new spell effects

buff struct/tables - required sql
Removed: death_save_chance and deathsave_aa_chance (no longer used)
Added: dot_rune, caston_x, caston_y, caston_z
minor fixes
This commit is contained in:
KayenEQ
2014-02-20 01:04:34 -05:00
parent 754d70d513
commit 0caa1fd40b
11 changed files with 215 additions and 133 deletions
+23 -3
View File
@@ -3273,8 +3273,28 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
}
// If this is a DoT, use DoT Shielding...
if(iBuffTic)
damage -= (damage * itembonuses.DoTShielding / 100);
if(iBuffTic) {
damage -= (damage * itembonuses.DoTShielding / 100);
if (spellbonuses.MitigateDotRune[0]){
slot = spellbonuses.MitigateDotRune[1];
if(slot >= 0)
{
int damage_to_reduce = damage * spellbonuses.MitigateDotRune[0] / 100;
if(damage_to_reduce > buffs[slot].dot_rune)
{
damage -= damage_to_reduce;
if(!TryFadeEffect(slot))
BuffFadeBySlot(slot);
}
else
{
buffs[slot].dot_rune = (buffs[slot].dot_rune - damage_to_reduce);
damage -= damage_to_reduce;
}
}
}
}
// This must be a DD then so lets apply Spell Shielding and runes.
else
@@ -3342,7 +3362,7 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
BuffFadeBySlot(slot);
}
else{
buffs[slot].melee_rune = (buffs[slot].magic_rune - damage);
buffs[slot].magic_rune = (buffs[slot].magic_rune - damage);
}
}
}