Spell Copies will pull spell effects / lua data also -- just in case

This commit is contained in:
image 2020-09-10 07:38:04 -04:00
parent 39214a0ee9
commit 9ebe3fbec0

View file

@ -146,6 +146,19 @@ Spell::Spell(Spell* host_spell)
LevelArray* lvlArray = *itr;
AddSpellLevel(lvlArray->adventure_class, lvlArray->tradeskill_class, lvlArray->spell_level);
}
std::vector<SpellDisplayEffect*>::iterator sdeitr;
for (sdeitr = host_spell->effects.begin(); sdeitr != host_spell->effects.end(); sdeitr++)
{
SpellDisplayEffect* sde = *sdeitr;
AddSpellEffect(sde->percentage, sde->subbullet, sde->description);
}
vector<LUAData*>::iterator luaitr;
for (luaitr = lua_data.begin(); luaitr != lua_data.end(); luaitr++) {
LUAData* data = *luaitr;
AddSpellLuaData(data->type, data->int_value, data->int_value2, data->float_value, data->float_value2, data->bool_value, string(data->string_value), string(data->string_value2), string(data->string_helper));
}
host_spell->UnlockSpellInfo();
MSpellInfo.SetName("Spell::MSpellInfo");