Apply disease resistance manually as according to wiki

pull/136/head
scrawl 11 years ago
parent 8190fdb16c
commit c03c82c78a

@ -35,6 +35,23 @@ namespace MWMechanics
if (!found)
return;
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search (mId);
if (spell && (spell->mData.mType == ESM::Spell::ST_Disease || spell->mData.mType == ESM::Spell::ST_Blight))
{
float x = (spell->mData.mType == ESM::Spell::ST_Disease) ?
target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::ResistCommonDisease).mMagnitude
: target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::ResistBlightDisease).mMagnitude;
int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
if (roll <= x)
{
// Fully resisted, show message
if (target.getRefData().getHandle() == "player")
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicPCResisted}");
return;
}
}
ESM::EffectList reflectedEffects;
std::vector<ActiveSpells::Effect> appliedLastingEffects;
bool firstAppliedEffect = true;
@ -59,7 +76,6 @@ namespace MWMechanics
// Try absorbing if it's a spell
// NOTE: Vanilla does this once per effect source instead of adding the % from all sources together, not sure
// if that is worth replicating.
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search (mId);
if (spell && caster != target)
{
int absorb = target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::SpellAbsorption).mMagnitude;
@ -97,35 +113,15 @@ namespace MWMechanics
// Try resisting
if (magnitudeMult > 0 && target.getClass().isActor())
{
const ESM::Spell *spell =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search (mId);
if (spell->mData.mType == ESM::Spell::ST_Disease || spell->mData.mType == ESM::Spell::ST_Blight)
magnitudeMult = MWMechanics::getEffectMultiplier(effectIt->mEffectID, target, caster, spell);
if (magnitudeMult == 0)
{
float x = (spell->mData.mType == ESM::Spell::ST_Disease) ?
target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::ResistCommonDisease).mMagnitude
: target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::ResistBlightDisease).mMagnitude;
int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
if (roll <= x)
{
// Fully resisted, show message
if (target.getRefData().getHandle() == "player")
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicPCResisted}");
magnitudeMult = 0;
}
}
else
{
magnitudeMult = MWMechanics::getEffectMultiplier(effectIt->mEffectID, target, caster, spell);
if (magnitudeMult == 0)
{
// Fully resisted, show message
if (target.getRefData().getHandle() == "player")
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicPCResisted}");
else
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResisted}");
}
// Fully resisted, show message
if (target.getRefData().getHandle() == "player")
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicPCResisted}");
else
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResisted}");
}
}
}

@ -140,7 +140,7 @@ namespace MWMechanics
float x = (willpower + 0.1 * luck) * stats.getFatigueTerm();
// This makes spells that are easy to cast harder to resist and vice versa
if (spell != NULL)
if (spell != NULL && caster.getClass().isActor())
{
float castChance = getSpellSuccessChance(spell, caster);
if (castChance > 0)

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