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  #1  
Old 07-06-2010, 10:56 PM
Caryatis
Dragon
 
Join Date: May 2009
Location: Milky Way
Posts: 539
Default COMMITTED: SE_ApplyEffect

Very similiar to the other 2 casting effects, this effect also casts a series a spells on your target, however it is not dependant on a buff and there are no limits on which effects land(all seem to have 100% proc rates).

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Code...

spell_effects.cpp - line 2815 - add this
Code:
case SE_ApplyEffect:
spells.cpp - line 3849 - add this
Code:
TryApplyEffect(spelltar, spell_id);
mob.h - line 782 - add this
Code:
void TryApplyEffect(Mob *target, uint32 spell_id);
mob.cpp - line 3075 - add this
Code:
void Mob::TryApplyEffect(Mob *target, uint32 spell_id)
{
	if(target == NULL || !IsValidSpell(spell_id))
	{
		return;
	}

	for(int i = 0; i < EFFECT_COUNT; i++)
	{
		if (spells[spell_id].effectid[i] == SE_ApplyEffect)
		{
			if(MakeRandomInt(0, 100) <= spells[spell_id].base[i]) 
			{
				SpellOnTarget(spells[spell_id].base2[i], target);
			}
		}
	}
}
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  #2  
Old 07-11-2010, 02:05 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Quote:
Originally Posted by Caryatis View Post
spells.cpp - line 3849 - add this
Code:
TryApplyEffect(spelltar, spell_id);
I assume you meant line 2849?
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  #3  
Old 07-11-2010, 02:22 AM
Caryatis
Dragon
 
Join Date: May 2009
Location: Milky Way
Posts: 539
Default

that was pretty wrong lol, in clean source it would be 3047 but to be more accurate...

Code:
	        SpellOnTarget(recourse_spell, this);
			}
		}

	TryApplyEffect(spelltar, spell_id);

	if(spell_id == 982)	// Cazic Touch, hehe =P
After the recourse effects, although before(2849) should have the same function.
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  #4  
Old 07-14-2010, 10:36 PM
Caryatis
Dragon
 
Join Date: May 2009
Location: Milky Way
Posts: 539
Default

To avoid confusion, I made a diff.


spell_effects
Code:
Index: spell_effects.cpp
===================================================================
--- spell_effects.cpp	(revision 1602)
+++ spell_effects.cpp	(working copy)
@@ -2812,6 +2812,7 @@
 			case SE_LimitCastTime:
 			case SE_NoCombatSkills:
 			case SE_TriggerOnCast:
+			case SE_ApplyEffect:
 			{
 				break;
 			}
spells.cpp
Code:
Index: spells.cpp
===================================================================
--- spells.cpp	(revision 1602)
+++ spells.cpp	(working copy)
@@ -3045,6 +3045,8 @@
 		}
 
 	TryTriggerOnCast(spelltar, spell_id);
+	
+	TryApplyEffect(spelltar, spell_id);
 
 	if(spell_id == 982)	// Cazic Touch, hehe =P
 	{
mob.h
Code:
Index: mob.h
===================================================================
--- mob.h	(revision 1602)
+++ mob.h	(working copy)
@@ -778,6 +778,7 @@
 	bool TryDeathSave();
 	void DoBuffWearOffEffect(uint32 index);
 	void TryTriggerOnCast(Mob *target, uint32 spell_id);
+	void TryApplyEffect(Mob *target, uint32 spell_id);
 
 	static int32 GetAppearanceValue(EmuAppearance iAppearance);
 	void SendAppearancePacket(int32 type, int32 value, bool WholeZone = true, bool iIgnoreSelf = false, Client *specific_target=NULL);
mob.cpp
Code:
Index: mob.cpp
===================================================================
--- mob.cpp	(revision 1602)
+++ mob.cpp	(working copy)
@@ -3036,4 +3036,23 @@
 			}
 		}
 	}
+}
+
+void Mob::TryApplyEffect(Mob *target, uint32 spell_id)
+{
+	if(target == NULL || !IsValidSpell(spell_id))
+	{
+		return;
+	}
+
+	for(int i = 0; i < EFFECT_COUNT; i++)
+	{
+		if (spells[spell_id].effectid[i] == SE_ApplyEffect)
+		{
+			if(MakeRandomInt(0, 100) <= spells[spell_id].base[i]) 
+			{
+				SpellOnTarget(spells[spell_id].base2[i], target);
+			}
+		}
+	}
 }
\ No newline at end of file
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