Few more AA updates to use database instead of hard coded values.

This commit is contained in:
KayenEQ
2015-10-09 14:04:39 -04:00
parent 2cf59ae2f2
commit 79c9862131
5 changed files with 27 additions and 25 deletions
+17 -7
View File
@@ -1199,13 +1199,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
break;
}
// Kayen: Not sure best way to implement this yet.
// Physically raises skill cap ie if 55/55 it will raise to 55/60
case SE_RaiseSkillCap: {
if (newbon->RaiseSkillCap[0] < base1) {
newbon->RaiseSkillCap[0] = base1; // value
newbon->RaiseSkillCap[1] = base2; // skill
}
if (newbon->RaiseSkillCap[base2] < base1)
newbon->RaiseSkillCap[base2] = base1;
break;
}
@@ -1441,6 +1438,11 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
newbon->ReduceTradeskillFail[base2] += base1;
break;
case SE_TradeSkillMastery:
if (newbon->TradeSkillMastery < base1)
newbon->TradeSkillMastery = base1;
break;
// to do
case SE_PetDiscipline:
break;
@@ -1452,8 +1454,6 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
break;
case SE_ForageSkill:
break;
case SE_TradeSkillMastery:
break;
case SE_SecondaryForte:
break;
case SE_FeignedCastOnChance:
@@ -3161,6 +3161,16 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
new_bonus->ReduceTradeskillFail[base2] += effect_value;
break;
case SE_TradeSkillMastery:
if (new_bonus->TradeSkillMastery < effect_value)
new_bonus->TradeSkillMastery = effect_value;
break;
case SE_RaiseSkillCap:
if (new_bonus->RaiseSkillCap[base2] < effect_value)
new_bonus->RaiseSkillCap[base2] = effect_value;
break;
//Special custom cases for loading effects on to NPC from 'npc_spels_effects' table
if (IsAISpellEffect) {