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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
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@@ -194,7 +194,7 @@ public:
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bool IsBeneficialAllowed(Mob *target);
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virtual int GetCasterLevel(uint16 spell_id);
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void ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* newbon, uint16 casterID = 0,
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bool item_bonus = false, uint32 ticsremaining = 0, int buffslot = -1,
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bool item_bonus = false, bool IsWornEffect = false, uint32 ticsremaining = 0, int buffslot = -1,
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bool IsAISpellEffect = false, uint16 effect_id = 0, int32 se_base = 0, int32 se_limit = 0, int32 se_max = 0);
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void NegateSpellsBonuses(uint16 spell_id);
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virtual float GetActSpellRange(uint16 spell_id, float range, bool IsBard = false);
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