Caryatis
07-06-2010, 10:56 PM
Very similiar to the other 2 casting effects, this effect also casts a series a spells on your target, however it is not dependant on a buff and there are no limits on which effects land(all seem to have 100% proc rates).
Summer's Viridity (http://lucy.allakhazam.com/spell.html?id=15047&source=Live) and Talisman of Unity (http://lucy.allakhazam.com/spell.html?id=19475&source=Live)
Code...
spell_effects.cpp - line 2815 - add this
case SE_ApplyEffect:
spells.cpp - line 3849 - add this
TryApplyEffect(spelltar, spell_id);
mob.h - line 782 - add this
void TryApplyEffect(Mob *target, uint32 spell_id);
mob.cpp - line 3075 - add this
void Mob::TryApplyEffect(Mob *target, uint32 spell_id)
{
if(target == NULL || !IsValidSpell(spell_id))
{
return;
}
for(int i = 0; i < EFFECT_COUNT; i++)
{
if (spells[spell_id].effectid[i] == SE_ApplyEffect)
{
if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
{
SpellOnTarget(spells[spell_id].base2[i], target);
}
}
}
}
Summer's Viridity (http://lucy.allakhazam.com/spell.html?id=15047&source=Live) and Talisman of Unity (http://lucy.allakhazam.com/spell.html?id=19475&source=Live)
Code...
spell_effects.cpp - line 2815 - add this
case SE_ApplyEffect:
spells.cpp - line 3849 - add this
TryApplyEffect(spelltar, spell_id);
mob.h - line 782 - add this
void TryApplyEffect(Mob *target, uint32 spell_id);
mob.cpp - line 3075 - add this
void Mob::TryApplyEffect(Mob *target, uint32 spell_id)
{
if(target == NULL || !IsValidSpell(spell_id))
{
return;
}
for(int i = 0; i < EFFECT_COUNT; i++)
{
if (spells[spell_id].effectid[i] == SE_ApplyEffect)
{
if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
{
SpellOnTarget(spells[spell_id].base2[i], target);
}
}
}
}