Changed SE_SingingSkill to SE_Amplificatoin

This effect will now stack with other singing spell/item mods
like it does on live.
This commit is contained in:
Michael Cook
2014-02-21 22:57:15 -05:00
parent 451d422b8a
commit 026f019f58
5 changed files with 10 additions and 12 deletions
+6 -9
View File
@@ -1607,12 +1607,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
newbon->reflect_chance += effect_value;
break;
case SE_SingingSkill:
{
if(effect_value > newbon->singingMod)
newbon->singingMod = effect_value;
case SE_Amplification:
newbon->Amplification += effect_value;
break;
}
case SE_ChangeAggro:
newbon->hatemod += effect_value;
@@ -3124,10 +3121,10 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
itembonuses.reflect_chance = effect_value;
break;
case SE_SingingSkill:
spellbonuses.singingMod = effect_value;
itembonuses.singingMod = effect_value;
aabonuses.singingMod = effect_value;
case SE_Amplification:
spellbonuses.Amplification = effect_value;
itembonuses.Amplification = effect_value;
aabonuses.Amplification = effect_value;
break;
case SE_ChangeAggro:
+1 -1
View File
@@ -1857,7 +1857,7 @@ uint16 Mob::GetInstrumentMod(uint16 spell_id) const
effectmod = itembonuses.singingMod;
else
effectmod = spellbonuses.singingMod;
effectmod += aabonuses.singingMod;
effectmod += aabonuses.singingMod + spellbonuses.Amplification;
break;
default:
effectmod = 10;
+1
View File
@@ -231,6 +231,7 @@ struct StatBonuses {
int effective_casting_level;
int reflect_chance; // chance to reflect incoming spell
uint16 singingMod;
uint16 Amplification; // stacks with singingMod
uint16 brassMod;
uint16 percussionMod;
uint16 windMod;
+1 -1
View File
@@ -2631,7 +2631,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
case SE_MeleeMitigation:
case SE_Reflect:
case SE_Screech:
case SE_SingingSkill:
case SE_Amplification:
case SE_MagicWeapon:
case SE_Hunger:
case SE_MagnifyVision: