[Spells] Implemented SPA 512 SE_Proc_Timer_Modifier, Fixed AA procs not working (#1646)

* update for SPA 511

* remove debugs, AA implemented

* update

* twinprocfix

* AA procs added

* format update

* update

* proctimer limits

* update

* rename function

renamed function
only check for buffs value > 0, don't need to check for AA's which are negative ID's

* pre merge

* variable updates

* Update spell_effects.cpp

* var rename

update var name to better represent its function.

* updated proc struct

added reuse timer

* reuse timer to spell procs

* updates

* debug remove

* Update mob.cpp

* fix

* merge
This commit is contained in:
KayenEQ
2021-11-05 14:14:11 -04:00
committed by GitHub
parent 8c95323728
commit f1bfd6bc2a
11 changed files with 469 additions and 109 deletions
+5
View File
@@ -535,6 +535,10 @@ struct StatBonuses {
bool LimitToSkill[EQ::skills::HIGHEST_SKILL + 2]; // Determines if we need to search for a skill proc.
uint32 SkillProc[MAX_SKILL_PROCS]; // Max number of spells containing skill_procs.
uint32 SkillProcSuccess[MAX_SKILL_PROCS]; // Max number of spells containing skill_procs_success.
int32 SpellProc[MAX_AA_PROCS]; // Max number of spells containing melee spell procs.
int32 RangedProc[MAX_AA_PROCS]; // Max number of spells containing ranged spell procs.
int32 DefensiveProc[MAX_AA_PROCS]; // Max number of spells containing defensive spell procs.
bool Proc_Timer_Modifier; // Used to check if this exists, to avoid any further unnncessary checks.
uint32 PC_Pet_Rampage[2]; // 0= % chance to rampage, 1=damage modifier
uint32 PC_Pet_AE_Rampage[2]; // 0= % chance to AE rampage, 1=damage modifier
uint32 PC_Pet_Flurry; // Percent chance flurry from double attack
@@ -691,6 +695,7 @@ typedef struct
uint16 chance;
uint16 base_spellID;
int level_override;
uint32 proc_reuse_time;
} tProc;