Coverted melee and magic runes to use bonuses.

Removed all the old rune flags now that none of them are used.
Fixed issues where runes would not fade properly if damage = remaing rune amount
Fixed issue where runes would stop absorbing damage if you had multiple runes.
This commit is contained in:
KayenEQ
2014-03-12 05:14:19 -04:00
parent 39abb4f50c
commit 21bdc8c5b6
11 changed files with 62 additions and 105 deletions
+5 -9
View File
@@ -1242,7 +1242,6 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
#endif
effect_value = ApplySpellEffectiveness(caster, spell_id, effect_value);
buffs[buffslot].melee_rune = effect_value;
SetHasRune(true);
break;
}
@@ -1251,17 +1250,15 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
#ifdef SPELL_EFFECT_SPAM
snprintf(effect_desc, _EDLEN, "Spell Absorb Rune: %+i", effect_value);
#endif
if(effect_value > 0) {
buffs[buffslot].magic_rune = effect_value;
SetHasSpellRune(true);
}
if(effect_value > 0)
buffs[buffslot].magic_rune = effect_value;
break;
}
case SE_MitigateMeleeDamage:
{
buffs[buffslot].melee_rune = GetPartialMeleeRuneAmount(spell_id);
SetHasPartialMeleeRune(true);
buffs[buffslot].melee_rune = spells[spell_id].max[i];
break;
}
@@ -1279,8 +1276,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
case SE_MitigateSpellDamage:
{
buffs[buffslot].magic_rune = GetPartialMagicRuneAmount(spell_id);
SetHasPartialSpellRune(true);
buffs[buffslot].magic_rune = spells[spell_id].max[i];
break;
}