Andrei Kortunov
3dce225f28
Implement vanilla-style corprus handling (bug #3714 , bug #4623 )
2020-06-03 12:58:17 +04:00
Capostrophic
6c47f95677
Make RemoveSpellEffects affect permanent spells (bug #3920 )
...
Also make it remove the effects but not the spells themselves
2018-08-29 13:52:03 +03:00
MiroslavR
c8b61cb234
Cache magic effects in MWMechanics::Spells
2016-07-02 12:50:00 +02:00
MiroslavR
54f52f7bae
Implement effect removal for abilities ( Fixes #3455 )
2016-07-01 18:50:28 +02:00
Tobias Kortkamp
0659687bfb
Some fixes for building on FreeBSD
2016-01-25 14:13:16 +01:00
scrawl
783594033a
Optimize MWMechanics::Spells
...
Use pointers as map keys instead of string IDs. Resolves a nasty performance bottleneck on functions like hasCommonDisease() that previously had to look up all contained spells from the ESM store on every call. hasCommonDisease() is called hundreds of times per frame by the AI target update since it's used to calculate target disposition.
The total cost of hasCommonDisease() was 2.7% of the frame loop, now it's negligible.
2015-11-27 01:07:15 +01:00
scrawl
9d86e5b028
GetSpellEffects returns true for active abilities ( Fixes #2530 )
2015-05-11 16:38:16 +02:00
scrawl
88a2e4c043
Graceful error handling for missing spells/factions ( Fixes #1825 , Bug #2176 , Bug #2203 )
2014-12-14 02:38:27 +01:00
Jordan Ayers
da9d858201
Add 'const' to a spell helper function.
2014-09-29 20:59:10 -05:00
MiroslavR
85aa237baf
Implement removal of corprus spells
2014-08-22 03:34:31 +02:00
MiroslavR
2cbe17ca0a
Make Spells::mCorprusSpells private
2014-08-20 12:40:38 +02:00
MiroslavR
96e7ff666d
Implement saving/loading of corprus stats, remove redundant code
2014-08-19 03:17:31 +02:00
MiroslavR
3722c7adc3
Initial work on implementing corprus worsening effect
2014-08-18 15:33:12 +02:00
scrawl
6cc691115b
Savegame: store most of CreatureStats
2014-05-12 21:37:36 +02:00
Marc Zinnschlag
367919200f
moved CellRefList into a separate file
2014-02-23 20:11:05 +01:00
scrawl
525ce2f042
Some cleanup - move definitions to implementation file
2014-01-18 10:52:16 +01:00
scrawl
c548dcee13
Quick keys menu: make sure selected spell still exists
2014-01-17 15:20:22 +01:00
scrawl
0dc2e829dd
Lots of cleanup. Implemented Absorb and Resist. Implemented several instant effects. Added hand VFX.
2013-11-17 23:31:08 +01:00
scrawl
c73217627e
Move code for listing effect sources to the spell management classes
2013-11-15 20:29:47 +01:00
scrawl
ff7e4174f9
Fix some leftover code that still calculated random magnitude per spell rather than per effect. Major cleanup of InventoryStore: Magic effects are now updated when needed, rather than cached. Also allows to get rid of 'mutable' hacks and non-const method that should be const. Play sounds and particles when equipping a permanent enchantment item.
2013-11-13 18:51:28 +01:00
scrawl
a6e2f43b75
Stop continuous VFX when the effect is no longer active.
2013-11-13 15:44:43 +01:00
Marc Zinnschlag
654cd3ab9b
Issue #479 : Use magnitude specified when adding disease
2013-01-13 14:52:55 +01:00
Marc Zinnschlag
f4ee8e2642
Issue #479 : Added additional magnitude parameter to known spells
2013-01-12 13:10:20 +01:00
Marc Zinnschlag
be1334b202
disease tests
2012-11-09 18:16:29 +01:00
Marc Zinnschlag
35f478071e
Issue #255 : deleted the old environment class and using the new one instead
2012-04-23 15:27:03 +02:00
Marc Zinnschlag
52c7ee3b6a
moved selected spell from NpcStats to Spells
2012-04-13 10:49:45 +02:00
Marc Zinnschlag
77065390d7
simplifying Spells class
2012-04-11 19:40:42 +02:00
Marc Zinnschlag
750d79eaf0
added spell container class
2012-04-11 19:03:06 +02:00