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Keep track of base spell id for SpellProcs/PermaProcs
This will fix numhits issue for procs from spells
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808977f69a
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@ -9466,7 +9466,7 @@ void Client::CompleteConnect()
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case SE_AddMeleeProc:
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case SE_WeaponProc:
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{
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AddProcToWeapon(GetProcID(buffs[j1].spellid, x1), false, 100+spells[buffs[j1].spellid].base2[x1]);
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AddProcToWeapon(GetProcID(buffs[j1].spellid, x1), false, 100+spells[buffs[j1].spellid].base2[x1], buffs[j1].spellid);
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break;
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}
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case SE_DefensiveProc:
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@ -500,7 +500,7 @@ public:
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bool AddSkillProc(uint16 spell_id, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN);
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bool RemoveSkillProc(uint16 spell_id, bool bAll = false);
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bool HasSkillProcs() const;
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bool AddProcToWeapon(uint16 spell_id, bool bPerma = false, uint16 iChance = 3);
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bool AddProcToWeapon(uint16 spell_id, bool bPerma = false, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN);
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bool RemoveProcFromWeapon(uint16 spell_id, bool bAll = false);
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bool HasProcs() const;
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@ -605,9 +605,9 @@ void NPC::SetPetState(SpellBuff_Struct *pet_buffs, uint32 *items) {
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// We need to reapply buff based procs
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// We need to do this here so suspended pets also regain their procs.
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if (spells[buffs[j1].spellid].base2[x1] == 0) {
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AddProcToWeapon(GetProcID(buffs[j1].spellid,x1), false, 100);
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AddProcToWeapon(GetProcID(buffs[j1].spellid,x1), false, 100, buffs[j1].spellid);
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} else {
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AddProcToWeapon(GetProcID(buffs[j1].spellid,x1), false, 100+spells[buffs[j1].spellid].base2[x1]);
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AddProcToWeapon(GetProcID(buffs[j1].spellid,x1), false, 100+spells[buffs[j1].spellid].base2[x1], buffs[j1].spellid);
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}
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break;
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case SE_Charm:
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@ -1695,9 +1695,9 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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#endif
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if(spells[spell_id].base2[i] == 0)
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AddProcToWeapon(procid, false, 100);
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AddProcToWeapon(procid, false, 100, spell_id);
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else
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AddProcToWeapon(procid, false, spells[spell_id].base2[i]+100);
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AddProcToWeapon(procid, false, spells[spell_id].base2[i]+100, spell_id);
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break;
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}
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@ -4824,7 +4824,7 @@ bool Mob::FindType(uint16 type, bool bOffensive, uint16 threshold) {
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return false;
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}
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bool Mob::AddProcToWeapon(uint16 spell_id, bool bPerma, uint16 iChance) {
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bool Mob::AddProcToWeapon(uint16 spell_id, bool bPerma, uint16 iChance, uint16 base_spell_id) {
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if(spell_id == SPELL_UNKNOWN)
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return(false);
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@ -4834,7 +4834,7 @@ bool Mob::AddProcToWeapon(uint16 spell_id, bool bPerma, uint16 iChance) {
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if (PermaProcs[i].spellID == SPELL_UNKNOWN) {
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PermaProcs[i].spellID = spell_id;
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PermaProcs[i].chance = iChance;
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PermaProcs[i].base_spellID = SPELL_UNKNOWN;
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PermaProcs[i].base_spellID = base_spell_id;
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mlog(SPELLS__PROCS, "Added permanent proc spell %d with chance %d to slot %d", spell_id, iChance, i);
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return true;
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@ -4846,7 +4846,7 @@ bool Mob::AddProcToWeapon(uint16 spell_id, bool bPerma, uint16 iChance) {
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if (SpellProcs[i].spellID == SPELL_UNKNOWN) {
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SpellProcs[i].spellID = spell_id;
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SpellProcs[i].chance = iChance;
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SpellProcs[i].base_spellID = SPELL_UNKNOWN;;
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SpellProcs[i].base_spellID = base_spell_id;;
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mlog(SPELLS__PROCS, "Added spell-granted proc spell %d with chance %d to slot %d", spell_id, iChance, i);
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return true;
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}
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