevastation && IsPureNukeSpell(spell_id))
cost *= 2;
// Formula = Unknown exact, based off a random percent chance up to mana cost(after focuses) of the cast spell
if(this->itembonuses.Clairvoyance && spells[spell_id].classes[(GetClass()%16) - 1] >= GetLevel() - 5)
{