[Spells Cleanup] Unify and add most hardcoded spell IDs (#1438)

Move the newer stuff added that was recently to the same place all of
our previous spell IDs were defined.

Either of these solutions were good, but I went with defines since it
was less changes

I also added a bunch of stuff the client has hardcoded behavior for, but
not currently implemented by us.

The removed stuff from the command_castspell were reused on live, so I
figured it was best to remove them from the restrictions since they are
no longer test spells
This commit is contained in:
Michael Cook (mackal)
2021-06-25 15:38:02 -04:00
committed by GitHub
parent 5a2b5cd295
commit 1c75236508
5 changed files with 161 additions and 11 deletions
+1 -1
View File
@@ -3444,7 +3444,7 @@ void Mob::CommonDamage(Mob* attacker, int &damage, const uint16 spell_id, const
bool FromDamageShield = (skill_used == EQ::skills::SkillAbjuration);
bool ignore_invul = false;
if (IsValidSpell(spell_id))
ignore_invul = spell_id == 982 || spells[spell_id].cast_not_standing; // cazic touch
ignore_invul = spell_id == SPELL_CAZIC_TOUCH || spells[spell_id].cast_not_standing;
if (!ignore_invul && (GetInvul() || DivineAura())) {
LogCombat("Avoiding [{}] damage due to invulnerability", damage);