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  #1  
Old 08-22-2008, 12:26 AM
AndMetal
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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Here's what I've been able to find in the source as far as procs go:
zone/attack.cpp
Code:
 1077 	////////////////////////////////////////////////////////////
 1078 	////////  PROC CODE
 1079 	////////  Kaiyodo - Check for proc on weapon based on DEX
 1080 	///////////////////////////////////////////////////////////
 1081 	if(other->GetHP() > -10 && !bRiposte && !IsDead()) {
 1082 		TryWeaponProc(weapon, other);
 1083 	}
and further down, in Mob::TryWeaponProc
Code:
 2596 	uint32 i;
 2597 	for(i = 0; i < MAX_PROCS; i++) {
 2598 		if (PermaProcs[i].spellID != SPELL_UNKNOWN) {
 2599 			if(MakeRandomInt(0, 100) < PermaProcs[i].chance) {
 2600 				mlog(COMBAT__PROCS, "Permanent proc %d procing spell %d (%d percent chance)", i, PermaProcs[i].spellID, PermaProcs[i].chance);
 2601 				ExecWeaponProc(PermaProcs[i].spellID, on);
 2602 			} else {
 2603 				mlog(COMBAT__PROCS, "Permanent proc %d failed to proc %d (%d percent chance)", i, PermaProcs[i].spellID, PermaProcs[i].chance);
 2604 			}
 2605 		}
 2606 		if (SpellProcs[i].spellID != SPELL_UNKNOWN) {
 2607 			int chance = ProcChance + SpellProcs[i].chance;
 2608 			if(MakeRandomInt(0, 100) < chance) {
 2609 				mlog(COMBAT__PROCS, "Spell proc %d procing spell %d (%d percent chance)", i, SpellProcs[i].spellID, chance);
 2610 				ExecWeaponProc(SpellProcs[i].spellID, on);
 2611 			} else {
 2612 				mlog(COMBAT__PROCS, "Spell proc %d failed to proc %d (%d percent chance)", i, SpellProcs[i].spellID, chance);
 2613 			}
 2614 		}
 2615 	}
I'm wondering if SpellProcs is only set in the zone process itself, and not carried from zone-to-zone. That could explain why it happens when you cast it in the same zone. And since weapons are checked pretty much every hit, on-weapon procs are fine.

However, if that's the problem, I'm not really sure what the best fix would be... Maybe adding a hack somewhere to check & see if it's defined?
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  #2  
Old 08-22-2008, 04:11 AM
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trevius
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Maybe it has something to do with the unhandled weapon equiping opcodes that come in every time people zone. I always wondered what those might be for.
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  #3  
Old 08-22-2008, 04:12 AM
KLS
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There's a section of code in client_packet.cpp where it finishes connecting. Search for SE_Illusion, it basically reapplies spells that have specific effects that aren't passive stats when you zone in, think illusion, levitate, etc. It sounds like they're not being reapplied correctly and that's where I'd look first.
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