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More numeric to constant conversions..should be most of them... Please report any inventory abnormalities.
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+5
-5
@@ -1248,7 +1248,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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if( Hand == MainPrimary && GetLevel() >= 28 && IsWarriorClass() )
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{
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// Damage bonuses apply only to hits from the main hand (Hand == 13) by characters level 28 and above
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// Damage bonuses apply only to hits from the main hand (Hand == MainPrimary) by characters level 28 and above
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// who belong to a melee class. If we're here, then all of these conditions apply.
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ucDamageBonus = GetWeaponDamageBonus( weapon ? weapon->GetItem() : (const Item_Struct*) nullptr );
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@@ -2629,7 +2629,7 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
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// Assert: This function should only be called for hits by the mainhand, as damage bonuses apply only to the
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// weapon in the primary slot. Be sure to check that Hand == 13 before calling.
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// weapon in the primary slot. Be sure to check that Hand == MainPrimary before calling.
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// Assert: The caller should ensure that Weapon is actually a weapon before calling this function.
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// The ItemInst::IsWeapon() method can be used to quickly determine this.
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@@ -3906,7 +3906,7 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand) {
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float ProcChance, ProcBonus;
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on->GetDefensiveProcChances(ProcBonus, ProcChance, hand , this);
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if(hand != 13)
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if(hand != MainPrimary)
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ProcChance /= 2;
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if (bDefensiveProc){
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@@ -3965,7 +3965,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on
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ProcBonus += static_cast<float>(itembonuses.ProcChance) / 10.0f; // Combat Effects
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float ProcChance = GetProcChances(ProcBonus, hand);
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if (hand != 13) //Is Archery intened to proc at 50% rate?
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if (hand != MainPrimary) //Is Archery intened to proc at 50% rate?
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ProcChance /= 2;
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// Try innate proc on weapon
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@@ -4632,7 +4632,7 @@ float Mob::GetSkillProcChances(uint16 ReuseTime, uint16 hand) {
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ProcChance = static_cast<float>(weapon_speed) * (RuleR(Combat, AvgProcsPerMinute) / 60000.0f);
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if (hand != 13)
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if (hand != MainPrimary)
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ProcChance /= 2;
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}
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