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Implement Resist & Weakness effects
This commit is contained in:
parent
d49b6f19ff
commit
b1a29eb27e
10 changed files with 159 additions and 74 deletions
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@ -69,7 +69,7 @@ add_openmw_dir (mwclass
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add_openmw_dir (mwmechanics
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mechanicsmanagerimp stat character creaturestats magiceffects movement actors objects
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drawstate spells activespells npcstats aipackage aisequence alchemy aiwander aitravel aifollow
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aiescort aiactivate repair enchanting pathfinding security spellsuccess
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aiescort aiactivate repair enchanting pathfinding security spellsuccess spellcasting
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)
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add_openmw_dir (mwbase
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@ -468,9 +468,9 @@ namespace MWClass
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{
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weapon.getCellRef().mEnchantmentCharge -= castCost;
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// Touch
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othercls.getCreatureStats(victim).getActiveSpells().addSpell(enchantmentName, victim, ESM::RT_Touch, weapon.getClass().getName(weapon));
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othercls.getCreatureStats(victim).getActiveSpells().addSpell(enchantmentName, victim, ptr, ESM::RT_Touch, weapon.getClass().getName(weapon));
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// Self
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getCreatureStats(ptr).getActiveSpells().addSpell(enchantmentName, ptr, ESM::RT_Self, weapon.getClass().getName(weapon));
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getCreatureStats(ptr).getActiveSpells().addSpell(enchantmentName, ptr, ptr, ESM::RT_Self, weapon.getClass().getName(weapon));
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// Target
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MWBase::Environment::get().getWorld()->launchProjectile(enchantmentName, enchantment->mEffects, ptr, weapon.getClass().getName(weapon));
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}
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@ -936,7 +936,7 @@ namespace MWClass
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/// \todo consider instant effects
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return stats.getActiveSpells().addSpell (id, actor);
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return stats.getActiveSpells().addSpell (id, actor, actor);
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}
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void Npc::skillUsageSucceeded (const MWWorld::Ptr& ptr, int skill, int usageType) const
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@ -5,7 +5,7 @@
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#include "../mwworld/player.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/actionequip.hpp"
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#include "../mwmechanics/spellsuccess.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwgui/inventorywindow.hpp"
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#include "../mwgui/bookwindow.hpp"
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#include "../mwgui/scrollwindow.hpp"
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@ -9,7 +9,7 @@
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/actionequip.hpp"
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#include "../mwmechanics/spellsuccess.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "spellicons.hpp"
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#include "inventorywindow.hpp"
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@ -16,11 +16,14 @@
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwrender/animation.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "creaturestats.hpp"
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#include "npcstats.hpp"
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@ -74,7 +77,7 @@ namespace MWMechanics
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for (std::vector<ESM::ENAMstruct>::const_iterator effectIter (effects.first.mList.begin());
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effectIter!=effects.first.mList.end(); ++effectIter, ++i)
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{
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float magnitude = iter->second.mRandom[i];
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float random = iter->second.mRandom[i];
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if (effectIter->mRange != iter->second.mRange)
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continue;
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@ -83,7 +86,7 @@ namespace MWMechanics
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int duration = effectIter->mDuration;
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if (effects.second.first)
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duration *= magnitude;
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duration *= random;
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MWWorld::TimeStamp end = start;
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end += static_cast<double> (duration)*
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@ -102,19 +105,21 @@ namespace MWMechanics
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if (effectIter->mDuration==0)
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{
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param.mMagnitude =
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static_cast<int> (magnitude / (0.1 * magicEffect->mData.mBaseCost));
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static_cast<int> (random / (0.1 * magicEffect->mData.mBaseCost));
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}
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else
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{
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param.mMagnitude =
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static_cast<int> (0.05*magnitude / (0.1 * magicEffect->mData.mBaseCost));
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static_cast<int> (0.05*random / (0.1 * magicEffect->mData.mBaseCost));
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}
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}
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else
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param.mMagnitude = static_cast<int> (
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(effectIter->mMagnMax-effectIter->mMagnMin)*magnitude + effectIter->mMagnMin);
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mEffects.add (*effectIter, param);
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(effectIter->mMagnMax-effectIter->mMagnMin)*random + effectIter->mMagnMin);
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param.mMagnitude *= iter->second.mMultiplier[i];
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if (param.mMagnitude)
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mEffects.add (*effectIter, param);
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}
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}
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}
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@ -185,7 +190,7 @@ namespace MWMechanics
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: mSpellsChanged (false), mLastUpdate (MWBase::Environment::get().getWorld()->getTimeStamp())
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{}
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bool ActiveSpells::addSpell (const std::string& id, const MWWorld::Ptr& actor, ESM::RangeType range, const std::string& name, int effectIndex)
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bool ActiveSpells::addSpell (const std::string& id, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, ESM::RangeType range, const std::string& name, int effectIndex)
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{
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const CreatureStats& creatureStats = MWWorld::Class::get (actor).getCreatureStats (actor);
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@ -197,6 +202,8 @@ namespace MWMechanics
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for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.first.mList.begin());
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iter!=effects.first.mList.end(); ++iter)
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{
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if (iter->mRange != range)
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continue;
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if (iter->mDuration)
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{
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found = true;
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@ -204,41 +211,37 @@ namespace MWMechanics
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}
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}
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// If none of the effects need to apply, no need to add the spell
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if (!found)
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return false;
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TContainer::iterator iter = mSpells.find (id);
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float random = static_cast<float> (std::rand()) / RAND_MAX;
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if (effects.second.first)
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{
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// ingredient -> special treatment required.
