Go Back   EQEmulator Home > EQEmulator Forums > Support > Spell Support

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

Reply
 
Thread Tools Display Modes
  #1  
Old 08-10-2007, 05:32 PM
inkubus
Hill Giant
 
Join Date: Feb 2002
Posts: 146
Default Calm/Harmony/Rest The Dead

Any ideas why this either seems to aggro the mob or say 'Your spell did not take hold'? This is on a level 1 skeleton by a level 70 necro.
Reply With Quote
  #2  
Old 08-10-2007, 06:20 PM
Sakrateri's Avatar
Sakrateri
Dragon
 
Join Date: Mar 2004
Location: England
Posts: 776
Default

If it wont take hold then it will aggro the mob,why it wont take hold I dont know , why a level 70 necro would need to harmony a level 1 skelli , I have no idea ..lol.........probably a broke spell.
__________________
KhepriGames

Game Gallery

My Forums

Reply With Quote
  #3  
Old 08-12-2007, 04:39 PM
Zengez
Hill Giant
 
Join Date: Nov 2004
Posts: 160
Default

LAst I knew harmony class spells all had this problem, they just don't work...

I thought windcatcher (Think it was him, if not sorry whomever I just blatantly scrubbed!) Came up with a temporary haxxors patch, but I believe that was also killed due to a restructuring on another update...

So the long and short of it is, I don't think any of the harmony class spells are working because the harmony effect itself is broke.... Or I could be wrong
Reply With Quote
  #4  
Old 08-13-2007, 07:32 PM
inkubus
Hill Giant
 
Join Date: Feb 2002
Posts: 146
Default

Looking at the beneficial casting code (forgive me if i'm wrong) it looks like nobody would be able to land this 'buff' on an npc unless they're a GM.

From testing i am experiencing the following:

GM:
Harmony - Lands, no aggro. When cast a second time, you can see the buff wear off.
Calm - Aggros 100% of the time.

Normal Player:
Harmony - Does not land. Reports 'Your spell did not take hold'. No aggro.
Calm - Aggros 100% of the time.

I can't seem to find the code for calm. So I'll put that on the back burner for now. But looking at the beneficial code in spells.cpp (line 222 I can see that there doesn't seem to be a check for harmony beneficial buff spells on NPCs. Now i'm not at home right now so I can't check this but I am guessing we need to add a check in here to fix this.

Quote:
if(!(IsClient() && CastToClient()->GetGM())) // GMs can cast on anything
{
// Beneficial spells check
if(IsBeneficialSpell(spell_id))
{
if
(
IsClient() && //let NPCs do beneficial spells on anybody if they want, should be the job of the AI, not the spell code to prevent this from going wrong
spelltar != this &&
(
!IsBeneficialAllowed(spelltar) ||
(
IsGroupOnlySpell(spell_id) &&
!(
(entity_list.GetGroupByMob(this) &&
entity_list.GetGroupByMob(this)->IsGroupMember(spelltar)) ||
(spelltar == GetPet()) //should be able to cast grp spells on self and pet despite grped status.
)
)
)
)
{
mlog(SPELLS__CASTING_ERR, "Beneficial spell %d can't take hold %s -> %s, IBA? %d", spell_id, GetName(), spelltar->GetName(), IsBeneficialAllowed(spelltar));
Message_StringID(MT_Shout, SPELL_NO_HOLD);
safe_delete(action_packet);
return false;
}
}
else if ( !IsAttackAllowed(spelltar) ) // Detrimental spells - PVP check
{
mlog(SPELLS__CASTING_ERR, "Detrimental spell %d can't take hold %s -> %s", spell_id, GetName(), spelltar->GetName());
spelltar->Message_StringID(MT_Shout, YOU_ARE_PROTECTED, GetCleanName());
safe_delete(action_packet);
return false;
}
}
Anyone got any ideas on this?

Then I am assuming once this is done we make changes to ApplySpellBonuses in bonuses.cpp to add an additional check for SE_Calm?
Reply With Quote
  #5  
Old 08-14-2007, 12:00 PM
vales
Discordant
 
Join Date: May 2006
Posts: 458
Default

There was a fix for this a long while back. I guess it made it's way back in somehow. IIRC, all of the first spell ranks didn't work. For example, Lull I believe, for Enchanters. However, the next rank spell which was Soothe, worked with no issue.

If you take a look at the changelog on the revision it was fixed, it would probably help a bit more. Sorry, I don't remember the exact revision.
Reply With Quote
  #6  
Old 08-14-2007, 09:32 PM
inkubus
Hill Giant
 
Join Date: Feb 2002
Posts: 146
Default

Working on a temporary fix in this thread. Please see here for further information:

http://www.eqemulator.net/forums/sho...001#post137001

Thanks

Bolly
Reply With Quote
Reply


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 05:29 PM.


 

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 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3