Searched refs:spellDamage (Results 1 – 9 of 9) sorted by relevance
8 auto spellDamage = c->getAttr(AttrType::SPELL_DAMAGE); in BestAttack() local9 if (damage > spellDamage) { in BestAttack()14 value = spellDamage; in BestAttack()
516 _npcInfo[i].spellDamage = 0; in loadMap()531 _npcInfo[i].spellDamage = 30; in loadMap()543 _npcInfo[i].spellDamage = 30; in loadMap()554 _npcInfo[i].spellDamage = 30; in loadMap()565 _npcInfo[i].spellDamage = 30; in loadMap()578 _npcInfo[i].spellDamage = 12; in loadMap()592 _npcInfo[i].spellDamage = 8; in loadMap()606 _npcInfo[i].spellDamage = 24; in loadMap()621 _npcInfo[i].spellDamage = 0; in loadMap()634 _npcInfo[i].spellDamage = 0; in loadMap()[all …]
111 INPUT("%i", &_player.spellDamage); in loadGameStream()185 INPUT("%i", &_playera.spellDamage); in loadPlayer()228 PRINT("%i", _player.spellDamage); in saveGameStream()
70 spellDamage = 0; in reset()201 _player.spellDamage = _player.level * 13 / 10; in updateEngine()324 _player.spellDamage = _player.level * 3 / 2; in newGame()
173 int spellDamage; member235 int spellDamage; member
1319 … float damage = (float)_player.spellDamage * (1.0 + RND() * 0.5) * (float)_spellInfo[i].strength; in updateSpells()1398 … float damage = (float)_player.spellDamage * (1.0 + RND() * 0.5) * (float)_spellInfo[i].strength; in updateSpells()1438 float damage = (float)_npcInfo[_spellInfo[i].npc].spellDamage * (1.0 + RND() * 0.5); in updateSpells()1517 … float damage = (float)_player.spellDamage * (1.0 + RND() * 0.5) * (float)_spellInfo[i].strength; in updateSpells()1738 float damage = _npcInfo[_spellInfo[i].npc].spellDamage * (1 + RND() * 0.5) / 3; in updateSpells()2212 … float damage = (float)_player.spellDamage * (1.0 + RND() * 0.5) * (float)_spellInfo[i].strength; in updateSpellsUnder()2234 float damage = (float)_npcInfo[_spellInfo[i].npc].spellDamage * (1.0 + RND() * 0.5); in updateSpellsUnder()2324 float damage = (float)_npcInfo[_spellInfo[i].npc].spellDamage * (1.0 + RND() * 0.5); in updateSpellsUnder()
808 float damage = (float)_npcInfo[i].spellDamage * (1.0 + RND() * 0.5); in drawNPCs()832 float damage = (float)_npcInfo[i].spellDamage * (1.0 + RND() * 0.5); in drawNPCs()
1339 float spellDamage = applyMagicItemSpellDamage(); in hitWithItem() local1340 if ( spellDamage > -1 ) { in hitWithItem()
334 // assume the global var "spellDamage" exists and contains the current amount of 336 // Change the value of spellDamage to be more or less depending on items (etc)