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
+10 -1
View File
@@ -2729,6 +2729,16 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
Message(10, "The power of your next illusion spell will flow to your grouped target in your place.");
break;
}
case SE_ApplyEffect: {
if (caster && IsValidSpell(spells[spell_id].base2[i])){
if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
caster->SpellFinished(spells[spell_id].base2[i], this, 10, 0, -1, spells[spell_id].ResistDiff);
}
break;
}
// Handled Elsewhere
case SE_ImmuneFleeing:
@@ -2840,7 +2850,6 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
case SE_SkillDamageTaken:
case SE_FcSpellVulnerability:
case SE_SpellTrigger:
case SE_ApplyEffect:
case SE_FcTwincast:
case SE_DelayDeath:
case SE_CastOnFadeEffect: