Fix for a few spell triggers using correct resist dif

This commit is contained in:
KayenEQ
2014-10-07 22:54:12 -04:00
parent 45ef740244
commit 6474e1353f
2 changed files with 3 additions and 3 deletions
+2 -2
View File
@@ -3064,7 +3064,7 @@ bool Mob::TrySpellTrigger(Mob *target, uint32 spell_id, int effect)
{
// If we trigger an effect then its over.
if (IsValidSpell(spells[spell_id].base2[i])){
SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spells[spell_id].base2[i]].ResistDiff);
return true;
}
}
@@ -3083,7 +3083,7 @@ bool Mob::TrySpellTrigger(Mob *target, uint32 spell_id, int effect)
if(MakeRandomInt(0, 100) <= spells[spell_id].base[effect])
{
if (IsValidSpell(spells[spell_id].base2[effect])){
SpellFinished(spells[spell_id].base2[effect], target, 10, 0, -1, spells[spell_id].ResistDiff);
SpellFinished(spells[spell_id].base2[effect], target, 10, 0, -1, spells[spells[spell_id].base2[effect]].ResistDiff);
return true; //Only trigger once of these per spell effect.
}
}