[Bug Fix] Update to #1893 (#1926)

* Update to #1893

* Missed bonuses.cpp
This commit is contained in:
JJ
2022-01-12 22:04:58 -05:00
committed by GitHub
parent 1a556f4451
commit 613066976d
3 changed files with 6 additions and 6 deletions
+3 -3
View File
@@ -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);