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[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
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+3
-19
@@ -5626,28 +5626,12 @@ void Mob::DoShieldDamageOnShielder(Mob *shield_target, int hit_damage_done, EQ::
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void Mob::CommonBreakInvisibleFromCombat()
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{
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//break invis when you attack
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if (invisible) {
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LogCombat("Removing invisibility due to melee attack");
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BuffFadeByEffect(SE_Invisibility);
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BuffFadeByEffect(SE_Invisibility2);
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invisible = false;
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}
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if (invisible_undead) {
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LogCombat("Removing invisibility vs. undead due to melee attack");
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BuffFadeByEffect(SE_InvisVsUndead);
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BuffFadeByEffect(SE_InvisVsUndead2);
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invisible_undead = false;
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}
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if (invisible_animals) {
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LogCombat("Removing invisibility vs. animals due to melee attack");
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BuffFadeByEffect(SE_InvisVsAnimals);
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invisible_animals = false;
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}
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BreakInvisibleSpells();
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CancelSneakHide();
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if (spellbonuses.NegateIfCombat)
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if (spellbonuses.NegateIfCombat) {
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BuffFadeByEffect(SE_NegateIfCombat);
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}
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hidden = false;
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improved_hidden = false;
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