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@ -222,45 +222,42 @@ namespace MWMechanics
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magicEffects = effects;
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magicEffects = effects;
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float resisted = 0;
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float resisted = 0;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
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// Effects with no resistance attribute belonging to them can not be resisted
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{
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if (ESM::MagicEffect::getResistanceEffect(effectId) == -1)
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// Effects with no resistance attribute belonging to them can not be resisted
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return 0.f;
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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 resistance = getEffectResistanceAttribute(effectId, magicEffects);
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int willpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
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int willpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
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float luck = static_cast<float>(stats.getAttribute(ESM::Attribute::Luck).getModified());
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float luck = static_cast<float>(stats.getAttribute(ESM::Attribute::Luck).getModified());
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float x = (willpower + 0.1f * luck) * stats.getFatigueTerm();
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float x = (willpower + 0.1f * 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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// 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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float castChance = 100.f;
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if (spell != NULL && !caster.isEmpty() && caster.getClass().isActor())
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if (spell != NULL && !caster.isEmpty() && caster.getClass().isActor())
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{
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{
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castChance = getSpellSuccessChance(spell, caster, NULL, false); // Uncapped casting chance
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castChance = getSpellSuccessChance(spell, caster, NULL, false); // Uncapped casting chance
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}
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}
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if (castChance > 0)
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if (castChance > 0)
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x *= 50 / castChance;
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x *= 50 / castChance;
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float roll = Misc::Rng::rollClosedProbability() * 100;
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float roll = Misc::Rng::rollClosedProbability() * 100;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
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if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
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roll -= resistance;
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roll -= resistance;
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if (x <= roll)
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if (x <= roll)
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x = 0;
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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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else
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{
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x = roll / std::min(x, 100.f);
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if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
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}
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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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x = std::min(x + resistance, 100.f);
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resisted = x;
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resisted = x;
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}
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return resisted;
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return resisted;
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}
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}
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@ -458,13 +455,11 @@ namespace MWMechanics
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}
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}
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float magnitudeMult = 1;
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float magnitudeMult = 1;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful && target.getClass().isActor())
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{
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if (absorbed)
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continue;
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// Try reflecting
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if (!absorbed)
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if (!reflected && !caster.isEmpty() && caster != target && !(magicEffect->mData.mFlags & ESM::MagicEffect::Unreflectable))
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{
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// Reflect harmful effects
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if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful && !reflected && !caster.isEmpty() && caster != target && !(magicEffect->mData.mFlags & ESM::MagicEffect::Unreflectable))
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{
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{
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float reflect = target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Reflect).getMagnitude();
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float reflect = target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Reflect).getMagnitude();
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bool isReflected = (Misc::Rng::roll0to99() < reflect);
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bool isReflected = (Misc::Rng::roll0to99() < reflect);
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@ -488,13 +483,14 @@ namespace MWMechanics
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else if (castByPlayer)
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else if (castByPlayer)
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MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResisted}");
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MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResisted}");
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}
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}
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else if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful && castByPlayer && target != caster)
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// If player is attempting to cast a harmful spell, show the target's HP bar
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{
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if (castByPlayer && target != caster)
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// If player is attempting to cast a harmful spell and it wasn't fully resisted, show the target's HP bar
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MWBase::Environment::get().getWindowManager()->setEnemy(target);
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MWBase::Environment::get().getWindowManager()->setEnemy(target);
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}
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// Notify the target actor they've been hit
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// Notify the target actor they've been hit
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if (target != caster && !caster.isEmpty())
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if (target != caster && !caster.isEmpty() && magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
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target.getClass().onHit(target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true);
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target.getClass().onHit(target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true);
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}
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}
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