Fix to SE_ApplyEffect - Will now trigger spell from this effect at correct time.

This commit is contained in:
KayenEQ
2014-09-22 19:42:59 -04:00
parent c160b8716f
commit 1f155690d8
4 changed files with 10 additions and 23 deletions
-20
View File
@@ -3083,26 +3083,6 @@ void Mob::TrySpellTrigger(Mob *target, uint32 spell_id)
}
}
void Mob::TryApplyEffect(Mob *target, uint32 spell_id)
{
if(target == nullptr || !IsValidSpell(spell_id))
{
return;
}
for(int i = 0; i < EFFECT_COUNT; i++)
{
if (spells[spell_id].effectid[i] == SE_ApplyEffect)
{
if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
{
if(target)
SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
}
}
}
}
void Mob::TryTriggerOnValueAmount(bool IsHP, bool IsMana, bool IsEndur, bool IsPet)
{
/*