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Fixed and cleaned up Client::Escape()
Fixed SE_FadingMemories to use Client::Escape() Rogue AA Escape now uses a spell instead of AA Action Bard AA Fading Memories now only uses the AA Action to eat mana
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@ -1,6 +1,11 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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-------------------------------------------------------
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== 03/23/2013 ==
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demonstar55: Fix issues with escape not always working and fixed SE_FadingMemories to have the message since the message isn't part of the spell data.
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Escape now uses just the spell and not the AA Actoin
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Fading Memories now only uses the AA Action to eat mana
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== 03/21/2013 ==
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== 03/21/2013 ==
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Bad_Captain: Fixed merc buffing bugs.
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Bad_Captain: Fixed merc buffing bugs.
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Bad_Captain: Added checks before dismissing merc to prevent possible bugged mercs.
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Bad_Captain: Added checks before dismissing merc to prevent possible bugged mercs.
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@ -0,0 +1,2 @@
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UPDATE `aa_actions` SET `spell_id` = '5244', `nonspell_action` = '0' WHERE `aaid` = '243';
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UDPATE `altadv_vars` SET `spell_id` = '5244' WHERE `skill_id` = '243';
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@ -480,8 +480,7 @@ void Client::HandleAAAction(aaID activate) {
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break;
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break;
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case aaActionFadingMemories:
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case aaActionFadingMemories:
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entity_list.RemoveFromTargets(this, true);
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// Do nothing since spell effect works correctly, but mana isn't used.
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SetInvisible(1);
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break;
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break;
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default:
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default:
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@ -10,6 +10,7 @@
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#define SPELL_DOES_NOT_WORK_PLANE 107 //This spell does not work on this plane.
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#define SPELL_DOES_NOT_WORK_PLANE 107 //This spell does not work on this plane.
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#define CANT_SEE_TARGET 108 //You cannot see your target.
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#define CANT_SEE_TARGET 108 //You cannot see your target.
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#define MGB_STRING 113 //The next group buff you cast will hit all targets in range.
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#define MGB_STRING 113 //The next group buff you cast will hit all targets in range.
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#define ESCAPE 114 //You escape from combat, hiding yourself from view.
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#define TARGET_TOO_FAR 124 //Your target is too far away, get closer!
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#define TARGET_TOO_FAR 124 //Your target is too far away, get closer!
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#define PROC_TOOLOW 126 //Your will is not sufficient to command this weapon.
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#define PROC_TOOLOW 126 //Your will is not sufficient to command this weapon.
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#define PROC_PETTOOLOW 127 //Your pet's will is not sufficient to command its weapon.
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#define PROC_PETTOOLOW 127 //Your pet's will is not sufficient to command its weapon.
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@ -3128,22 +3128,10 @@ uint8 Client::SlotConvert2(uint8 slot){
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void Client::Escape()
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void Client::Escape()
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{
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{
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hidden = true;
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entity_list.RemoveFromTargets(this, true);
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entity_list.ClearFeignAggro(this);
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SetInvisible(1);
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EQApplicationPacket *outapp = new EQApplicationPacket(OP_SimpleMessage,12);
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Message_StringID(MT_Skills, ESCAPE);
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SimpleMessage_Struct *msg=(SimpleMessage_Struct *)outapp->pBuffer;
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msg->color=0x010E;
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msg->string_id=114;
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FastQueuePacket(&outapp);
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outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct));
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SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer;
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sa_out->spawn_id = GetID();
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sa_out->type = 0x03;
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sa_out->parameter = 1;
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entity_list.QueueClients(this, outapp);
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safe_delete(outapp);
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}
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}
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float Client::CalcPriceMod(Mob* other, bool reverse)
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float Client::CalcPriceMod(Mob* other, bool reverse)
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@ -2039,8 +2039,13 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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#ifdef SPELL_EFFECT_SPAM
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#ifdef SPELL_EFFECT_SPAM
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snprintf(effect_desc, _EDLEN, "Fading Memories");
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snprintf(effect_desc, _EDLEN, "Fading Memories");
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#endif
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#endif
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if(caster && caster->IsClient())
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caster->CastToClient()->Escape();
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else
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{
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entity_list.RemoveFromTargets(caster);
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entity_list.RemoveFromTargets(caster);
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SetInvisible(1);
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SetInvisible(1);
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}
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break;
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break;
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}
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}
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