Implement Foraging AA

Currently this SPA is only checked for AA bonuses since a non-permanent
bonus doesn't make sense. Plus I'm not sure the client is aware of it in
spells/gear
This commit is contained in:
Michael Cook (mackal)
2019-04-14 00:18:23 -04:00
parent 6e1f317c60
commit 54da27424f
4 changed files with 17 additions and 4 deletions
+11 -2
View File
@@ -1472,6 +1472,17 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
newbon->trap_slots += base1;
break;
case SE_ForageSkill:
newbon->GrantForage += base1;
// we need to grant a skill point here
// I'd rather not do this here, but whatever, probably fine
if (IsClient()) {
auto client = CastToClient();
if (client->GetRawSkill(EQEmu::skills::SkillType::SkillForage) == 0)
client->SetSkill(EQEmu::skills::SkillType::SkillForage, 1);
}
break;
// to do
case SE_PetDiscipline:
break;
@@ -1479,8 +1490,6 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
break;
case SE_BandolierSlots:
break;
case SE_ForageSkill:
break;
case SE_SecondaryForte:
break;
case SE_ExtendedShielding: