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Old 08-14-2007, 09:43 AM
inkubus
Hill Giant
 
Join Date: Feb 2002
Posts: 146
Default Harmony/Lull temporary fix

Hi all

Not sure if i've implemented this in the best way but I am sure someone can point out any issues.

Quote:
spdat.h changes:
Line 476 add:
bool IsHarmonySpell(int16 spell_id);

spdat.cpp changes:
Line 202
add:
bool IsHarmonySpell(int16 spell_id)
{
int i;
const SPDat_Spell_Struct &sp = spells[spell_id];

for(i = 0; i < EFFECT_COUNT; i++)
{
if(sp.effectid[i] == SE_Lull || sp.effectid[i] == SE_Harmony)
return true;
}
return false;
}

spells.cpp line 2250
(above if(!(IsClient() && CastToClient()->GetGM())) // GMs can cast on anything)
add:
if (!IsHarmonySpell(spell_id))
{

and closing brace below

attack.cpp line 1573 add:
// If the hate's 0 then why bother?
if (hate == 0)
return;
Not sure why hate == 0 wasn't being checked. Is there a reason for this? Please someone proof read!

Thanks

Bolly
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