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-Implemented the ability to properly use live spell projectile graphics.
This data is found in the player_1 field of the spells_new table. -Rule for this set to be disabled by default. -Enable IF your server uses an UF+ spell file and your players use UF+ clients -Otherwise your better off with alternative method/rules already implemented so that all players can see the effect. -Added ability for PERL ProjectileAnim function to only need an IT#### and not an actual item id. -If you want it in LUA somebody needs to add it. - Change to wizard innate critical ratios based on parse data.
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-2
@@ -79,7 +79,7 @@ int32 Client::GetActSpellDamage(uint16 spell_id, int32 value, Mob* target) {
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if (spell_id == SPELL_IMP_HARM_TOUCH) //Improved Harm Touch
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value -= GetAA(aaUnholyTouch) * 450; //Unholy Touch
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int chance = RuleI(Spells, BaseCritChance);
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int chance = RuleI(Spells, BaseCritChance); //Wizard base critical chance is 2% (Does not scale with level)
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chance += itembonuses.CriticalSpellChance + spellbonuses.CriticalSpellChance + aabonuses.CriticalSpellChance;
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chance += itembonuses.FrenziedDevastation + spellbonuses.FrenziedDevastation + aabonuses.FrenziedDevastation;
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@@ -99,7 +99,7 @@ int32 Client::GetActSpellDamage(uint16 spell_id, int32 value, Mob* target) {
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}
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else if (GetClass() == WIZARD && (GetLevel() >= RuleI(Spells, WizCritLevel)) && (MakeRandomInt(1,100) <= RuleI(Spells, WizCritChance))) {
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ratio += MakeRandomInt(1,100); //Wizard innate critical chance is calculated seperately from spell effect and is not a set ratio.
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ratio += MakeRandomInt(20,70); //Wizard innate critical chance is calculated seperately from spell effect and is not a set ratio. (20-70 is parse confirmed)
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Critical = true;
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}
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