Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Development > Archive::Development

Archive::Development Archive area for Development's posts that were moved here after an inactivity period of 90 days.

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old 01-17-2004, 05:14 AM
Mongrel
Hill Giant
 
Join Date: Jul 2003
Location: Germany
Posts: 232
Default @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?
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 10:43 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3