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