forked from mirror/openmw-tes3mp
Apply disease resistance manually as according to wiki
This commit is contained in:
parent
8190fdb16c
commit
c03c82c78a
2 changed files with 25 additions and 29 deletions
|
@ -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)
|
||||
|
|
Loading…
Reference in a new issue