Spell Effect Updates.

Implemented fail chances for SE, Gate, Succor, FeignDeath.
Minor fixes to haste bonuses to allow for negatives.
Rule added for Succor failure rate.
This commit is contained in:
KayenEQ
2014-03-27 05:14:54 -04:00
parent 6906125725
commit 41903e8f09
6 changed files with 73 additions and 25 deletions
+22 -5
View File
@@ -1358,16 +1358,27 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
case SE_AttackSpeed2:
{
if ((effect_value - 100) > 0) { // Haste V2 - Stacks with V1 but does not Overcap
if (newbon->hastetype2 < 0) break; //Slowed - Don't apply haste2
if ((effect_value - 100) > newbon->hastetype2) {
newbon->hastetype2 = effect_value - 100;
}
}
else if ((effect_value - 100) < 0) { // Slow
int real_slow_value = (100 - effect_value) * -1;
if (real_slow_value < newbon->hastetype2)
newbon->hastetype2 = real_slow_value;
}
break;
}
case SE_AttackSpeed3:
{
if (effect_value > 0) { // Haste V3 - Stacks and Overcaps
if (effect_value < 0){ //Slow
if (effect_value < newbon->hastetype3)
newbon->hastetype3 = effect_value;
}
else if (effect_value > 0) { // Haste V3 - Stacks and Overcaps
if (effect_value > newbon->hastetype3) {
newbon->hastetype3 = effect_value;
}
@@ -1377,18 +1388,24 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
case SE_AttackSpeed4:
{
if (effect_value > 0) {
if (effect_value < 0) //A few spells use negative values(Descriptions all indicate it should be a slow)
effect_value = effect_value * -1;
if (effect_value > 0 && effect_value > newbon->inhibitmelee) {
if (slow_mitigation){
int new_effect_value = SlowMitigation(false,caster,effect_value);
if (new_effect_value > newbon->inhibitmelee) {
newbon->inhibitmelee = new_effect_value;
SlowMitigation(true,caster);
newbon->inhibitmelee = new_effect_value;
SlowMitigation(true,caster);
}
}
else if (effect_value > newbon->inhibitmelee) {
newbon->inhibitmelee = effect_value;
newbon->inhibitmelee = effect_value;
}
}
break;
}