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[Spells] Update to how Bard Instrument mods are applied to spell effects (#1628)
* new instrument mod spell effect checks PR split * format * Update spdat.cpp correction, all direct damage spells get modifiers. Made a mistake with the parse, was using wrong mod. * restriction changes cure effects can be modified. decided to keep a list of known effects that are not modified to return false. and will keep the default to be true for anything as to not inhibit custom bard song development * SE_ProcChance is modified * Update spdat.cpp * update * Update spell_effects.cpp
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@@ -3360,16 +3360,9 @@ int Mob::CalcSpellEffectValue(uint16 spell_id, int effect_id, int caster_level,
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effect_value = CalcSpellEffectValue_formula(formula, base, max, caster_level, spell_id, ticsremaining);
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// this doesn't actually need to be a song to get mods, just the right skill
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if (EQ::skills::IsBardInstrumentSkill(spells[spell_id].skill) &&
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spells[spell_id].effectid[effect_id] != SE_AttackSpeed &&
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spells[spell_id].effectid[effect_id] != SE_AttackSpeed2 &&
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spells[spell_id].effectid[effect_id] != SE_AttackSpeed3 &&
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spells[spell_id].effectid[effect_id] != SE_Lull &&
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spells[spell_id].effectid[effect_id] != SE_ChangeFrenzyRad &&
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spells[spell_id].effectid[effect_id] != SE_Harmony &&
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spells[spell_id].effectid[effect_id] != SE_CurrentMana &&
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spells[spell_id].effectid[effect_id] != SE_ManaRegen_v2 &&
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spells[spell_id].effectid[effect_id] != SE_AddFaction) {
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if (EQ::skills::IsBardInstrumentSkill(spells[spell_id].skill)
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&& IsInstrumentModAppliedToSpellEffect(spell_id, spells[spell_id].effectid[effect_id])){
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int oval = effect_value;
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int mod = ApplySpellEffectiveness(spell_id, instrument_mod, true, caster_id);
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