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  #3  
Old 11-04-2010, 07:39 PM
Caryatis
Dragon
 
Join Date: May 2009
Location: Milky Way
Posts: 539
Default

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;
 	}
-	
 }
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