Implement cast_not_standing and fix Cazic Touch

No idea why this spell field does this, but that's what the client
is doing with it ...
This commit is contained in:
Michael Cook (mackal)
2016-07-23 18:40:17 -04:00
parent f428a8a56a
commit 343b781e74
5 changed files with 9 additions and 4 deletions
+4 -1
View File
@@ -3027,11 +3027,14 @@ bool Mob::CheckDoubleAttack()
void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, const EQEmu::skills::SkillType skill_used, bool &avoidable, const int8 buffslot, const bool iBuffTic, int special) {
// This method is called with skill_used=ABJURE for Damage Shield damage.
bool FromDamageShield = (skill_used == EQEmu::skills::SkillAbjuration);
bool ignore_invul = false;
if (IsValidSpell(spell_id))
ignore_invul = spell_id == 982 || spells[spell_id].cast_not_standing; // cazic touch
Log.Out(Logs::Detail, Logs::Combat, "Applying damage %d done by %s with skill %d and spell %d, avoidable? %s, is %sa buff tic in slot %d",
damage, attacker?attacker->GetName():"NOBODY", skill_used, spell_id, avoidable?"yes":"no", iBuffTic?"":"not ", buffslot);
if (GetInvul() || DivineAura()) {
if (!ignore_invul && (GetInvul() || DivineAura())) {
Log.Out(Logs::Detail, Logs::Combat, "Avoiding %d damage due to invulnerability.", damage);
damage = -5;
}