Minor fix to numhits update

New spell effect
This commit is contained in:
KayenEQ
2014-01-23 21:34:47 -05:00
parent bb793e5582
commit 0166486e07
4 changed files with 26 additions and 9 deletions
+8 -5
View File
@@ -199,6 +199,14 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
if(IsClient() && other->IsClient())
pvpmode = true;
CheckNumHitsRemaining(1);
if (attacker)
attacker->CheckNumHitsRemaining(2);
if (chance_mod >= 10000)
return true;
float bonus;
////////////////////////////////////////////////////////
@@ -324,12 +332,7 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
else if(chancetohit < 5) {
chancetohit = 5;
}
CheckNumHitsRemaining(1);
if (attacker)
attacker->CheckNumHitsRemaining(2);
//I dont know the best way to handle a garunteed hit discipline being used
//agains a garunteed riposte (for example) discipline... for now, garunteed hit wins
+11
View File
@@ -2933,6 +2933,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
case SE_LimitRace:
case SE_FcLimitUse:
case SE_FcMute:
case SE_FfLimitUseType:
{
break;
}
@@ -4167,6 +4168,11 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
LimitFound = true;
break;
case SE_FfLimitUseType:
if (base1 != spell.numhitstype)
LimitFound = true;
break;
//Handle Focus Effects
case SE_ImprovedDamage:
if (type == focusImprovedDamage && base1 > value)
@@ -4633,6 +4639,11 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
return 0;
break;
case SE_FfLimitUseType:
if (focus_spell.base[i] != spell.numhitstype)
return 0;
break;
case SE_CastonFocusEffect:
if (focus_spell.base[i] > 0)
Caston_spell_id = focus_spell.base[i];