Revision of slow mitigation code.

Fix for the slow mitigation spam messages
Converted value from FLOAT to INT
Use SQL to update your npc_types table
This commit is contained in:
KayenEQ
2014-04-12 00:18:19 -04:00
parent 983c7a9c91
commit f9b46b46b1
13 changed files with 90 additions and 44 deletions
+23 -4
View File
@@ -2624,14 +2624,37 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
HealDamage(dmg, caster);
}
}
break;
}
case SE_Taunt:
{
if (IsNPC())
caster->Taunt(this->CastToNPC(), false, spell.base[i]);
break;
}
case SE_AttackSpeed:
if (spell.base[i] < 100)
SlowMitigation(caster);
break;
case SE_AttackSpeed2:
if (spell.base[i] < 100)
SlowMitigation(caster);
break;
case SE_AttackSpeed3:
if (spell.base[i] < 0)
SlowMitigation(caster);
break;
case SE_AttackSpeed4:
SlowMitigation(caster);
break;
// Handled Elsewhere
case SE_ImmuneFleeing:
case SE_NegateSpellEffect:
@@ -2717,10 +2740,6 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
case SE_DivineSave:
case SE_Accuracy:
case SE_Flurry:
case SE_AttackSpeed:
case SE_AttackSpeed2:
case SE_AttackSpeed3:
case SE_AttackSpeed4:
case SE_ImprovedDamage:
case SE_ImprovedHeal:
case SE_IncreaseSpellHaste: