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-   -   @Devs: Question about spell effects (https://www.eqemulator.org/forums/showthread.php?t=11403)

Mongrel 01-17-2004 05:14 AM

@Devs: Question about spell effects
 
Quite a few of the spell effects in zone/spells.cpp do not seem to be implemented.
For example:

Code:

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?

Trumpcard 01-17-2004 05:19 AM

That sounds correct to me

kathgar 01-17-2004 06:42 AM

Some of them aren't implemented, some of them are. Just because it's blank doesn't mean it's not working. Shadow step type spells just teleport you around in the current zone, they work, they are client side.


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