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
-45
View File
@@ -5133,51 +5133,6 @@ void Mob::BuffModifyDurationBySpellID(uint16 spell_id, int32 newDuration)
}
}
}
void Mob::UpdateRuneFlags()
{
bool Has_SE_Rune = false, Has_SE_AbsorbMagicAtt = false, Has_SE_MitigateMeleeDamage = false, Has_SE_MitigateSpellDamage = false;
uint32 buff_count = GetMaxTotalSlots();
for (unsigned int i = 0; i < buff_count; ++i)
{
if (buffs[i].spellid != SPELL_UNKNOWN)
{
for (int j = 0; j < EFFECT_COUNT; ++j)
{
switch(spells[buffs[i].spellid].effectid[j])
{
case SE_Rune:
{
Has_SE_Rune = true;
break;
}
case SE_AbsorbMagicAtt:
{
Has_SE_AbsorbMagicAtt = true;
break;
}
case SE_MitigateMeleeDamage:
{
Has_SE_MitigateMeleeDamage = true;
break;
}
case SE_MitigateSpellDamage:
{
Has_SE_MitigateSpellDamage = true;
break;
}
default:
break;
}
}
}
}
SetHasRune(Has_SE_Rune);
SetHasSpellRune(Has_SE_AbsorbMagicAtt);
SetHasPartialMeleeRune(Has_SE_MitigateMeleeDamage);
SetHasPartialSpellRune(Has_SE_MitigateSpellDamage);
}
int Client::GetCurrentBuffSlots() const
{