[Spells] Rework of SPA 288 SE_SkillAttackProc (#1893)

* start

* updated 288
This commit is contained in:
KayenEQ
2021-12-20 09:47:32 -05:00
committed by GitHub
parent 85971590c8
commit 886b321e66
7 changed files with 108 additions and 39 deletions
+27 -5
View File
@@ -1207,11 +1207,18 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
}
case SE_SkillAttackProc: {
// You can only have one of these per client. [AA Dragon Punch]
newbon->SkillAttackProc[SBIndex::SKILLATK_PROC_CHANCE] = base_value; // Chance base 1000 = 100% proc rate
newbon->SkillAttackProc[SBIndex::SKILLATK_PROC_SKILL] = limit_value; // Skill to Proc Off
newbon->SkillAttackProc[SBIndex::SKILLATK_PROC_SPELL_ID] = rank.spell; // spell to proc
break;
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
newbon->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL] = limit_value; // Skill to Proc Offr
if (limit_value < EQ::skills::HIGHEST_SKILL) {
newbon->HasSkillAttackProc[limit_value] = true; //check first before looking for any effects.
}
break;
}
}
}
case SE_DamageModifier: {
@@ -3578,6 +3585,21 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
break;
}
case SE_SkillAttackProc: {
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
new_bonus->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL] = limit_value; // Skill to Proc Offr
if (limit_value < EQ::skills::HIGHEST_SKILL) {
new_bonus->HasSkillAttackProc[limit_value] = true; //check first before looking for any effects.
}
break;
}
}
}
case SE_PC_Pet_Rampage: {
new_bonus->PC_Pet_Rampage[SBIndex::PET_RAMPAGE_CHANCE] += effect_value; //Chance to rampage
if (new_bonus->PC_Pet_Rampage[SBIndex::PET_RAMPAGE_DMG_MOD] < limit_value)