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const NpcStats& npcStats = MWWorld::Class::get (actor).getNpcStats (actor);
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float x =
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(npcStats.getSkill (ESM::Skill::Alchemy).getModified() +
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0.2 * creatureStats.getAttribute (1).getModified()
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+ 0.1 * creatureStats.getAttribute (7).getModified())
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* creatureStats.getFatigueTerm();
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random *= 100;
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random = random / std::min (x, 100.0f);
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random *= 0.25 * x;
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}
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ActiveSpellParams params;
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for (unsigned int i=0; i<effects.first.mList.size(); ++i)
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params.mRandom.push_back(static_cast<float> (std::rand()) / RAND_MAX);
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{
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float random = static_cast<float> (std::rand()) / RAND_MAX;
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if (effects.second.first)
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{
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// ingredient -> special treatment required.
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const NpcStats& npcStats = MWWorld::Class::get (actor).getNpcStats (actor);
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float x =
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(npcStats.getSkill (ESM::Skill::Alchemy).getModified() +
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0.2 * creatureStats.getAttribute (1).getModified()
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+ 0.1 * creatureStats.getAttribute (7).getModified())
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* creatureStats.getFatigueTerm();
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random *= 100;
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random = random / std::min (x, 100.0f);
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random *= 0.25 * x;
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}
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params.mRandom.push_back(random);
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}
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params.mRange = range;
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params.mTimeStamp = MWBase::Environment::get().getWorld()->getTimeStamp();
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params.mName = name;
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if (iter==mSpells.end() || stacks)
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mSpells.insert (std::make_pair (id, params));
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else
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iter->second = params;
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params.mMultiplier.resize(effects.first.mList.size(), 1);
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/*
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for (int i=0; i<effects.first.mList.size(); ++i)
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@ -258,19 +261,35 @@ namespace MWMechanics
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}
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*/
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// Play sounds & particles
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bool first=true;
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for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.first.mList.begin());
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iter!=effects.first.mList.end(); ++iter)
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int i = 0;
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for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (effects.first.mList.begin());
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effectIt!=effects.first.mList.end(); ++effectIt, ++i)
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{
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if (iter->mRange != range)
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if (effectIt->mRange != range)
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continue;
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// Try resisting effect in case its harmful
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const ESM::Spell *spell =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search (id);
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params.mMultiplier[i] = MWMechanics::getEffectMultiplier(effectIt->mEffectID, actor, caster, spell);
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if (params.mMultiplier[i] == 0)
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{
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if (actor.getRefData().getHandle() == "player")
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MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicPCResisted}");
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else
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MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResisted}");
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}
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// If fully resisted, don't play sounds or particles
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if (params.mMultiplier[i] == 0)
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continue;
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// TODO: For Area effects, launch a growing particle effect that applies the effect to more actors as it hits them. Best managed in World.
