Mongrel
01-17-2004, 05:14 AM
Quite a few of the spell effects in zone/spells.cpp do not seem to be implemented.
For example:
case SE_DivineAura:
#ifdef SPELL_EFFECT_SPAM
Message(0, "Effect #%i: You cast a Divine Aura spell.", i);
#endif
break;
case SE_ShadowStep:
#ifdef SPELL_EFFECT_SPAM
Message(0, "Effect #%i: You cast a Shadow Step spell.", i);
#endif
break;
There are many more like this.
So, here's my question:
Are these effects implemented elsewhere in the code (I searched for the defines and couldn't find anything) or can I start implementing these?
I just added about 40 new spell effect defines to spdat.h and to the "case"s in spells.cpp, I just need to know the best place where to implement them.
I'm thinking about zone/spells.cpp in Mob::SpellEffect() (like the two above) and Mob::ApplySpellsBonuses().
Is that correct?
For example:
case SE_DivineAura:
#ifdef SPELL_EFFECT_SPAM
Message(0, "Effect #%i: You cast a Divine Aura spell.", i);
#endif
break;
case SE_ShadowStep:
#ifdef SPELL_EFFECT_SPAM
Message(0, "Effect #%i: You cast a Shadow Step spell.", i);
#endif
break;
There are many more like this.
So, here's my question:
Are these effects implemented elsewhere in the code (I searched for the defines and couldn't find anything) or can I start implementing these?
I just added about 40 new spell effect defines to spdat.h and to the "case"s in spells.cpp, I just need to know the best place where to implement them.
I'm thinking about zone/spells.cpp in Mob::SpellEffect() (like the two above) and Mob::ApplySpellsBonuses().
Is that correct?