Use spell effect range type, not base effect

deque
scrawl 11 years ago
parent 1c41ce9b9d
commit b4f8edc186

@ -177,8 +177,8 @@ namespace MWMechanics
x *= 0.1f * magicEffect->mData.mBaseCost;
x *= 0.5f * (effect.mMagnMin + effect.mMagnMax);
x += effect.mArea * 0.05f * magicEffect->mData.mBaseCost; // XXX spell.radius
if (magicEffect->mData.mFlags & ESM::MagicEffect::CastTarget) // XXX effect.flags & CAST_TARGET
x += effect.mArea * 0.05f * magicEffect->mData.mBaseCost;
if (effect.mRange == ESM::RT_Target)
x *= 1.5f;
static const float fEffectCostMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fEffectCostMult")->getFloat();

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