AA effects and focus should work

Still need to verify all effects and implement currently unhandled
This commit is contained in:
Michael Cook (mackal)
2015-06-12 22:41:18 -04:00
parent 65ac9683a3
commit ed11ee8bea
10 changed files with 1391 additions and 1417 deletions
+7
View File
@@ -1372,6 +1372,13 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
///////////////////////////////////////////////////////////
////// Send Attack Damage
///////////////////////////////////////////////////////////
if (damage > 0 && aabonuses.SkillAttackProc[0] && aabonuses.SkillAttackProc[1] == skillinuse &&
IsValidSpell(aabonuses.SkillAttackProc[2])) {
float chance = aabonuses.SkillAttackProc[0] / 1000.0f;
if (zone->random.Roll(chance))
SpellFinished(aabonuses.SkillAttackProc[2], other, 10, 0, -1,
spells[aabonuses.SkillAttackProc[2]].ResistDiff);
}
other->Damage(this, damage, SPELL_UNKNOWN, skillinuse);
if (IsDead()) return false;