Implemented new table 'npc_spells_effects' and 'npc_spells_effects_entires'.

Implemented new field in 'npc_spell_effects_id' in npc_types.

These are used to directly apply spell effect bonuses to NPC's without requirings spells/buffs.
Example: Allow an npc to spawn with an innate 50 pt damage shield and a 5% chance to critical hit.

Please see the wiki page: http://wiki.eqemulator.org/p?npc_spell_effects_entries for details.

*NPC's can now do critical heals / damage spells if bonus is applied from table.

Required SQL: utils/sql/git/required/2014_04_27_AISpellEffects.sql
Note: 30 examples of spell effects have been included by default in this sql. Edited/removed as needed.
This commit is contained in:
KayenEQ
2014-04-27 03:57:14 -04:00
parent 62e48e7701
commit 380cf8691a
7 changed files with 208 additions and 35 deletions
+1 -1
View File
@@ -5675,7 +5675,7 @@ uint16 Mob::GetSpellEffectResistChance(uint16 spell_id)
if(!IsValidSpell(spell_id))
return 0;
if (!aabonuses.SEResist[0] && !spellbonuses.SEResist[0] && !itembonuses.SEResist[0])
if (!aabonuses.SEResist[1] && !spellbonuses.SEResist[1] && !itembonuses.SEResist[1])
return 0;
uint16 resist_chance = 0;