Nimbus effects will now be reapplied after zoning.

Nimbus effects will now fade when associated buff is removed.
Fix for ReduceAllDamage function.
This commit is contained in:
KayenEQ
2014-09-15 16:05:57 -04:00
parent e256175ce6
commit 03485ef1e0
5 changed files with 24 additions and 3 deletions
+7 -1
View File
@@ -9574,11 +9574,17 @@ void Client::CompleteConnect() {
//reapply some buffs
uint32 buff_count = GetMaxTotalSlots();
for (uint32 j1 = 0; j1 < buff_count; j1++) {
if (buffs[j1].spellid >(uint32)SPDAT_RECORDS)
if (!IsValidSpell(buffs[j1].spellid))
continue;
const SPDat_Spell_Struct &spell = spells[buffs[j1].spellid];
int NimbusEffect = GetNimbusEffect(buffs[j1].spellid);
if(NimbusEffect) {
if(!IsNimbusEffectActive(NimbusEffect))
SendSpellEffect(NimbusEffect, 500, 0, 1, 3000, true);
}
for (int x1 = 0; x1 < EFFECT_COUNT; x1++) {
switch (spell.effectid[x1]) {
case SE_IllusionCopy: