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[Rules] Add optional rule for lifetap heals (#1689)
What: Add toggle for compounding bonuses for lifetap heals. Why: When spell damage and heal amount bonuses are scaled to ludicrous levels, this double dip results in very high heals from relatively weak lifetaps. Created new rule: Spells:CompoundLifetapHeals If true (default): Apply spell damage bonuses to lifetap damage Pass that amount through heal bonuses Heal for this resulting amount If false: Apply spell damage bonuses to lifetap damage Heal for this resulting amount
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@@ -3613,7 +3613,7 @@ void Mob::CommonDamage(Mob* attacker, int &damage, const uint16 spell_id, const
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if (spell_id != SPELL_UNKNOWN && IsLifetapSpell(spell_id)) {
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int healed = damage;
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healed = attacker->GetActSpellHealing(spell_id, healed);
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healed = RuleB(Spells, CompoundLifetapHeals) ? attacker->GetActSpellHealing(spell_id, healed) : healed;
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LogCombat("Applying lifetap heal of [{}] to [{}]", healed, attacker->GetName());
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attacker->HealDamage(healed);
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