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
+4 -4
View File
@@ -3176,7 +3176,7 @@ void Mob::TrySpellTrigger(Mob *target, uint32 spell_id)
if(MakeRandomInt(0, trig_chance) <= spells[spell_id].base[i])
{
// If we trigger an effect then its over.
SpellFinished(spells[spell_id].base2[i], target);
SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
break;
}
else
@@ -3197,7 +3197,7 @@ void Mob::TrySpellTrigger(Mob *target, uint32 spell_id)
{
if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
{
SpellFinished(spells[spell_id].base2[i], target);
SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
}
}
}
@@ -3213,12 +3213,12 @@ void Mob::TryApplyEffect(Mob *target, uint32 spell_id)
for(int i = 0; i < EFFECT_COUNT; i++)
{
if (spells[spell_id].effectid[i] == SE_ApplyEffect)
if (spells[spell_id].effectid[i] == SE_ApplyEffect || spells[spell_id].effectid[i] == SE_ApplyEffect2)
{
if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
{
if(target)
SpellFinished(spells[spell_id].base2[i], target);
SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
}
}
}