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  #1  
Old 01-17-2004, 05:14 AM
Mongrel
Hill Giant
 
Join Date: Jul 2003
Location: Germany
Posts: 232
Default @Devs: Question about spell effects

Quite a few of the spell effects in zone/spells.cpp do not seem to be implemented.
For example:

Code:
case SE_DivineAura:
#ifdef SPELL_EFFECT_SPAM
	Message(0, "Effect #%i: You cast a Divine Aura spell.", i);
#endif
	break;

case SE_ShadowStep:
#ifdef SPELL_EFFECT_SPAM
	Message(0, "Effect #%i: You cast a Shadow Step spell.", i);
#endif
	break;
There are many more like this.

So, here's my question:
Are these effects implemented elsewhere in the code (I searched for the defines and couldn't find anything) or can I start implementing these?

I just added about 40 new spell effect defines to spdat.h and to the "case"s in spells.cpp, I just need to know the best place where to implement them.
I'm thinking about zone/spells.cpp in Mob::SpellEffect() (like the two above) and Mob::ApplySpellsBonuses().
Is that correct?
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  #2  
Old 01-17-2004, 05:19 AM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
Default

That sounds correct to me
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  #3  
Old 01-17-2004, 06:42 AM
kathgar
Discordant
 
Join Date: May 2002
Posts: 434
Default

Some of them aren't implemented, some of them are. Just because it's blank doesn't mean it's not working. Shadow step type spells just teleport you around in the current zone, they work, they are client side.
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