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Update to SE_NegateAttack, 'max' value can now set upper limit of damage absorbed.
DOT ticks will no longer be absorbed.
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@ -13,6 +13,7 @@ Kayen: Implemented SE_Vampirsm (Stackable lifetap from melee effect) *Not used i
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Kayen: Minor fixes to how lifetap from melee effects are calced. Removed arbitrary hard cap of 100%, Negative value will now dmg client.
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Kayen: Fix to issue that prevented NPC's from receiving HP Regeneration derived from spell buffs.
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Kayen: Fixes and Updates for melee and spell mitigation runes.
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Kayen: Update to SE_NegateAttack, 'max' value can now set upper limit of damage absorbed. DOT ticks will no longer be absorbed.
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== 06/13/2014 ==
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Kayen: For table 'npc_spell_effects_entries' setting se_max for damage shield effects (59) will now determine the DS Type (ie burning)
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@ -3176,7 +3176,11 @@ int32 Mob::ReduceDamage(int32 damage)
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if(!TryFadeEffect(slot))
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BuffFadeBySlot(slot , true);
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}
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return -6;
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if (spellbonuses.NegateAttacks[2] && (damage > spellbonuses.NegateAttacks[2]))
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damage -= spellbonuses.NegateAttacks[2];
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else
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return -6;
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}
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}
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@ -3272,7 +3276,7 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
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int32 slot = -1;
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// See if we block the spell outright first
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if (spellbonuses.NegateAttacks[0]){
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if (!iBuffTic && spellbonuses.NegateAttacks[0]){
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slot = spellbonuses.NegateAttacks[1];
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if(slot >= 0) {
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if(--buffs[slot].numhits == 0) {
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@ -3280,7 +3284,11 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
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if(!TryFadeEffect(slot))
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BuffFadeBySlot(slot , true);
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}
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return 0;
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if (spellbonuses.NegateAttacks[2] && (damage > spellbonuses.NegateAttacks[2]))
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damage -= spellbonuses.NegateAttacks[2];
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else
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return 0;
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}
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}
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@ -2294,6 +2294,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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if (!newbon->NegateAttacks[0]){
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newbon->NegateAttacks[0] = 1;
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newbon->NegateAttacks[1] = buffslot;
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newbon->NegateAttacks[2] = max;
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}
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break;
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}
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@ -328,7 +328,7 @@ struct StatBonuses {
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uint16 FocusEffects[HIGHEST_FOCUS+1]; // Stores the focus effectid for each focustype you have.
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bool NegateEffects; // Check if you contain a buff with negate effect. (only spellbonuses)
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int16 SkillDamageAmount2[HIGHEST_SKILL+2]; // Adds skill specific damage
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uint16 NegateAttacks[2]; // 0 = bool HasEffect 1 = Buff Slot
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uint16 NegateAttacks[3]; // 0 = bool HasEffect 1 = Buff Slot 2 = Max damage absorbed per hit
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uint16 MitigateMeleeRune[4]; // 0 = Mitigation value 1 = Buff Slot 2 = Max mitigation per hit 3 = Rune Amt
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uint16 MeleeThresholdGuard[3]; // 0 = Mitigation value 1 = Buff Slot 2 = Min damage to trigger.
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uint16 SpellThresholdGuard[3]; // 0 = Mitigation value 1 = Buff Slot 2 = Min damage to trigger.
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