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Make magic effects with no corresponding resistance attribute unresistable (Fixes #1727)
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0f1451babd
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2 changed files with 20 additions and 11 deletions
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@ -72,7 +72,7 @@ namespace MWMechanics
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return schoolSkillMap[school];
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}
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float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool)
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float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool, bool cap)
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{
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CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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@ -123,14 +123,17 @@ namespace MWMechanics
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if (MWBase::Environment::get().getWorld()->getGodModeState() && actor.getRefData().getHandle() == "player")
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castChance = 100;
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return std::max(0.f, std::min(100.f, castChance));
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if (!cap)
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return std::max(0.f, castChance);
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else
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return std::max(0.f, std::min(100.f, castChance));
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}
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float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool)
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float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool, bool cap)
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{
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const ESM::Spell* spell =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
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return getSpellSuccessChance(spell, actor, effectiveSchool);
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return getSpellSuccessChance(spell, actor, effectiveSchool, cap);
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}
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@ -184,6 +187,10 @@ namespace MWMechanics
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float resisted = 0;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
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{
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// Effects with no resistance attribute belonging to them can not be resisted
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if (ESM::MagicEffect::getResistanceEffect(effectId) == -1)
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return 0.f;
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float resistance = getEffectResistanceAttribute(effectId, magicEffects);
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float willpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
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@ -191,12 +198,13 @@ namespace MWMechanics
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float x = (willpower + 0.1 * luck) * stats.getFatigueTerm();
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// This makes spells that are easy to cast harder to resist and vice versa
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float castChance = 100.f;
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if (spell != NULL && !caster.isEmpty() && caster.getClass().isActor())
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{
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float castChance = getSpellSuccessChance(spell, caster);
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if (castChance > 0)
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x *= 50 / castChance;
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castChance = getSpellSuccessChance(spell, caster, NULL, false); // Uncapped casting chance
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}
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if (castChance > 0)
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x *= 50 / castChance;
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float roll = static_cast<float>(std::rand()) / RAND_MAX * 100;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
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@ -26,11 +26,12 @@ namespace MWMechanics
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* @param spell spell to cast
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* @param actor calculate spell success chance for this actor (depends on actor's skills)
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* @param effectiveSchool the spell's effective school (relevant for skill progress) will be written here
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* @attention actor has to be an NPC and not a creature!
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* @return success chance from 0 to 100 (in percent)
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* @param cap cap the result to 100%?
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* @note actor can be an NPC or a creature
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* @return success chance from 0 to 100 (in percent), if cap=false then chance above 100 may be returned.
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*/
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float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool = NULL);
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float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = NULL);
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float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool = NULL, bool cap=true);
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float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = NULL, bool cap=true);
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int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor);
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int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor);
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