Spell Effect for melee mitigation will no longer use same bonus

item shielding effect. Added support for spell effect melee mitigation
to work on as item worn effects and AA.
This commit is contained in:
KayenEQ
2014-07-24 11:23:14 -04:00
parent 0d5a0525cd
commit 83f94da43b
3 changed files with 12 additions and 7 deletions
+8 -4
View File
@@ -1376,6 +1376,10 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
break;
}
case SE_MeleeMitigation:
newbon->MeleeMitigationEffect -= base1;
break;
}
}
}
@@ -1796,7 +1800,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
case SE_MeleeMitigation:
//for some reason... this value is negative for increased mitigation
newbon->MeleeMitigation -= effect_value;
newbon->MeleeMitigationEffect -= effect_value;
break;
case SE_CriticalHitChance:
@@ -3594,9 +3598,9 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
break;
case SE_MeleeMitigation:
spellbonuses.MeleeMitigation = effect_value;
itembonuses.MeleeMitigation = effect_value;
aabonuses.MeleeMitigation = effect_value;
spellbonuses.MeleeMitigationEffect = effect_value;
itembonuses.MeleeMitigationEffect = effect_value;
aabonuses.MeleeMitigationEffect = effect_value;
break;
case SE_CriticalHitChance: