Well, this code is still in there:
Code:
//for some stupid reason SK procs return theirs one base off...
uint16 Mob::GetProcID(uint16 spell_id, uint8 effect_index) {
bool sk = false;
bool other = false;
for(int x = 0; x < 16; x++)
{
if(x == 4){
if(spells[spell_id].classes[4] < 255)
sk = true;
}
else{
if(spells[spell_id].classes[x] < 255)
other = true;
}
}
if(sk && !other)
{
return(spells[spell_id].base[effect_index] + 1);
}
else{
return(spells[spell_id].base[effect_index]);
}
}
But the sk only proc spells should be set up to account for it.