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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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@@ -3622,7 +3622,7 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob *spelltar, int reflect_effectivenes
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// Prevent double invising, which made you uninvised
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// Not sure if all 3 should be stacking
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//This is not live like behavior (~Kayen confirmed 2/2/22)
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if (!RuleB(Spells, AllowDoubleInvis)) {
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if (IsEffectInSpell(spell_id, SE_Invisibility))
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{
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