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Fix: skip suppressed slots in DispelMagic instead of removing them
Co-authored-by: Valorith <76063792+Valorith@users.noreply.github.com>
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@ -452,7 +452,6 @@ public:
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void BuffFadeNonPersistDeath();
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void BuffFadeDetrimental();
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void BuffFadeBySlot(int slot, bool iRecalcBonuses = true, bool suppress = false, uint32 suppresstics = 0);
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void RemoveSuppressedBuffBySlot(int slot, bool iRecalcBonuses = true);
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void BuffFadeDetrimentalByCaster(Mob *caster);
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void BuffFadeBySitModifier();
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void BuffFadeSongs();
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@ -4785,67 +4785,6 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses, bool suppress, uint32 su
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CalcBonuses();
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}
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// Permanently removes a suppressed buff without restoring the original spell.
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// Use this instead of BuffFadeBySlot when you want to truly dispel a buff that
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// is currently suppressed (spellid == SPELL_SUPPRESSED). BuffFadeBySlot would
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// unsuppress/reapply the original buff in that situation.
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void Mob::RemoveSuppressedBuffBySlot(int slot, bool iRecalcBonuses)
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{
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if (slot < 0 || slot >= GetMaxTotalSlots())
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return;
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if (buffs[slot].spellid != SPELL_SUPPRESSED)
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return;
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// Send the client a buff-fade packet for the visible suppression placeholder.
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if (IsClient()) {
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auto client = CastToClient();
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if (!client->IsDead()) {
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client->MakeBuffFadePacket(RuleI(Spells, SuppressDebuffSpellID), slot);
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}
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}
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LogSpells("Removing suppressed buff (suppressedid [{}]) from slot [{}]", buffs[slot].suppressedid, slot);
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// The spell's effects were already removed when the buff was suppressed,
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// so we only need to clear the slot bookkeeping.
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buffs[slot].spellid = SPELL_UNKNOWN;
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buffs[slot].suppressedid = 0;
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buffs[slot].suppressedticsremaining = -1;
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if (IsPet() && GetOwner() && GetOwner()->IsClient()) {
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SendPetBuffsToClient();
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}
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if ((IsClient() && !CastToClient()->GetPVP()) ||
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(IsPet() && GetOwner() && GetOwner()->IsClient() && !GetOwner()->CastToClient()->GetPVP()) ||
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(IsBot() && GetOwner() && GetOwner()->IsClient() && !GetOwner()->CastToClient()->GetPVP()) ||
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(IsMerc() && GetOwner() && GetOwner()->IsClient() && !GetOwner()->CastToClient()->GetPVP()))
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{
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EQApplicationPacket *outapp = MakeBuffsPacket();
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entity_list.QueueClientsByTarget(this, outapp, false, nullptr, true, false, EQ::versions::maskSoDAndLater);
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if (IsClient() && GetTarget() == this) {
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CastToClient()->QueuePacket(outapp);
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}
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safe_delete(outapp);
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}
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if (IsNPC()) {
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EQApplicationPacket *outapp = MakeBuffsPacket();
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entity_list.QueueClientsByTarget(this, outapp, false, nullptr, true, false, EQ::versions::maskSoDAndLater, true);
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safe_delete(outapp);
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}
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if (IsClient() && CastToClient()->ClientVersionBit() & EQ::versions::maskUFAndLater) {
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EQApplicationPacket *outapp = MakeBuffsPacket(false);
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CastToClient()->FastQueuePacket(&outapp);
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}
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degenerating_effects = false;
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if (iRecalcBonuses)
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CalcBonuses();
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}
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int64 Mob::CalcAAFocus(focusType type, const AA::Rank &rank, uint16 spell_id)
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{
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const SPDat_Spell_Struct &spell = spells[spell_id];
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@ -7597,19 +7536,21 @@ void Mob::DispelMagic(Mob* caster, uint16 spell_id, int effect_value, int chance
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for (int slot = 0; slot < GetMaxTotalSlots(); ++slot) {
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auto s = buffs[slot].spellid;
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// Suppressed slots store a sentinel in spellid, so use the underlying spell
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// for any lookup into the spell data table.
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auto dispel_spell_id = s == SPELL_SUPPRESSED ? buffs[slot].suppressedid : s;
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if (!IsValidSpell(dispel_spell_id) || spells[dispel_spell_id].dispel_flag != 0 || IsDiscipline(dispel_spell_id)) {
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// Suppressed buffs always return when suppression ends; they cannot be dispelled.
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if (s == SPELL_SUPPRESSED) {
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continue;
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}
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if (detrimental_only && !IsDetrimentalSpell(dispel_spell_id)) {
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if (!IsValidSpell(s) || spells[s].dispel_flag != 0 || IsDiscipline(s)) {
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continue;
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}
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if (beneficial_only && IsDetrimentalSpell(dispel_spell_id)) {
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if (detrimental_only && !IsDetrimentalSpell(s)) {
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continue;
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}
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if (beneficial_only && IsDetrimentalSpell(s)) {
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continue;
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}
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@ -7627,17 +7568,11 @@ void Mob::DispelMagic(Mob* caster, uint16 spell_id, int effect_value, int chance
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bool perma_remove = caster_is_client || !target_is_client;
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if (perma_remove || !RuleB(Spells, SuppressDispels)) {
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if (s == SPELL_SUPPRESSED) {
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// Truly remove a suppressed buff. BuffFadeBySlot would unsuppress/reapply
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// the original spell rather than clearing the slot.
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RemoveSuppressedBuffBySlot(slot);
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} else {
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BuffFadeBySlot(slot);
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}
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BuffFadeBySlot(slot);
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break;
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} else {
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//Additional restrictions on which buffs can be suppressed
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if (spells[dispel_spell_id].short_buff_box) {
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if (spells[s].short_buff_box) {
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continue;
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}
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