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Implement persist death spell field
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@ -1733,6 +1733,7 @@ void SharedDatabase::LoadSpells(void *data, int max_spells) {
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sp[tempid].powerful_flag=atoi(row[209]);
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sp[tempid].CastRestriction = atoi(row[211]);
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sp[tempid].AllowRest = atoi(row[212]) != 0;
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sp[tempid].persistdeath = atoi(row[224]) != 0;
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sp[tempid].DamageShieldType = 0;
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}
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mysql_free_result(result);
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@ -966,6 +966,14 @@ bool IsBuffSpell(uint16 spell_id)
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return false;
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}
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bool IsPersistDeathSpell(uint16 spell_id)
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{
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if (IsValidSpell(spell_id) && spells[spell_id].persistdeath)
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return true;
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return false;
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}
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uint32 GetMorphTrigger(uint32 spell_id)
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{
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for (int i = 0; i < EFFECT_COUNT; ++i)
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@ -710,11 +710,22 @@ struct SPDat_Spell_Struct
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/* 193 */ int NimbusEffect;
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/* 194 */ float directional_start;
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/* 195 */ float directional_end;
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/* 196 - 199 */
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/* 200 */ //bool suspendable; // buff is suspended in suspended buff zones
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/* 201 - 202 */
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/* 203 */ //int songcap; // individual song cap (how live currently does it, not implemented)
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/* 204 - 206 */
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/* 207 */ int spellgroup;
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/* 208 */
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/* 209 */ int powerful_flag; // Need more investigation to figure out what to call this, for now we know -1 makes charm spells not break before their duration is complete, it does alot more though
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/* 210 */
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/* 211 */ int CastRestriction; //Various restriction categories for spells most seem targetable race related but have also seen others for instance only castable if target hp 20% or lower or only if target out of combat
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/* 212 */ bool AllowRest;
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/* 219 */ //int maxtargets; // not in DB yet, is used for beam and ring spells for target # limits
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/* 213 - 218 */
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/* 219 */ //int maxtargets; // is used for beam and ring spells for target # limits (not implemented)
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/* 220 - 223 */
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/* 224 */ bool persistdeath; // buff doesn't get stripped on death
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/* 225 - 236 */
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uint8 DamageShieldType; // This field does not exist in spells_us.txt
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};
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@ -809,6 +820,7 @@ bool IsDebuffSpell(uint16 spell_id);
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bool IsResistDebuffSpell(uint16 spell_id);
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bool IsSelfConversionSpell(uint16 spell_id);
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bool IsBuffSpell(uint16 spell_id);
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bool IsPersistDeathSpell(uint16 spell_id);
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uint32 GetMorphTrigger(uint32 spell_id);
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uint32 GetPartialMeleeRuneReduction(uint32 spell_id);
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uint32 GetPartialMagicRuneReduction(uint32 spell_id);
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@ -1601,7 +1601,7 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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}
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//this generates a lot of 'updates' to the client that the client does not need
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BuffFadeAll();
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BuffFadeNonPersistDeath();
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if((GetClientVersionBit() & BIT_SoFAndLater) && RuleB(Character, RespawnFromHover))
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UnmemSpellAll(true);
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else
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@ -1139,7 +1139,7 @@ void Client::OPRezzAnswer(uint32 Action, uint32 SpellID, uint16 ZoneID, uint16 I
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this->name, (uint16)spells[SpellID].base[0],
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SpellID, ZoneID, InstanceID);
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this->BuffFadeAll();
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this->BuffFadeNonPersistDeath();
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int SpellEffectDescNum = GetSpellEffectDescNum(SpellID);
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// Rez spells with Rez effects have this DescNum (first is Titanium, second is 6.2 Client)
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if((SpellEffectDescNum == 82) || (SpellEffectDescNum == 39067)) {
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@ -213,6 +213,7 @@ public:
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void BuffFadeBySpellID(uint16 spell_id);
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void BuffFadeByEffect(int effectid, int skipslot = -1);
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void BuffFadeAll();
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void BuffFadeNonPersistDeath();
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void BuffFadeDetrimental();
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void BuffFadeBySlot(int slot, bool iRecalcBonuses = true);
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void BuffFadeDetrimentalByCaster(Mob *caster);
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@ -3752,6 +3752,17 @@ void Mob::BuffFadeAll()
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CalcBonuses();
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}
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void Mob::BuffFadeNonPersistDeath()
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{
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uint32 buff_count = GetMaxTotalSlots();
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for (int j = 0; j < buff_count; j++) {
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if (buffs[j].spellid != SPELL_UNKNOWN && !IsPersistDeathSpell(buffs[j].spellid))
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BuffFadeBySlot(j, false);
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}
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//we tell BuffFadeBySlot not to recalc, so we can do it only once when were done
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CalcBonuses();
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}
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void Mob::BuffFadeDetrimental() {
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uint32 buff_count = GetMaxTotalSlots();
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for (int j = 0; j < buff_count; j++) {
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