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[Rule] Snare Override Movement Bonus (#4381)
* [Rule] Snare Override Movement Bonus This rule allows snare to override any movement bonuses. RULE_BOOL(Spells, AllowSnareEffectsOverrideBonus, false, "Enabling will allow snares to override any speed bonuses the entity may have. Default: False") Default: False * Rule name --------- Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
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@ -506,6 +506,7 @@ RULE_INT(Spells, HarmTouchCritRatio, 200, "Harmtouch crit bonus, on top of BaseC
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RULE_BOOL(Spells, UseClassicSpellFocus, false, "Enabling will tell the server to handle random focus damage as classic spell imports lack the limit values.")
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RULE_BOOL(Spells, UseClassicSpellFocus, false, "Enabling will tell the server to handle random focus damage as classic spell imports lack the limit values.")
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RULE_BOOL(Spells, ManaTapsOnAnyClass, false, "Enabling this will allow you to cast mana taps on any class, this will bypass ManaTapsRequireNPCMana rule.")
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RULE_BOOL(Spells, ManaTapsOnAnyClass, false, "Enabling this will allow you to cast mana taps on any class, this will bypass ManaTapsRequireNPCMana rule.")
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RULE_INT(Spells, HealAmountMessageFilterThreshold, 100, "Lifetaps below this threshold will not have a message sent to the client (Heal will still process) 0 to Disable.")
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RULE_INT(Spells, HealAmountMessageFilterThreshold, 100, "Lifetaps below this threshold will not have a message sent to the client (Heal will still process) 0 to Disable.")
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RULE_BOOL(Spells, SnareOverridesSpeedBonuses, false, "Enabling will allow snares to override any speed bonuses the entity may have. Default: False")
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RULE_CATEGORY_END()
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RULE_CATEGORY_END()
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RULE_CATEGORY(Combat)
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RULE_CATEGORY(Combat)
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@ -2438,6 +2438,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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case SE_CastingLevel2:
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case SE_CastingLevel2:
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{
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{
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new_bonus->effective_casting_level += effect_value;
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new_bonus->effective_casting_level += effect_value;
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if (RuleB(Spells, SnareOverridesSpeedBonuses) && effect_value < 0) {
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new_bonus->movementspeed = effect_value;
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}
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break;
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break;
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}
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}
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