SE_ApplySpell and SE_TriggerSpell will now be applied based on which effect slot they are used in (instead of always before all spell effects are checked).

Note: If a spell has multiple SE_TriggerSpell effects within it. Only one will be able to trigger. (If you want multiple spells use SE_ApplySpell)
This commit is contained in:
KayenEQ
2014-09-23 09:15:02 -04:00
parent ec01e6c69b
commit c03a70651c
5 changed files with 29 additions and 18 deletions
+1 -1
View File
@@ -579,7 +579,7 @@ public:
void DoBuffWearOffEffect(uint32 index);
void TryTriggerOnCast(uint32 spell_id, bool aa_trigger);
void TriggerOnCast(uint32 focus_spell, uint32 spell_id, bool aa_trigger);
void TrySpellTrigger(Mob *target, uint32 spell_id);
bool TrySpellTrigger(Mob *target, uint32 spell_id, int effect);
void TryTriggerOnValueAmount(bool IsHP = false, bool IsMana = false, bool IsEndur = false, bool IsPet = false);
void TryTwincast(Mob *caster, Mob *target, uint32 spell_id);
void TrySympatheticProc(Mob *target, uint32 spell_id);