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const ESM::MagicEffect *magicEffect =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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iter->mEffectID);
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effectIt->mEffectID);
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// Only the sound of the first effect plays
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if (first)
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first = false;
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}
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if (iter==mSpells.end() || stacks)
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mSpells.insert (std::make_pair (id, params));
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else
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iter->second = params;
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mSpellsChanged = true;
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return true;
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@ -415,7 +439,9 @@ namespace MWMechanics
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magnitude = static_cast<int> (0.05*it->second.mRandom[i] / (0.1 * magicEffect->mData.mBaseCost));
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}
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visitor.visit(*effectIt, name, magnitude, remainingTime);
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magnitude *= it->second.mMultiplier[i];
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if (magnitude)
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visitor.visit(*effectIt, name, magnitude, remainingTime);
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}
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}
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}
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@ -37,7 +37,7 @@ namespace MWMechanics
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// Effect magnitude multiplier. Use 0 to completely disable the effect
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// (if it was resisted, reflected or absorbed). Use (0,1) for partially resisted.
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std::vector<bool> mMultiplier;
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std::vector<float> mMultiplier;
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// Display name, we need this for enchantments, which don't have a name - so you need to supply the
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// name of the item with the enchantment to addSpell
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@ -85,11 +85,12 @@ namespace MWMechanics
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ActiveSpells();
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bool addSpell (const std::string& id, const MWWorld::Ptr& actor, ESM::RangeType range = ESM::RT_Self, const std::string& name = "", int effectIndex = -1);
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bool addSpell (const std::string& id, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, ESM::RangeType range = ESM::RT_Self, const std::string& name = "", int effectIndex = -1);
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///< Overwrites an existing spell with the same ID. If the spell does not have any
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/// non-instant effects, it is ignored.
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/// @param id
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/// @param actor
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/// @param actor actor to add the spell to
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/// @param caster actor who casted the spell
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/// @param range Only effects with range type \a range will be applied
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/// @param name Display name for enchantments, since they don't have a name in their record
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/// @param effectIndex Only apply one specific effect - useful for reflecting spells, since each effect is reflected individually
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@ -114,6 +114,72 @@ namespace MWMechanics
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return school;
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}
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/// @return >=100 for fully resisted. can also return negative value for damage amplification.
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inline float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell = NULL)
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{
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const ESM::MagicEffect *magicEffect =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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effectId);
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const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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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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short resistanceEffect = ESM::MagicEffect::getResistanceEffect(effectId);
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short weaknessEffect = ESM::MagicEffect::getWeaknessEffect(effectId);
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float resistance = 0;
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if (resistanceEffect != -1)
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resistance += stats.getMagicEffects().get(resistanceEffect).mMagnitude;
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if (weaknessEffect != -1)
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resistance -= stats.getMagicEffects().get(weaknessEffect).mMagnitude;
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float willpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
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float luck = stats.getAttribute(ESM::Attribute::Luck).getModified();
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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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if (spell != NULL)
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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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}
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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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roll -= resistance;
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if (x <= roll)
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x = 0;
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else
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{
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if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
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x = 100;
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else
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x = roll / std::min(x, 100.f);
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}
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x = std::min(x + resistance, 100.f);
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resisted = x;
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}
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return resisted;
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}
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inline float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell = NULL)
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{
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float resistance = getEffectResistance(effectId, actor, caster, spell);
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if (resistance >= 0)
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return 1 - resistance / 100.f;
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else
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return -(resistance-100) / 100.f;
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}
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}
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#endif
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@ -16,7 +16,7 @@ namespace MWWorld
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// TODO: Apply RT_Self effects on the door / container that triggered the trap. Not terribly useful, but you could
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// make it lock itself when activated for example.
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actor.getClass().getCreatureStats(actor).getActiveSpells().addSpell(mSpellId, actor, ESM::RT_Touch);
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actor.getClass().getCreatureStats(actor).getActiveSpells().addSpell(mSpellId, actor, actor, ESM::RT_Touch);
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const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(mSpellId);
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@ -11,6 +11,8 @@
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#include "../mwbase/windowmanager.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "esmstore.hpp"
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#include "class.hpp"
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@ -292,47 +294,37 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
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if (enchantment.mData.mType != ESM::Enchantment::ConstantEffect)
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continue;
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// Roll some dice, one for each effect
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std::vector<EffectParams> params;
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params.resize(enchantment.mEffects.mList.size());
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for (unsigned int i=0; i<params.size();++i)
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params[i].mRandom = static_cast<float> (std::rand()) / RAND_MAX;
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bool existed = (mPermanentMagicEffectMagnitudes.find((**iter).getCellRef().mRefID) != mPermanentMagicEffectMagnitudes.end());
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if (!existed)
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{
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// Roll some dice, one for each effect
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params.resize(enchantment.mEffects.mList.size());
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for (unsigned int i=0; i<params.size();++i)
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params[i].mRandom = static_cast<float> (std::rand()) / RAND_MAX;
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// Try resisting each effect
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int i=0;
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for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (enchantment.mEffects.mList.begin());
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effectIt!=enchantment.mEffects.mList.end(); ++effectIt)
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{
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const ESM::MagicEffect *magicEffect =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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effectIt->mEffectID);
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//const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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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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}
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params[i].mMultiplier = (100.f - resisted) / 100.f;
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params[i].mMultiplier = MWMechanics::getEffectMultiplier(effectIt->mEffectID, actor, actor);
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++i;
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}
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// Note that using the RefID as a key here is not entirely correct.
