Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Server Code Submissions

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

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())
Discussion thread: http://www.eqemulator.net/forums/showthread.php?t=30221

Last edited by Derision; 01-20-2010 at 05:53 AM.. Reason: Copied here from Spell Support for submission
Closed Thread


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 03:37 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