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
+1 -1
View File
@@ -2738,7 +2738,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
if (caster && IsValidSpell(spells[spell_id].base2[i])){
if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
caster->SpellFinished(spells[spell_id].base2[i], this, 10, 0, -1, spells[spell_id].ResistDiff);
caster->SpellFinished(spells[spell_id].base2[i], this, 10, 0, -1, spells[spells[spell_id].base2[i]].ResistDiff);
}
break;
}