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// Consider equipping the same item twice (e.g. a ring)
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// However, permanent enchantments with a random magnitude are kind of an exploit anyway,
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// so it doesn't really matter if both items will get the same magnitude. *Extreme* edge case.
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mPermanentMagicEffectMagnitudes[(**iter).getCellRef().mRefID] = params;
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}
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else
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params = mPermanentMagicEffectMagnitudes[(**iter).getCellRef().mRefID];
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int i=0;
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for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (enchantment.mEffects.mList.begin());
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effectIt!=enchantment.mEffects.mList.end(); ++effectIt)
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effectIt!=enchantment.mEffects.mList.end(); ++effectIt, ++i)
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{
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const ESM::MagicEffect *magicEffect =
|
||||
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
|
||||
|
@ -355,7 +347,6 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
|
|||
magnitude *= params[i].mMultiplier;
|
||||
if (magnitude)
|
||||
mMagicEffects.add (*effectIt, magnitude);
|
||||
++i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -554,8 +545,9 @@ void MWWorld::InventoryStore::visitEffectSources(MWMechanics::EffectSourceVisito
|
|||
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (enchantment.mEffects.mList.begin());
|
||||
effectIt!=enchantment.mEffects.mList.end(); ++effectIt)
|
||||
{
|
||||
float random = mPermanentMagicEffectMagnitudes[(**iter).getCellRef().mRefID][i].mRandom;
|
||||
float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->mMagnMin) * random;
|
||||
const EffectParams& params = mPermanentMagicEffectMagnitudes[(**iter).getCellRef().mRefID][i];
|
||||
float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->mMagnMin) * params.mRandom;
|
||||
magnitude *= params.mMultiplier;
|
||||
visitor.visit(*effectIt, (**iter).getClass().getName(**iter), magnitude);
|
||||
|
||||
++i;
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
#include "../mwmechanics/creaturestats.hpp"
|
||||
#include "../mwmechanics/movement.hpp"
|
||||
#include "../mwmechanics/npcstats.hpp"
|
||||
#include "../mwmechanics/spellsuccess.hpp"
|
||||
#include "../mwmechanics/spellcasting.hpp"
|
||||
|
||||
|
||||
#include "../mwrender/sky.hpp"
|
||||
|
@ -2158,7 +2158,7 @@ namespace MWWorld
|
|||
// Now apply the spell!
|
||||
|
||||
// Apply Self portion
|
||||
actor.getClass().getCreatureStats(actor).getActiveSpells().addSpell(selectedSpell, actor, ESM::RT_Self, sourceName);
|
||||
actor.getClass().getCreatureStats(actor).getActiveSpells().addSpell(selectedSpell, actor, actor, ESM::RT_Self, sourceName);
|
||||
|
||||
// Apply Touch portion
|
||||
// TODO: Distance is probably incorrect, and should it be hardcoded?
|
||||
|
@ -2166,7 +2166,7 @@ namespace MWWorld
|
|||
if (!contact.first.isEmpty())
|
||||
{
|
||||
if (contact.first.getClass().isActor())
|
||||
contact.first.getClass().getCreatureStats(contact.first).getActiveSpells().addSpell(selectedSpell, contact.first, ESM::RT_Touch, sourceName);
|
||||
contact.first.getClass().getCreatureStats(contact.first).getActiveSpells().addSpell(selectedSpell, contact.first, actor, ESM::RT_Touch, sourceName);
|
||||
else
|
||||
{
|
||||
// We hit a non-actor, e.g. a door. Only instant effects are relevant.
|
||||
|
|
Loading…
Reference in a new issue