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Spell Support Broken Spells? Want them Fixed? Request it here.

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  #1  
Old 01-19-2010, 09:08 PM
blmille2
Sarnak
 
Join Date: Apr 2007
Location: Austin, TX
Posts: 64
Default Calliav Code

Awesome, that did the trick!

This is how it works:
- Calliav spell line absorbs a specific number of melee and spell damage
- I verified with my wizard that each melee/damage spell decrements the counter while absorbing the blow.
- When the counter gets down to 0 the spell fades.

Here's the code:
Code:
Index: zone/attack.cpp
===================================================================
--- zone/attack.cpp	(revision 1120)
+++ zone/attack.cpp	(working copy)
@@ -2766,8 +2766,19 @@
 }
 
 sint32 Mob::ReduceDamage(sint32 damage){
+	int slot = GetBuffSlotFromType(SE_NegateAttacks);
+	
+	if(damage > 0 && slot >= 0 && this->buffs[slot].melee_rune > 0){
+		this->buffs[slot].melee_rune--;
+		if(buffs[slot].melee_rune == 0){
+			BuffFadeBySlot(slot);
+			SetHasRune((GetBuffSlotFromType(SE_NegateAttacks) >= 0) || (GetBuffSlotFromType(SE_Rune) >= 0));
+		}
+		return -6;
+	}
+
 	if(damage > 0 && HasRune()) {
-		int slot = GetBuffSlotFromType(SE_Rune);
+		slot = GetBuffSlotFromType(SE_Rune);
 
 		while(slot >= 0) {
 			int16 melee_rune_left = this->buffs[slot].melee_rune;
@@ -2796,8 +2807,18 @@
 }
 	
 sint32 Mob::ReduceMagicalDamage(sint32 damage) {
+	int slot = GetBuffSlotFromType(SE_NegateAttacks);
+	
+	if(damage > 0 && slot >= 0 && this->buffs[slot].melee_rune > 0){
+		this->buffs[slot].melee_rune--;  // arbitrarily using melee_rune to count both melee and spell attacks
+		if(buffs[slot].melee_rune == 0){
+			BuffFadeBySlot(slot);
+			SetHasSpellRune((GetBuffSlotFromType(SE_NegateAttacks) >= 0) || (GetBuffSlotFromType(SE_AbsorbMagicAtt) >= 0));
+		}
+		return -6;
+	}
 	if(damage > 0 && HasSpellRune()) {
-		int slot = GetBuffSlotFromType(SE_AbsorbMagicAtt);
+		slot = GetBuffSlotFromType(SE_AbsorbMagicAtt);
 	
 		while(slot >= 0) {
 			int16 magic_rune_left = this->buffs[slot].magic_rune;
Index: zone/spell_effects.cpp
===================================================================
--- zone/spell_effects.cpp	(revision 1120)
+++ zone/spell_effects.cpp	(working copy)
@@ -1488,7 +1488,16 @@
 					AddProcToWeapon(procid, false, spells[spell_id].base2[i]+100);
 				break;
 			}
-
+			case SE_NegateAttacks:
+			{
+#ifdef SPELL_EFFECT_SPAM
+				snprintf(effect_desc, _EDLEN, "Melee Negate Attack Rune: %+i", effect_value);
+#endif
+				buffs[buffslot].melee_rune = effect_value;
+				SetHasRune(true);
+				SetHasSpellRune(true);
+				break;				  
+			}
 			case SE_AppraiseLDonChest:
 			{
 				if(IsNPC())
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  #2  
Old 01-20-2010, 04:25 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

The Calliav fix is in Rev1127.
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