-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.
This commit is contained in:
KayenEQ
2014-04-09 05:17:36 -04:00
parent 8b2f325cd0
commit 35cd98c7a7
9 changed files with 64 additions and 34 deletions
+2 -2
View File
@@ -79,7 +79,7 @@ int32 Client::GetActSpellDamage(uint16 spell_id, int32 value, Mob* target) {
if (spell_id == SPELL_IMP_HARM_TOUCH) //Improved Harm Touch
value -= GetAA(aaUnholyTouch) * 450; //Unholy Touch
int chance = RuleI(Spells, BaseCritChance);
int chance = RuleI(Spells, BaseCritChance); //Wizard base critical chance is 2% (Does not scale with level)
chance += itembonuses.CriticalSpellChance + spellbonuses.CriticalSpellChance + aabonuses.CriticalSpellChance;
chance += itembonuses.FrenziedDevastation + spellbonuses.FrenziedDevastation + aabonuses.FrenziedDevastation;
@@ -99,7 +99,7 @@ int32 Client::GetActSpellDamage(uint16 spell_id, int32 value, Mob* target) {
}
else if (GetClass() == WIZARD && (GetLevel() >= RuleI(Spells, WizCritLevel)) && (MakeRandomInt(1,100) <= RuleI(Spells, WizCritChance))) {
ratio += MakeRandomInt(1,100); //Wizard innate critical chance is calculated seperately from spell effect and is not a set ratio.
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)
Critical = true;
}