Reworked blind running around

This should be more in line with how we do current fearpath stuff
and with live.
This commit is contained in:
Michael Cook (mackal)
2014-09-29 16:32:48 -04:00
parent 8035c6c558
commit 5ffb6bdee7
7 changed files with 39 additions and 47 deletions
+10 -2
View File
@@ -2472,7 +2472,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
}
break;
}
case SE_ManaAbsorbPercentDamage:
{
if (newbon->ManaAbsorbPercentDamage[0] < effect_value){
@@ -2493,7 +2493,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
case SE_ShieldBlock:
newbon->ShieldBlock += effect_value;
break;
case SE_ShieldEquipHateMod:
newbon->ShieldEquipHateMod += effect_value;
break;
@@ -2507,6 +2507,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
newbon->BlockBehind += effect_value;
break;
case SE_Blind:
newbon->IsBlind = true;
break;
case SE_Fear:
newbon->IsFeared = true;
break;
@@ -4086,6 +4090,10 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
itembonuses.BlockBehind = effect_value;
break;
case SE_Blind:
spellbonuses.IsBlind = false;
break;
case SE_Fear:
spellbonuses.IsFeared = false;
break;