Kayen: Implemented SE_ReduceHealing (Reduces amount of healing on target by X amount)

Kayen: Implemented SE_CastonFocusEffect (Triggers spell as part of a focus, when that focus effect is used)
Kayen: Implemented SE_IncreaseHitDmgTaken (Effect is triggered when X amount of damage is taken)
Kayen: More fixes for various spell triggers/procs to now properly use their resist modifier.
This commit is contained in:
KayenEQ
2013-12-15 03:15:39 -05:00
parent b9c270fab6
commit 52722dc0c8
8 changed files with 79 additions and 26 deletions
+12
View File
@@ -1574,6 +1574,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
newbon->MeleeMitigation -= effect_value;
break;
case SE_IncreaseHitDmgTaken:
newbon->MeleeMitigation += effect_value;
break;
case SE_CriticalHitChance:
{
@@ -2689,6 +2693,8 @@ uint8 Mob::IsFocusEffect(uint16 spell_id,int effect_index, bool AA,uint32 aa_eff
return focusImprovedDamage2;
case SE_Empathy:
return focusAdditionalDamage;
case SE_ReduceHeal:
return focusReduceHeal;
case SE_HealRate2:
return focusHealRate;
case SE_IncreaseSpellPower:
@@ -3006,6 +3012,12 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
aabonuses.MeleeMitigation = effect_value;
break;
case SE_IncreaseHitDmgTaken:
spellbonuses.MeleeMitigation = effect_value;
itembonuses.MeleeMitigation = effect_value;
aabonuses.MeleeMitigation = effect_value;
break;
case SE_CriticalHitChance:
{
for(int e = 0; e < HIGHEST_SKILL+1; e++)