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Added checkMagicka parameter
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@ -60,7 +60,7 @@ namespace MWGui
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{
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newSpell.mType = Spell::Type_Spell;
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std::string cost = std::to_string(spell->mData.mCost);
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std::string chance = std::to_string(int(MWMechanics::getSpellSuccessChance(spell, mActor)));
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std::string chance = std::to_string(int(MWMechanics::getSpellSuccessChance(spell, mActor, NULL, true, true)));
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newSpell.mCostColumn = cost + "/" + chance;
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}
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else
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@ -115,7 +115,7 @@ namespace MWMechanics
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return castChance;
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}
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float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool, bool cap)
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float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool, bool cap, bool checkMagicka)
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{
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bool godmode = actor == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
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@ -135,7 +135,7 @@ namespace MWMechanics
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if (spell->mData.mType != ESM::Spell::ST_Spell)
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return 100;
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if (stats.getMagicka().getCurrent() < spell->mData.mCost && !godmode)
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if (checkMagicka && stats.getMagicka().getCurrent() < spell->mData.mCost && !godmode)
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return 0;
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if (spell->mData.mFlags & ESM::Spell::F_Always)
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@ -152,11 +152,11 @@ namespace MWMechanics
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return std::max(0.f, std::min(100.f, castChance));
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}
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float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool, bool cap)
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float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool, bool cap, bool checkMagicka)
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{
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const ESM::Spell* spell =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
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return getSpellSuccessChance(spell, actor, effectiveSchool, cap);
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return getSpellSuccessChance(spell, actor, effectiveSchool, cap, checkMagicka);
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}
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@ -31,11 +31,12 @@ namespace MWMechanics
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* @param actor calculate spell success chance for this actor (depends on actor's skills)
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* @param effectiveSchool the spell's effective school (relevant for skill progress) will be written here
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* @param cap cap the result to 100%?
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* @param checkMagicka check magicka?
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* @note actor can be an NPC or a creature
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* @return success chance from 0 to 100 (in percent), if cap=false then chance above 100 may be returned.
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*/
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float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool = NULL, bool cap=true);
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float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = NULL, bool cap=true);
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float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool = NULL, bool cap=true, bool checkMagicka=false);
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float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = NULL, bool cap=true, bool checkMagicka=false);
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int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor);
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int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor);
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