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Add rule Spells:ReflectMessagesClose - Live functionality is for reflect messages to show to players within close proximity, false shows just player reflecting
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@ -350,6 +350,7 @@ RULE_INT(Spells, MaxTotalSlotsNPC, 60) // default to Tit's limit
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RULE_INT(Spells, MaxTotalSlotsPET, 30) // default to Tit's limit
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RULE_INT(Spells, MaxTotalSlotsPET, 30) // default to Tit's limit
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RULE_BOOL (Spells, EnableBlockedBuffs, true)
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RULE_BOOL (Spells, EnableBlockedBuffs, true)
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RULE_INT(Spells, ReflectType, 3) //0 = disabled, 1 = single target player spells only, 2 = all player spells, 3 = all single target spells, 4 = all spells
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RULE_INT(Spells, ReflectType, 3) //0 = disabled, 1 = single target player spells only, 2 = all player spells, 3 = all single target spells, 4 = all spells
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RULE_BOOL(Spells, ReflectMessagesClose, true) // Live functionality is for Reflect messages to show to players within close proximity, false shows just player reflecting
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RULE_INT(Spells, VirusSpreadDistance, 30) // The distance a viral spell will jump to its next victim
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RULE_INT(Spells, VirusSpreadDistance, 30) // The distance a viral spell will jump to its next victim
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RULE_BOOL(Spells, LiveLikeFocusEffects, true) // Determines whether specific healing, dmg and mana reduction focuses are randomized
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RULE_BOOL(Spells, LiveLikeFocusEffects, true) // Determines whether specific healing, dmg and mana reduction focuses are randomized
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RULE_INT(Spells, BaseImmunityLevel, 55) // The level that targets start to be immune to stun, fear and mez spells with a max level of 0.
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RULE_INT(Spells, BaseImmunityLevel, 55) // The level that targets start to be immune to stun, fear and mez spells with a max level of 0.
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@ -3804,8 +3804,22 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob *spelltar, bool reflect, bool use_r
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break;
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break;
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}
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}
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if (reflect_chance) {
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if (reflect_chance) {
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entity_list.MessageClose_StringID(this, false, RuleI(Range, SpellMessages), MT_Spells,
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SPELL_REFLECT, GetCleanName(), spelltar->GetCleanName());
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if (RuleB(Spells, ReflectMessagesClose)) {
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entity_list.MessageClose_StringID(
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this, /* Sender */
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false, /* Skip Sender */
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RuleI(Range, SpellMessages), /* Range */
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MT_Spells, /* Type */
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SPELL_REFLECT, /* String ID */
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GetCleanName(), /* Message 1 */
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spelltar->GetCleanName() /* Message 2 */
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);
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}
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else {
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Message_StringID(MT_Spells, SPELL_REFLECT, GetCleanName(), spelltar->GetCleanName());
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}
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CheckNumHitsRemaining(NumHit::ReflectSpell);
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CheckNumHitsRemaining(NumHit::ReflectSpell);
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// caster actually appears to change
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// caster actually appears to change
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// ex. During OMM fight you click your reflect mask and you get the recourse from the reflected
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// ex. During OMM fight you click your reflect mask and you get the recourse from the reflected
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