-Implemented live like spell projectiles (ie mage bolts).

-See function in spells.cpp for more info on bolt behavior.
-This works reasonably well, but still room for improvements.
-Rules are for setting what item id is used for the projectile
since live uses an item id from SOF+ I added alternate item graphic
for titanium clients.
-Note: Max number of projectiles (set at 10) is a made up value in most
situations it would be nearly impossible to have more than 3 bolts
in the air at the same time. This values gives enough wiggle room that no
server should have an issue though.
-Small fix to SE_CompleteHeal
This commit is contained in:
KayenEQ
2014-04-03 04:25:45 -04:00
parent bb541eeb60
commit 2cdd50b9e9
10 changed files with 149 additions and 2 deletions
+7 -1
View File
@@ -326,7 +326,13 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
if(inuse)
break;
Heal();
int32 val = 0;
val = 7500*effect_value;
val = caster->GetActSpellHealing(spell_id, val, this);
if (val > 0)
HealDamage(val, caster);
break;
}