Updated like the previous effect so that it uses the bonuses system so multiple spells will stack.
Code:
Index: bonuses.cpp
===================================================================
--- bonuses.cpp (revision 1713)
+++ bonuses.cpp (working copy)
@@ -1206,7 +1206,12 @@
newbon->Accuracy = effect_value;
break;
}
-
+ case SE_EndurancePool:
+ {
+ newbon->Endurance += effect_value;
+ break;
+ }
}
}
Index: client_mods.cpp
===================================================================
--- client_mods.cpp (revision 1713)
+++ client_mods.cpp (working copy)
@@ -1790,25 +1790,12 @@
{
max_end = CalcBaseEndurance() + spellbonuses.Endurance + itembonuses.Endurance;
- int slot = GetBuffSlotFromType(SE_EndurancePool);
- if(slot >= 0)
- {
- for(int i = 0; i < EFFECT_COUNT; i++)
- {
- if (spells[buffs[slot].spellid].effectid[i] == SE_EndurancePool)
- {
- max_end += spells[buffs[slot].spellid].base[i];
- }
- }
- }
-
if (cur_end > max_end) {
cur_end = max_end;
}
if (max_end < 0) {
max_end = 0;
}
-
}