Implemented non-live like feature to allow focus effects to be placed in worn slot

to provide an additive focus bonus that stacks with regular focus effects.
This is opposed to how regular focus effects work in which the highest
value is always taken. Please note, focus calculated from worn slot
will only use only the focuses base value (ie ignores all limit checks).

Example (Hypothetical).
Improved Heal I (10 pct focus) in Helm Worn Slot
Improved Heal I (10 pct focus) in Glove Worn Slot
Improved Heal V (50 pct focus) in Glove Focus Slot
Total Heal Focus would be 50 + 10 + 10

Added optional rule which is OFF by default.
UseAdditiveFocusFromWornSlot
This commit is contained in:
KayenEQ
2015-02-05 04:27:33 -05:00
parent 4bd2e04482
commit dd17597c92
5 changed files with 21 additions and 9 deletions
+2 -1
View File
@@ -350,7 +350,8 @@ struct StatBonuses {
int32 CharmBreakChance; // chance to break charm
int32 SongRange; // increases range of beneficial bard songs
uint32 HPToManaConvert; // Uses HP to cast spells at specific conversion
uint32 FocusEffects[HIGHEST_FOCUS+1]; // Stores the focus effectid for each focustype you have.
uint8 FocusEffects[HIGHEST_FOCUS+1]; // Stores the focus effectid for each focustype you have.
int16 FocusEffectsWorn[HIGHEST_FOCUS+1]; // Optional to allow focus effects to be applied additively from worn slot
bool NegateEffects; // Check if you contain a buff with negate effect. (only spellbonuses)
int32 SkillDamageAmount2[HIGHEST_SKILL+2]; // Adds skill specific damage
uint32 NegateAttacks[3]; // 0 = bool HasEffect 1 = Buff Slot 2 = Max damage absorbed per hit