View Full Version : Possible Flurry Discipline Fix
trevius
10-15-2008, 05:46 PM
Maybe it is just my spell file, I don't know for sure without checking the default spell file from Titanium, but currently the level 22 Warrior Discipline, Flurry, is able to be "cast" on anyone even if it can't hit them. Anything that can be targeted will let you attempt to use Flurry on it, including yourself, other players, corpses and maybe more. It won't actually hit other players or corpses, but it can hit yourself.
I think the addition of case SE_Flurry as shown below should resolve this, but I haven't tested it yet. I am only posting it here to see if anyone has any further thoughts on this before I give it a try.
In spell_effects.cpp add this (I don't know if it needs to be in a particular order):
case SE_Flurry:
{
#ifdef SPELL_EFFECT_SPAM
snprintf(effect_desc, _EDLEN, "Flurry");
#endif
if (IsClient() && caster->IsClient())
{
caster->Message(0, "You cannot flurry a player.");
break;
} else if(IsCorpse()) {
caster->Message(0, "You cannot flurry a corpse.");
break;
} else if(IsPet() && GetOwner()->IsClient()) {
caster->Message(0, "You cannot flurry a player's pet.");
break;
}
}
Congdar
10-15-2008, 07:45 PM
You might want to flurry pets and clients in pvp.
Wrong approach. If it's a problem with the target type fix that don't hardcode spells unless you absolutely have to.
trevius
10-15-2008, 08:26 PM
Ya, Congdar, I agree with you there. I will see if I can find a PVP check to put in those 2 lines.
Ya, I kinda agree with you KLS. I think certain spells like some mid level druid/cleric/shaman heals were added to the Titanium spell file before the spells were complete. They were probably planned to be added in game some time in the future, which would explain why they weren't completely done correctly. Those heals and this flurry spell are probably some of the handful that came broke with the default Titanium spell file. I don't think there is much we can do about the heal spells, because they are set to 0 range which we can't fix on the client without a custom spell file. But, we can fix this flurry issue.
I think it is probably not a bad idea to correct spell issues like this when possible to reduce the amount of custom spell file work that everyone would need to do. Not to mention that I haven't seen any good list of problem spells, so everyone has to figure them out on their own and fix them. If we can reduce that, I don't see why not to even if it means doing a fix in the code for a broken spell file issue.
Well, flurry never actually made it past test on live. It was part of their opener combat system. A lot of people didn't like it so it never made it past test and most the skills associated with it were just left deactivated. Mmm, I believe they actually took it out of current spell live file too.
trevius
10-15-2008, 09:35 PM
LOL, ahh! I see...
So, maybe instead, we should adjust the scribespells() and traindiscs() commands to unscribe "broken" spells (and disciplines) after it scribes all spells. I think there are only a small handful in this situation. It is ok for the healing ones to stay in there, because they are completely unusable if the spell file isn't adjusted. But, this Flurry disc is sloppy at best and could probably just be removed. Either that, or maybe we could just block it completely in the case SE_Flurry code.
Thanks for the info BTW, KLS :)
Oh, and I noticed something interesting the other day. I downloaded the spells_us.txt file from live and it now only goes up to 12999 spells. The last time before that, it was up to about 20k. So, I am assuming they did something similar to what I did with my custom spell files. I have 1 file with 9999 spells in it that I let clients download since 9999 is the max spell ID for Titanium clients and it includes every spell the client should need to know about. Then, I have another for the server which includes all 20K spells up to the last live spell file. This way, the server should know about every possible spell and never get an "unknown spell" for focus effects that can cause zone crashes. They probably did it that way to reduce bandwidth usage from patches and maybe also to keep us emu people from having the full spell file :x.
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