diff --git a/zone/attack.cpp b/zone/attack.cpp index 46265cba4..aba017ec5 100644 --- a/zone/attack.cpp +++ b/zone/attack.cpp @@ -5703,8 +5703,14 @@ void Mob::TryCastOnSkillUse(Mob *on, EQ::skills::SkillType skill) { if (spellbonuses.HasSkillAttackProc[skill]) { for (int i = 0; i < MAX_CAST_ON_SKILL_USE; i += 3) { - if (spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] && skill == spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL]) { - if (IsValidSpell(spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) && zone->random.Int(1, 1000) <= spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE]) { + if ( + spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] && + skill == spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL] + ) { + if ( + IsValidSpell(spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) && + zone->random.Int(1, 1000) <= spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE] + ) { SpellFinished(spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID], on, EQ::spells::CastingSlot::Item, 0, -1, spells[spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]].resist_difficulty); } } @@ -5713,8 +5719,14 @@ void Mob::TryCastOnSkillUse(Mob *on, EQ::skills::SkillType skill) { if (itembonuses.HasSkillAttackProc[skill]) { for (int i = 0; i < MAX_CAST_ON_SKILL_USE; i += 3) { - if (itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] && skill == itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL]) { - if (IsValidSpell(itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) && zone->random.Int(1, 1000) <= spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE]) { + if ( + itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] && + skill == itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL] + ) { + if ( + IsValidSpell(itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) && + zone->random.Int(1, 1000) <= itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE] + ) { SpellFinished(itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID], on, EQ::spells::CastingSlot::Item, 0, -1, spells[itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]].resist_difficulty); } } @@ -5723,7 +5735,11 @@ void Mob::TryCastOnSkillUse(Mob *on, EQ::skills::SkillType skill) { if (aabonuses.HasSkillAttackProc[skill]) { for (int i = 0; i < MAX_CAST_ON_SKILL_USE; i += 3) { - if (IsValidSpell(aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) && aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] && skill == aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL]) { + if ( + IsValidSpell(aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) && + aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] && + skill == aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL] + ) { if (zone->random.Int(1, 1000) <= aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE]) { SpellFinished(aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID], on, EQ::spells::CastingSlot::Item, 0, -1, spells[aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]].resist_difficulty); }