Updates to npc_spells and npc_types table.

Implemented innate defensive and range procs
Implemented ability to fine tune AI casting behavior/timers
Global rules for AI casting behavior/timers
NPC Ranged attack updates, set skill and ammo type in npc_types
Various clean ups in attack related functions.
Other minor fixes.
See Change Log, +required, +optional SQL
This commit is contained in:
KayenEQ
2014-07-10 22:46:39 -04:00
parent a96784aa18
commit 965bb039be
18 changed files with 488 additions and 321 deletions
+3 -3
View File
@@ -5018,7 +5018,7 @@ bool Mob::IsCombatProc(uint16 spell_id) {
for (int i = 0; i < MAX_PROCS; i++){
if (PermaProcs[i].spellID == spell_id || SpellProcs[i].spellID == spell_id
|| SkillProcs[i].spellID == spell_id || RangedProcs[i].spellID == spell_id){
|| RangedProcs[i].spellID == spell_id){
return true;
}
}
@@ -5075,7 +5075,7 @@ bool Mob::AddDefensiveProc(uint16 spell_id, uint16 iChance, uint16 base_spell_id
{
if(spell_id == SPELL_UNKNOWN)
return(false);
int i;
for (i = 0; i < MAX_PROCS; i++) {
if (DefensiveProcs[i].spellID == SPELL_UNKNOWN) {
@@ -5107,7 +5107,7 @@ bool Mob::AddRangedProc(uint16 spell_id, uint16 iChance, uint16 base_spell_id)
{
if(spell_id == SPELL_UNKNOWN)
return(false);
Shout("Add Ranged Proc %i %i %i", spell_id, iChance, base_spell_id);
int i;
for (i = 0; i < MAX_PROCS; i++) {
if (RangedProcs[i].spellID == SPELL_UNKNOWN) {