Project Illusion AA
Hello. Here is my completed Project Illusion AA code. I have tested it. I apologize for not having that nifty .patch format but I couldn't get WinMerge to work :P
{spdat.h} At bottom of file, add: Code:
bool IsPlayerIllusionSpell(int16 spell_id); // seveian 2008-09-23 At bottom of file, add: Code:
// seveian 2008-09-23 In the enum aaEffectType, add a new item Code:
aaEffectProjectIllusion // seveian 2008-09-23 in the void Client::HandleAAAction(aaID activate), locate the switch(caa->action) and add the following case statement Code:
// seveian 2008-09-23 in the bool Mob::DetermineSpellTargets, after the line "bodyType target_bt = BT_Humanoid;", add the following (NOTE: The switch I ended off with in my snippet above should _REPLACE_ the existing switch.) Code:
SpellTargetType targetType = spells[spell_id].targettype; Code:
//range check our target, if we have one and it is not us Code:
// seveian 2008-09-23 Code:
// Code:
// seveian 2008-09-23 |
Awesome! This will make chanters more fun for lots of people... now if you can get Critical Affliction for necromancers to work that would be awesome. Or perhaps the pet focus on items to work...
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Do HoT Crits work either?
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For anyone attempting to test this out, you also need to run the following query to the database:
Code:
UPDATE `altadv_vars` SET `hotkey_sid`='5662', `hotkey_sid2`='5663' WHERE `skill_id`='643' (thanks AndMetal for the string values) |
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