Implemented SE_MassGroupBuff as spell effect (no longer hard coded for AA

only). Run required SQL to update AA tables.
Updated spells_new field175 -> numhits_type
This commit is contained in:
KayenEQ
2014-06-26 05:40:09 -04:00
parent 2a48b199d2
commit ec35c0d933
8 changed files with 22 additions and 11 deletions
+3 -3
View File
@@ -399,7 +399,7 @@ bool Mob::DoCastSpell(uint16 spell_id, uint16 target_id, uint16 slot,
mana_cost = GetActSpellCost(spell_id, mana_cost);
}
if(IsClient() && CastToClient()->CheckAAEffect(aaEffectMassGroupBuff) && spells[spell_id].can_mgb)
if(HasMGB() && spells[spell_id].can_mgb)
mana_cost *= 2;
// mana is checked for clients on the frontend. we need to recheck it for NPCs though
@@ -1969,11 +1969,11 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
}
#endif //BOTS
if(spells[spell_id].can_mgb && IsClient() && CastToClient()->CheckAAEffect(aaEffectMassGroupBuff))
if(spells[spell_id].can_mgb && HasMGB())
{
SpellOnTarget(spell_id, this);
entity_list.MassGroupBuff(this, this, spell_id, true);
CastToClient()->DisableAAEffect(aaEffectMassGroupBuff);
SetMGB(false);
}
else
{