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-   -   SpellVulnerability Cap? (https://www.eqemulator.org/forums/showthread.php?t=35430)

Hateborne 06-18-2012 01:54 PM

SpellVulnerability Cap?
 
I cannot seem to find a cap anywhere, but it seems to stop at around 10%. A value of 10/25/50% all seem to do only 10%.

Can lerxst2112 or some other spell guru point out the obscure line/batch of code that handles this cap (or is there some way around it)?

-Hate

lerxst2112 06-18-2012 02:22 PM

Looks like there's no cap. Possibly there's interference from other focus effects or limits on the spell. *shrug*

Code:

sint32 Mob::GetVulnerability(sint32 damage, Mob *caster, uint32 spell_id, int32 ticsremaining)
{
        // If we increased the datatype on GetBuffSlotFromType, this wouldnt be needed
        uint32 buff_count = GetMaxTotalSlots();
        for(int i = 0; i < buff_count; i++)
        {
                if(IsEffectInSpell(buffs[i].spellid, SE_SpellVulnerability))
                {
                        // For Clients, Pets and Bots that are casting the spell, see if the vulnerability affects their spell.
                        if(!caster->IsNPC())
                        {
                                sint32 focus = caster->CalcFocusEffect(focusSpellVulnerability, buffs[i].spellid, spell_id);
                                if(focus == 1)
                                {
                                        damage += damage * spells[buffs[i].spellid].base[0] / 100;
                                        break;
                                }
                        }


Hateborne 06-18-2012 03:19 PM

Interesting. I found the same rabbit hole.

I will produce a few spells with strictly SpellVulnerability at varying levels to experiment. Thank you as always lerxst2112. Saving my foolish self, one post at a time.

-Hate


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