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[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
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@@ -461,10 +461,10 @@ int64 Merc::CalcMaxHP() {
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//but the actual effect sent on live causes the client
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//to apply it to (basehp + itemhp).. I will oblige to the client's whims over
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//the aa description
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nd += aabonuses.MaxHP + spellbonuses.MaxHPChange + itembonuses.MaxHPChange; //Natural Durability, Physical Enhancement, Planar Durability
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nd += aabonuses.PercentMaxHPChange + spellbonuses.PercentMaxHPChange + itembonuses.PercentMaxHPChange; //Natural Durability, Physical Enhancement, Planar Durability
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max_hp = (float)max_hp * (float)nd / (float)10000; //this is to fix the HP-above-495k issue
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max_hp += spellbonuses.HP + aabonuses.HP;
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max_hp += spellbonuses.FlatMaxHPChange + aabonuses.FlatMaxHPChange + itembonuses.FlatMaxHPChange;
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max_hp += GroupLeadershipAAHealthEnhancement();
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