From 613066976db8f42cf38ea375ee5aacbcdb6b0941 Mon Sep 17 00:00:00 2001 From: JJ <3617814+joligario@users.noreply.github.com> Date: Wed, 12 Jan 2022 22:04:58 -0500 Subject: [PATCH] [Bug Fix] Update to #1893 (#1926) * Update to #1893 * Missed bonuses.cpp --- common/spdat.h | 2 +- zone/attack.cpp | 6 +++--- zone/bonuses.cpp | 4 ++-- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/common/spdat.h b/common/spdat.h index d8b1bd188..e553daf34 100644 --- a/common/spdat.h +++ b/common/spdat.h @@ -190,7 +190,7 @@ #define MAX_FOCUS_PROC_LIMIT_TIMERS 20 //Number of focus recast timers that can be going at same time (This is arbitrary) #define MAX_PROC_LIMIT_TIMERS 8 //Number of proc delay timers that can be going at same time, different proc types get their own timer array. (This is arbitrary) #define MAX_APPEARANCE_EFFECTS 20 //Up to 20 Appearance Effects can be saved to a mobs appearance effect array, these will be sent to other clients when they enter a zone (This is arbitrary) -#define MAX_CAST_ON_SKILL_USE 36; //Actual amount is MAX/3 +#define MAX_CAST_ON_SKILL_USE 36 //Actual amount is MAX/3 const int Z_AGGRO=10; diff --git a/zone/attack.cpp b/zone/attack.cpp index c2e85530f..683ea78b5 100644 --- a/zone/attack.cpp +++ b/zone/attack.cpp @@ -5296,7 +5296,7 @@ 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) { + 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]) { 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); @@ -5306,7 +5306,7 @@ 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) { + 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]) { 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); @@ -5316,7 +5316,7 @@ 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) { + 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 (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); diff --git a/zone/bonuses.cpp b/zone/bonuses.cpp index 4cb4047e9..73f388fe1 100644 --- a/zone/bonuses.cpp +++ b/zone/bonuses.cpp @@ -1207,7 +1207,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon) } case SE_SkillAttackProc: { - for (int i = 0; i < MAX_CAST_ON_SKILL_USE i += 3) { + for (int i = 0; i < MAX_CAST_ON_SKILL_USE; i += 3) { if (!newbon->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) { // spell id newbon->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] = rank.spell; // spell to proc newbon->SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE] = base_value; // Chance base 1000 = 100% proc rate @@ -3588,7 +3588,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne } case SE_SkillAttackProc: { - for (int i = 0; i < MAX_CAST_ON_SKILL_USE i += 3) { + for (int i = 0; i < MAX_CAST_ON_SKILL_USE; i += 3) { if (!new_bonus->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) { // spell id new_bonus->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] = max_value; // spell to proc new_bonus->SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE] = effect_value; // Chance base 1000 = 100% proc rate