[Spells] Invisibility updates and rework (#1991)

* updates pre merge

* update

* Update spell_effects.cpp

* Update mob.h

* test

* test

* updates

* updates

* save

* update

* working solid

* animal and undead start

* progress

* updates

* rename

* set invis appearance on bonus

* remove fade buff state check

* update IsViisble check

* optimizing

* don't break bots

* debug remover

* Update ruletypes.h

* perl adds

* Update client_packet.cpp

* update

* done

* remove debugs

* Update client_packet.cpp

* update

* [Spells] Invisibility updates and rework

lua support

* [Spells] Invisibility updates and rework

lua
This commit is contained in:
KayenEQ
2022-02-15 00:18:02 -05:00
committed by GitHub
parent 51c8771bd2
commit b938e6223c
18 changed files with 369 additions and 188 deletions
+3 -19
View File
@@ -5626,28 +5626,12 @@ void Mob::DoShieldDamageOnShielder(Mob *shield_target, int hit_damage_done, EQ::
void Mob::CommonBreakInvisibleFromCombat()
{
//break invis when you attack
if (invisible) {
LogCombat("Removing invisibility due to melee attack");
BuffFadeByEffect(SE_Invisibility);
BuffFadeByEffect(SE_Invisibility2);
invisible = false;
}
if (invisible_undead) {
LogCombat("Removing invisibility vs. undead due to melee attack");
BuffFadeByEffect(SE_InvisVsUndead);
BuffFadeByEffect(SE_InvisVsUndead2);
invisible_undead = false;
}
if (invisible_animals) {
LogCombat("Removing invisibility vs. animals due to melee attack");
BuffFadeByEffect(SE_InvisVsAnimals);
invisible_animals = false;
}
BreakInvisibleSpells();
CancelSneakHide();
if (spellbonuses.NegateIfCombat)
if (spellbonuses.NegateIfCombat) {
BuffFadeByEffect(SE_NegateIfCombat);
}
hidden = false;
improved_hidden = false;