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Merge pull request #2456 from Capostrophic/spells
Make sure getSpellSuccessChance() checks mana when necessary (bug #5112)
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commit
196f8451b2
5 changed files with 6 additions and 8 deletions
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@ -121,6 +121,7 @@
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Bug #5104: Black Dart's enchantment doesn't trigger at low Enchant levels
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Bug #5105: NPCs start combat with werewolves from any distance
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Bug #5110: ModRegion with a redundant numerical argument breaks script execution
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Bug #5112: Insufficient magicka for current spell not reflected on HUD icon
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Bug #5123: Script won't run on respawn
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Bug #5124: Arrow remains attached to actor if pulling animation was cancelled
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Feature #1774: Handle AvoidNode
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@ -71,7 +71,7 @@ namespace MWGui
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{
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newSpell.mType = Spell::Type_Spell;
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std::string cost = std::to_string(spell->mData.mCost);
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std::string chance = std::to_string(int(MWMechanics::getSpellSuccessChance(spell, mActor, nullptr, true, true)));
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std::string chance = std::to_string(int(MWMechanics::getSpellSuccessChance(spell, mActor)));
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newSpell.mCostColumn = cost + "/" + chance;
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}
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else
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@ -241,7 +241,7 @@ namespace MWMechanics
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float castChance = 100.f;
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if (spell != nullptr && !caster.isEmpty() && caster.getClass().isActor())
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{
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castChance = getSpellSuccessChance(spell, caster, nullptr, false); // Uncapped casting chance
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castChance = getSpellSuccessChance(spell, caster, nullptr, false, 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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@ -939,7 +939,7 @@ namespace MWMechanics
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bool fail = false;
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// Check success
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float successChance = getSpellSuccessChance(spell, mCaster);
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float successChance = getSpellSuccessChance(spell, mCaster, nullptr, true, false);
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if (Misc::Rng::roll0to99() >= successChance)
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{
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if (mCaster == getPlayer())
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@ -39,8 +39,8 @@ namespace MWMechanics
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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 = nullptr, bool cap=true, bool checkMagicka=false);
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float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = nullptr, bool cap=true, bool checkMagicka=false);
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float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool = nullptr, bool cap=true, bool checkMagicka=true);
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float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = nullptr, bool cap=true, bool checkMagicka=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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@ -122,9 +122,6 @@ namespace MWMechanics
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return 0.f;
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}
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if (spell->mData.mCost > stats.getMagicka().getCurrent())
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return 0.f;
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// Spells don't stack, so early out if the spell is still active on the target
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int types = getRangeTypes(spell->mEffects);
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if ((types & Self) && stats.getActiveSpells().isSpellActive(spell->mId))
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