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Proc buffs like the shissar rogue poisons have a level override
This corrects the level in those cases. Probably should propagate the level overrides a bit more, but this fixes the main issues right now.
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+5
-5
@@ -227,10 +227,10 @@ public:
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void CastedSpellFinished(uint16 spell_id, uint32 target_id, uint16 slot, uint16 mana_used,
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uint32 inventory_slot = 0xFFFFFFFF, int16 resist_adjust = 0);
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bool SpellFinished(uint16 spell_id, Mob *target, uint16 slot = 10, uint16 mana_used = 0,
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uint32 inventory_slot = 0xFFFFFFFF, int16 resist_adjust = 0, bool isproc = false);
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uint32 inventory_slot = 0xFFFFFFFF, int16 resist_adjust = 0, bool isproc = false, int level_override = -1);
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virtual bool SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect = false,
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bool use_resist_adjust = false, int16 resist_adjust = 0, bool isproc = false);
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virtual bool SpellEffect(Mob* caster, uint16 spell_id, float partial = 100);
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bool use_resist_adjust = false, int16 resist_adjust = 0, bool isproc = false, int level_override = -1);
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virtual bool SpellEffect(Mob* caster, uint16 spell_id, float partial = 100, int level_override = -1);
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virtual bool DetermineSpellTargets(uint16 spell_id, Mob *&spell_target, Mob *&ae_center,
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CastAction_type &CastAction);
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virtual bool CheckFizzle(uint16 spell_id);
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@@ -536,7 +536,7 @@ public:
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bool HasDefensiveProcs() const;
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bool HasSkillProcs() const;
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bool HasSkillProcSuccess() const;
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bool AddProcToWeapon(uint16 spell_id, bool bPerma = false, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN);
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bool AddProcToWeapon(uint16 spell_id, bool bPerma = false, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN, int level_override = -1);
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bool RemoveProcFromWeapon(uint16 spell_id, bool bAll = false);
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bool HasProcs() const;
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bool IsCombatProc(uint16 spell_id);
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@@ -1077,7 +1077,7 @@ protected:
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void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = MainPrimary);
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void TrySpellProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = MainPrimary);
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void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = MainPrimary);
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void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on);
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void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on, int level_override = -1);
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virtual float GetProcChances(float ProcBonus, uint16 hand = MainPrimary);
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virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand = MainPrimary, Mob *on = nullptr);
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virtual float GetSpecialProcChances(uint16 hand);
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