[Spells] SPA69 TotalHP can be used in Worn Slot, Fixes/Updates to Max HP related variables. (#4244)

* Allow SPA69 to work on worn effects.

Update to allow SPA69 to work on worn effects which the client accepts and calculates properly.

Updated spell effect related Max HP change variables. 1) We had stat bonuses defined that did same function. Without updating would have had to create another variable for above to work. 2) Negate bonuses spell effect end up negating item HPs. which is not intended since using same variable for items and spells.

* HP variable updates

fixes

* HP variable updates

fixes

* HP variable updates

fixes

* Update mob.cpp
This commit is contained in:
KayenEQ
2024-04-15 06:06:17 -04:00
committed by GitHub
parent 1bc1f71254
commit 989d199908
10 changed files with 41 additions and 29 deletions
+2 -2
View File
@@ -278,7 +278,6 @@ struct StatBonuses {
int32 AC;
int64 HP;
int64 HPRegen;
int64 MaxHP; //same bonus as MaxHPChange when applied to spells and item bonuses
int64 ManaRegen;
int64 EnduranceRegen;
int64 Mana;
@@ -404,7 +403,7 @@ struct StatBonuses {
int32 MeleeLifetap; //i
int32 Vampirism; //i
int32 HealRate; // Spell effect that influences effectiveness of heals
int32 MaxHPChange; // percent change in hit points (aabonuses use variable MaxHP)
int64 PercentMaxHPChange; // base: Max HP change by percentage value from spell effect/item worn effect/aa
int16 SkillDmgTaken[EQ::skills::HIGHEST_SKILL + 2]; // All Skills + -1
int32 HealAmt; // Item Effect
int32 SpellDmg; // Item Effect
@@ -504,6 +503,7 @@ struct StatBonuses {
uint8 invisibility_verse_undead; // IVU level
uint8 invisibility_verse_animal; // IVA level
int32 ShieldTargetSpa[2]; // [0] base = % mitigation amount, [1] buff slot
int64 FlatMaxHPChange; // base: Max HP change by a flat amount value from spell effect/item worn effect/aa
// AAs
int32 TrapCircumvention; // reduce chance to trigger a trap.