Implemented broad support for fields min_dist, min_dist_mod, max_dist, max_dist_mod -

Scales spell power based on targets distance from caster.
This implemented in a broad way to function with spells
that would make sense to scale. Some work will still be needed on this.

Be aware if making custom
spells not everything will work and certain effects just
should not be included (use common sense).
This commit is contained in:
KayenEQ
2014-08-02 21:10:44 -04:00
parent e0e473ce06
commit 52d92b7181
10 changed files with 68 additions and 6 deletions
+4
View File
@@ -615,6 +615,9 @@ public:
bool ImprovedTaunt();
bool TryRootFadeByDamage(int buffslot, Mob* attacker);
int16 GetSlowMitigation() const {return slow_mitigation;}
void CalcSpellPowerDistanceMod(uint16 spell_id, float range, Mob* caster = nullptr);
inline int16 GetSpellPowerDistanceMod() const { return SpellPowerDistanceMod; };
inline void SetSpellPowerDistanceMod(int16 value) { SpellPowerDistanceMod = value; };
void ModSkillDmgTaken(SkillUseTypes skill_num, int value);
int16 GetModSkillDmgTaken(const SkillUseTypes skill_num);
@@ -1114,6 +1117,7 @@ protected:
bool has_numhits;
bool has_MGB;
bool has_ProjectIllusion;
int16 SpellPowerDistanceMod;
// Bind wound
Timer bindwound_timer;