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  #1  
Old 04-02-2002, 02:32 AM
Kaiyodo
Hill Giant
 
Join Date: Jan 2002
Location: Midlands,UK
Posts: 149
Default Quick fix for proccing weapons

I found the 'beneficial spell' flag in the spells structure today (unknown_4[1]), you can drop it into the weapon proc code easily to make beneficial spells cast on you and aggressive spells cast on the target. It gets rid of that nasty 'is this spell avatar' bodge I put in

Here's the code to go near the bottom of client::attack() in attack.cpp :-

Code:
extern bool spells_loaded;
if(spells_loaded)
{
   // Check who to cast the effect on. Beneficial or grouponly (1 or 2) = us, agressive spell (0) = them
   if(spells[weapon->common.spellId].unknown_4[1] != 0)
      SpellFinished(weapon->common.spellId, GetID(), 10, 0);
   else
      SpellFinished(weapon->common.spellId, other->GetID(), 10, 0);
}
K.
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  #2  
Old 04-02-2002, 03:03 AM
Shawn319
Demi-God
 
Join Date: Jan 2002
Posts: 2,073
Default

Sounds like it could help the new PVP code.. Lyenu is just wrapping up pvp modes and it might make it into the next release.
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  #3  
Old 04-02-2002, 05:52 AM
Lyenu X`Arie
Fire Beetle
 
Join Date: Mar 2002
Posts: 0
Default

Thanks Kaiyodo =). I renamed it to spell_type instead of unknown_4[1] BTW. So that should be in 0.3.0 =)
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  #4  
Old 04-02-2002, 06:37 AM
flipper
Sarnak
 
Join Date: Jan 2002
Location: California
Posts: 94
Default

The real 0.3.0 or yesterdays pre-release? :p
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  #5  
Old 04-02-2002, 07:30 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
Default

This sounds like it would be useful for AI as well, I was wondering how NPCs would be able to tell which spells in their list to cast on themselves and which to cast on their enemies.
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  #6  
Old 04-04-2002, 12:08 PM
Ariak
Dragon
 
Join Date: Mar 2002
Posts: 633
Default

:P

Having a cleric mob CH on you would be a bit funny.
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