Fix SE_ResourceTap where 1000 base is 100% and math fix (ty kayen)

This commit is contained in:
Natedog2012 2017-05-13 07:30:57 -07:00
parent 82776deb89
commit abeeb80727

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@ -6686,8 +6686,9 @@ void Mob::ResourceTap(int32 damage, uint16 spellid)
for (int i = 0; i < EFFECT_COUNT; i++) { for (int i = 0; i < EFFECT_COUNT; i++) {
if (spells[spellid].effectid[i] == SE_ResourceTap) { if (spells[spellid].effectid[i] == SE_ResourceTap) {
damage += (damage * spells[spellid].base[i]) / 100; damage = (damage * spells[spellid].base[i]) / 1000;
if (damage) {
if (spells[spellid].max[i] && (damage > spells[spellid].max[i])) if (spells[spellid].max[i] && (damage > spells[spellid].max[i]))
damage = spells[spellid].max[i]; damage = spells[spellid].max[i];
@ -6703,6 +6704,8 @@ void Mob::ResourceTap(int32 damage, uint16 spellid)
if (spells[spellid].base2[i] == 2 && IsClient()) // Endurance Tap if (spells[spellid].base2[i] == 2 && IsClient()) // Endurance Tap
CastToClient()->SetEndurance(CastToClient()->GetEndurance() + damage); CastToClient()->SetEndurance(CastToClient()->GetEndurance() + damage);
}
} }
} }
} }