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View Full Version : Blinding Luminence/blind effects


Dibalamin
07-17-2009, 11:38 PM
Blind currently has little to no effect on NPC's. When not in melee range NPC's affected by blind would take off as if feared. In melee range they would fight. However if you managed to get out of melee range they would take off in a random direction looking for you...and most of the time failing.

KLS
07-17-2009, 11:59 PM
Yeah I can confirm this is how it's supposed to work, just no one's implemented it yet.

AndMetal
07-19-2009, 01:41 AM
Just so I don't forget, this is partly in Mob::SpellEffect() (http://code.google.com/p/projecteqemu/source/browse/trunk/EQEmuServer/zone/spell_effects.cpp?r=792#52) in zone/spell_effects.cpp (http://code.google.com/p/projecteqemu/source/browse/trunk/EQEmuServer/zone/spell_effects.cpp?r=792#1099):


case SE_Blind:
{
#ifdef SPELL_EFFECT_SPAM
snprintf(effect_desc, _EDLEN, "Blind: %+i", effect_value);
#endif
if (spells[spell_id].base[i] == 1)
BuffFadeByEffect(SE_Blind);
// solar: handled by client
// TODO: blind flag?
break;
}