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[Spells] Updated SE_NegateSpellEffect SPA 382, new functionality (#1514)
* updated SPA 382 Updated SE_NegateSpellEffect SPA 382 Now uses spell values base1 which allows you to limit which bonuses are negated. * Update spdat.h * minor update * Update bonuses.cpp reset bool correctly * Update bonuses.cpp * Update bonuses.cpp
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@ -499,7 +499,16 @@ enum SpellRestriction
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UNKNOWN_99999 = 99999, // | caster restriction | works will spell 27672 Strike of Ire
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};
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enum NegateSpellEffectType
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{
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NEGATE_SPA_ALL_BONUSES = 0,
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NEGATE_SPA_SPELLBONUS = 1,
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NEGATE_SPA_ITEMBONUS = 2,
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NEGATE_SPA_SPELLBONUS_AND_ITEMBONUS = 3,
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NEGATE_SPA_AABONUS = 4,
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NEGATE_SPA_SPELLBONUS_AND_AABONUS = 5,
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NEGATE_SPA_ITEMBONUS_AND_AABONUS = 6,
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};
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enum SpellTypes : uint32
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{
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@ -1056,7 +1065,7 @@ typedef enum {
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#define SE_ShadowStepDirectional 379 // implemented - handled by client
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#define SE_Knockdown 380 // implemented - small knock back(handled by client)
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//#define SE_KnockTowardCaster 381 // *not implemented (Call of Hither) knocks you back to caster (value) distance units infront
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#define SE_NegateSpellEffect 382 // implemented - negates specific spell bonuses for duration of the debuff.
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#define SE_NegateSpellEffect 382 // implemented, @Debuff, negates specific spell effect benefits for the duration of the debuff, base: see NegateSpellEffecttype Enum, limit: SPA id, max: none
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#define SE_SympatheticProc 383 // implemented, @Fc, On Caster, cast on spell use, base: variable proc chance on cast time, limit: spellid
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#define SE_Leap 384 // implemented - Leap effect, ie stomping leap
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#define SE_LimitSpellGroup 385 // implemented, @Ff, Spell group(s) that a spell focus can require or exclude, base1: spellgroup id, Include: Positive Exclude: Negative
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1312
zone/bonuses.cpp
1312
zone/bonuses.cpp
File diff suppressed because it is too large
Load Diff
@ -297,7 +297,7 @@ public:
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void ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* newbon, uint16 casterID = 0,
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uint8 WornType = 0, int32 ticsremaining = 0, int buffslot = -1, int instrument_mod = 10,
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bool IsAISpellEffect = false, uint16 effect_id = 0, int32 se_base = 0, int32 se_limit = 0, int32 se_max = 0);
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void NegateSpellsBonuses(uint16 spell_id);
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void NegateSpellEffectBonuses(uint16 spell_id);
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virtual float GetActSpellRange(uint16 spell_id, float range, bool IsBard = false);
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virtual int32 GetActSpellDamage(uint16 spell_id, int32 value, Mob* target = nullptr);
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virtual int32 GetActDoTDamage(uint16 spell_id, int32 value, Mob* target);
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