Removed unneccessary entitylist check from ApplySpellBonuses

Fixed an issue with FCBaseEffects not applying bonus when cast on targets from runes.
This commit is contained in:
KayenEQ
2016-03-27 11:08:08 -04:00
parent b8972e0215
commit 365a08ee86
4 changed files with 18 additions and 15 deletions
+3 -3
View File
@@ -662,7 +662,7 @@ public:
bool TryReflectSpell(uint32 spell_id);
bool CanBlockSpell() const { return(spellbonuses.BlockNextSpell); }
bool DoHPToManaCovert(uint16 mana_cost = 0);
int32 ApplySpellEffectiveness(Mob* caster, int16 spell_id, int32 value, bool IsBard = false);
int32 ApplySpellEffectiveness(int16 spell_id, int32 value, bool IsBard = false, uint16 caster_id=0);
int8 GetDecayEffectValue(uint16 spell_id, uint16 spelleffect);
int32 GetExtraSpellAmt(uint16 spell_id, int32 extra_spell_amt, int32 base_spell_dmg);
void MeleeLifeTap(int32 damage);
@@ -898,7 +898,7 @@ public:
virtual int32 CheckHealAggroAmount(uint16 spell_id, Mob *target, uint32 heal_possible = 0);
uint32 GetInstrumentMod(uint16 spell_id) const;
int CalcSpellEffectValue(uint16 spell_id, int effect_id, int caster_level = 1, uint32 instrument_mod = 10, Mob *caster = nullptr, int ticsremaining = 0);
int CalcSpellEffectValue(uint16 spell_id, int effect_id, int caster_level = 1, uint32 instrument_mod = 10, Mob *caster = nullptr, int ticsremaining = 0,uint16 casterid=0);
int CalcSpellEffectValue_formula(int formula, int base, int max, int caster_level, uint16 spell_id, int ticsremaining = 0);
virtual int CheckStackConflict(uint16 spellid1, int caster_level1, uint16 spellid2, int caster_level2, Mob* caster1 = nullptr, Mob* caster2 = nullptr, int buffslot = -1);
uint32 GetCastedSpellInvSlot() const { return casting_spell_inventory_slot; }
@@ -956,7 +956,7 @@ public:
inline uint16 GetEmoteID() { return emoteid; }
bool HasSpellEffect(int effectid);
int mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster);
int mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster, uint16 caster_id);
float mod_hit_chance(float chancetohit, SkillUseTypes skillinuse, Mob* attacker);
float mod_riposte_chance(float ripostchance, Mob* attacker);
float mod_block_chance(float blockchance, Mob* attacker);