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AA effects and focus should work
Still need to verify all effects and implement currently unhandled
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+7
-7
@@ -401,7 +401,7 @@ typedef enum {
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//#define SE_TrapCircumvention 245 // *not implemented[AA] - decreases the chance that you will set off a trap when opening a chest
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#define SE_SetBreathLevel 246 // *not implemented as bonus
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#define SE_RaiseSkillCap 247 // *not implemented[AA] - adds skill over the skill cap.
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//#define SE_SecondaryForte 248 // not implemented as bonus(gives you a 2nd specialize skill that can go past 50 to 100)
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#define SE_SecondaryForte 248 // not implemented as bonus(gives you a 2nd specialize skill that can go past 50 to 100)
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#define SE_SecondaryDmgInc 249 // implemented[AA] Allows off hand weapon to recieve a damage bonus (Sinister Strikes)
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#define SE_SpellProcChance 250 // implemented - Increase chance to proc from melee proc spells (ie Spirit of Panther)
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#define SE_ConsumeProjectile 251 // implemented[AA] - chance to not consume an arrow (ConsumeProjectile = 100)
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@@ -416,12 +416,12 @@ typedef enum {
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#define SE_AddSingingMod 260 // implemented[AA] - Instrument/Singing Mastery, base1 is the mod, base2 is the ItemType
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#define SE_SongModCap 261 // implemented[AA] - Song Mod cap increase (no longer used on live)
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#define SE_RaiseStatCap 262 // implemented
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//#define SE_TradeSkillMastery 263 // not implemented - lets you raise more than one tradeskill above master.
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#define SE_TradeSkillMastery 263 // not implemented - lets you raise more than one tradeskill above master.
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#define SE_HastenedAASkill 264 // implemented
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#define SE_MasteryofPast 265 // implemented[AA] - Spells less than effect values level can not be fizzled
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#define SE_ExtraAttackChance 266 // implemented - increase chance to score an extra attack with a 2-Handed Weapon.
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#define SE_PetDiscipline2 267 // *not implemented - /pet focus, /pet no cast
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//#define SE_ReduceTradeskillFail 268 // *not implemented? - reduces chance to fail with given tradeskill by a percent chance
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#define SE_ReduceTradeskillFail 268 // *not implemented? - reduces chance to fail with given tradeskill by a percent chance
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#define SE_MaxBindWound 269 // implemented[AA] - Increase max HP you can bind wound.
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#define SE_BardSongRange 270 // implemented[AA] - increase range of beneficial bard songs (Sionachie's Crescendo)
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#define SE_BaseMovementSpeed 271 // implemented[AA] - mods basemove speed, doesn't stack with other move mods
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@@ -441,7 +441,7 @@ typedef enum {
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//#define SE_NimbleEvasion 285 // *not implemented - base1 = 100 for max
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#define SE_FcDamageAmt 286 // implemented - adds direct spell damage
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#define SE_SpellDurationIncByTic 287 // implemented
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#define SE_SpecialAttackKBProc 288 // implemented[AA] - Chance to to do a knockback from special attacks [AA Dragon Punch].
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#define SE_SkillAttackProc 288 // implemented[AA] - Chance to proc spell on skill attack usage (ex. Dragon Punch)
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#define SE_CastOnFadeEffect 289 // implemented - Triggers only if fades after natural duration.
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#define SE_IncreaseRunSpeedCap 290 // implemented[AA] - increases run speed over the hard cap
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#define SE_Purify 291 // implemented - Removes determental effects
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@@ -515,8 +515,8 @@ typedef enum {
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//#define SE_PassiveSenseTrap 359 // *not implemented - Invulnerability (Brell's Blessing)
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#define SE_ProcOnKillShot 360 // implemented - a buff that has a base1 % to cast spell base2 when you kill a "challenging foe" base3 min level
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#define SE_SpellOnDeath 361 // implemented - casts spell on death of buffed
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//#define SE_PotionBeltSlots 362 // *not implemented[AA] 'Quick Draw' expands the potion belt by one additional available item slot per rank.
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//#define SE_BandolierSlots 363 // *not implemented[AA] 'Battle Ready' expands the bandolier by one additional save slot per rank.
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#define SE_PotionBeltSlots 362 // *not implemented[AA] 'Quick Draw' expands the potion belt by one additional available item slot per rank.
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#define SE_BandolierSlots 363 // *not implemented[AA] 'Battle Ready' expands the bandolier by one additional save slot per rank.
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#define SE_TripleAttackChance 364 // implemented
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#define SE_ProcOnSpellKillShot 365 // implemented - chance to trigger a spell on kill when the kill is caused by a specific spell with this effect in it (10470 Venin)
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#define SE_ShieldEquipDmgMod 366 // implemented[AA] Damage modifier to melee if shield equiped. (base1 = dmg mod , base2 = ?) ie Shield Specialist AA
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@@ -525,7 +525,7 @@ typedef enum {
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#define SE_CorruptionCounter 369 // implemented
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#define SE_ResistCorruption 370 // implemented
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#define SE_AttackSpeed4 371 // implemented - stackable slow effect 'Inhibit Melee'
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//#define SE_ForageSkill 372 // *not implemented[AA] Will increase the skill cap for those that have the Forage skill and grant the skill and raise the cap to those that do not.
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#define SE_ForageSkill 372 // *not implemented[AA] Will increase the skill cap for those that have the Forage skill and grant the skill and raise the cap to those that do not.
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#define SE_CastOnFadeEffectAlways 373 // implemented - Triggers if fades after natural duration OR from rune/numhits fades.
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#define SE_ApplyEffect 374 // implemented
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#define SE_DotCritDmgIncrease 375 // implemented - Increase damage of DoT critical amount
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