Updated a few AA effects to use database values instead of hardcoded values.

This commit is contained in:
KayenEQ
2015-10-09 13:08:24 -04:00
parent 43671fa749
commit 2cf59ae2f2
5 changed files with 59 additions and 185 deletions
+24 -6
View File
@@ -1429,13 +1429,23 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
newbon->PC_Pet_Flurry += base1; //Chance to Flurry
break;
case SE_ShroudofStealth:
newbon->ShroudofStealth = true;
break;
case SE_ReduceFallDamage:
newbon->ReduceFallDamage += base1;
break;
case SE_ReduceTradeskillFail:
newbon->ReduceTradeskillFail[base2] += base1;
break;
// to do
case SE_PetDiscipline:
break;
case SE_PetDiscipline2:
break;
case SE_ReduceTradeskillFail:
break;
case SE_PotionBeltSlots:
break;
case SE_BandolierSlots:
@@ -1458,13 +1468,9 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
break;
case SE_TrapCircumvention:
break;
case SE_ShroudofStealth:
break;
case SE_FeignedMinion:
break;
// handled client side
case SE_ReduceFallDamage:
// not handled here
case SE_HastenedAASkill:
// not handled here but don't want to clutter debug log -- these may need to be verified to ignore
@@ -3143,6 +3149,18 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
new_bonus->PC_Pet_Flurry += effect_value; //Chance to Flurry
break;
case SE_ShroudofStealth:
new_bonus->ShroudofStealth = true;
break;
case SE_ReduceFallDamage:
new_bonus->ReduceFallDamage += effect_value;
break;
case SE_ReduceTradeskillFail:
new_bonus->ReduceTradeskillFail[base2] += effect_value;
break;
//Special custom cases for loading effects on to NPC from 'npc_spels_effects' table
if (IsAISpellEffect) {