[Fix] Correct SE_SlayUndead & SE_HeadShotLevel limit Value when applied. (#3171)

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Aeadoin 2023-04-01 13:31:13 -04:00 committed by GitHub
parent 31ede355a8
commit 6927177291
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GPG Key ID: 4AEE18F83AFDEB23

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@ -1442,9 +1442,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
}
case SE_SlayUndead: {
if (newbon->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] < base_value)
if (newbon->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] < base_value) {
newbon->SlayUndead[SBIndex::SLAYUNDEAD_RATE_MOD] = base_value; // Rate
newbon->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] = limit_value; // Damage Modifier
}
break;
}
@ -1612,9 +1613,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
}
case SE_HeadShotLevel: {
if (newbon->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX] < base_value)
if (newbon->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX] < base_value) {
newbon->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX] = base_value;
newbon->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_CHANCE_BONUS] = limit_value;
}
break;
}
@ -3178,8 +3180,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
case SE_HPToMana:
{
//Lower the ratio the more favorable
if((!new_bonus->HPToManaConvert) || (new_bonus->HPToManaConvert >= effect_value))
if ((!new_bonus->HPToManaConvert) || (new_bonus->HPToManaConvert >= effect_value)) {
new_bonus->HPToManaConvert = spells[spell_id].base_value[i];
}
break;
}
@ -3526,11 +3529,11 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
break;
}
case SE_SlayUndead:
{
if(new_bonus->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] < effect_value)
case SE_SlayUndead: {
if (new_bonus->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] < effect_value) {
new_bonus->SlayUndead[SBIndex::SLAYUNDEAD_RATE_MOD] = effect_value; // Rate
new_bonus->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] = limit_value; // Damage Modifier
}
break;
}
@ -3672,9 +3675,8 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
break;
}
case SE_HeadShotLevel:
{
if(new_bonus->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX] < effect_value) {
case SE_HeadShotLevel: {
if (new_bonus->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX] < effect_value) {
new_bonus->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX] = effect_value;
new_bonus->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_CHANCE_BONUS] = limit_value;
}