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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.
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@@ -5675,7 +5675,7 @@ uint16 Mob::GetSpellEffectResistChance(uint16 spell_id)
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if(!IsValidSpell(spell_id))
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return 0;
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if (!aabonuses.SEResist[0] && !spellbonuses.SEResist[0] && !itembonuses.SEResist[0])
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if (!aabonuses.SEResist[1] && !spellbonuses.SEResist[1] && !itembonuses.SEResist[1])
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return 0;
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uint16 resist_chance = 0;
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