SE_ApplySpell and SE_TriggerSpell will now be applied based on which effect slot they are used in (instead of always before all spell effects are checked).

Note: If a spell has multiple SE_TriggerSpell effects within it. Only one will be able to trigger. (If you want multiple spells use SE_ApplySpell)
This commit is contained in:
KayenEQ
2014-09-23 09:15:02 -04:00
parent ec01e6c69b
commit c03a70651c
5 changed files with 29 additions and 18 deletions
-1
View File
@@ -3647,7 +3647,6 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
return false;
}
TrySpellTrigger(spelltar, spell_id);
if (IsValidSpell(spells[spell_id].RecourseLink))
SpellFinished(spells[spell_id].RecourseLink, this, 10, 0, -1, spells[spells[spell_id].RecourseLink].ResistDiff);