Don't apply harmful spell effects on the player in god mode (fixes #4264)

pull/400/head
Capostrophic 7 years ago
parent 9b8c56761b
commit b6a2589e7b

@ -489,6 +489,9 @@ namespace MWMechanics
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResisted}");
}
if (target == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState())
magnitudeMult = 0;
// If player is attempting to cast a harmful spell, show the target's HP bar
if (castByPlayer && target != caster)
MWBase::Environment::get().getWindowManager()->setEnemy(target);
@ -877,20 +880,18 @@ namespace MWMechanics
const float normalizedEncumbrance = mCaster.getClass().getNormalizedEncumbrance(mCaster);
float fatigueLoss = spell->mData.mCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult);
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); stats.setFatigue(fatigue);
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
stats.setFatigue(fatigue);
bool fail = false;
// Check success
if (!(mCaster == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState()))
float successChance = getSpellSuccessChance(spell, mCaster);
if (Misc::Rng::roll0to99() >= successChance)
{
float successChance = getSpellSuccessChance(spell, mCaster);
if (Misc::Rng::roll0to99() >= successChance)
{
if (mCaster == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicSkillFail}");
fail = true;
}
if (mCaster == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicSkillFail}");
fail = true;
}
if (fail)
@ -1111,8 +1112,6 @@ namespace MWMechanics
bool receivedMagicDamage = false;
bool godmode = actor == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
switch (effectKey.mId)
{
case ESM::MagicEffect::DamageAttribute:
@ -1135,40 +1134,25 @@ namespace MWMechanics
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::RestoreHealth, magnitude);
break;
case ESM::MagicEffect::DamageHealth:
if (!godmode)
{
receivedMagicDamage = true;
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
}
receivedMagicDamage = true;
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
break;
case ESM::MagicEffect::DamageMagicka:
case ESM::MagicEffect::DamageFatigue:
if (!godmode)
{
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
}
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
break;
case ESM::MagicEffect::AbsorbHealth:
if (!godmode)
{
if (magnitude > 0.f)
receivedMagicDamage = true;
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
}
if (magnitude > 0.f)
receivedMagicDamage = true;
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
break;
case ESM::MagicEffect::AbsorbMagicka:
case ESM::MagicEffect::AbsorbFatigue:
if (!godmode)
{
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
}
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
break;
case ESM::MagicEffect::DisintegrateArmor:
@ -1191,6 +1175,7 @@ namespace MWMechanics
if (disintegrateSlot(actor, priorities[i], magnitude))
break;
}
break;
}
case ESM::MagicEffect::DisintegrateWeapon:
@ -1213,12 +1198,9 @@ namespace MWMechanics
if (weather > 1)
damageScale *= fMagicSunBlockedMult;
if (!godmode)
{
adjustDynamicStat(creatureStats, 0, -magnitude * damageScale);
if (magnitude * damageScale > 0.f)
receivedMagicDamage = true;
}
adjustDynamicStat(creatureStats, 0, -magnitude * damageScale);
if (magnitude * damageScale > 0.f)
receivedMagicDamage = true;
break;
}
@ -1228,12 +1210,8 @@ namespace MWMechanics
case ESM::MagicEffect::FrostDamage:
case ESM::MagicEffect::Poison:
{
if (!godmode)
{
adjustDynamicStat(creatureStats, 0, -magnitude);
receivedMagicDamage = true;
}
adjustDynamicStat(creatureStats, 0, -magnitude);
receivedMagicDamage = true;
break;
}

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