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[Spells] AE Duration effect (Rains) will now work with Target Ring and PBAE spells. (#2000)
* done * Update beacon.cpp * [Spells] AE Duration effect (Rains) will now work with Target Ring and PBAE spells. Mackals suggestions implemented.
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+7
-4
@@ -52,10 +52,10 @@ extern Zone* zone;
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// if lifetime is 0 this is a permanent beacon.. not sure if that'll be
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// useful for anything
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Beacon::Beacon(Mob *at_mob, int lifetime)
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Beacon::Beacon(const glm::vec4 &in_pos, int lifetime)
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:Mob
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(
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nullptr, nullptr, 0, 0, 0, INVISIBLE_MAN, 0, BT_NoTarget, 0, 0, 0, 0, 0, at_mob->GetPosition(), 0, 0, 0,
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nullptr, nullptr, 0, 0, 0, INVISIBLE_MAN, 0, BT_NoTarget, 0, 0, 0, 0, 0, in_pos, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, EQ::TintProfile(), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, false
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),
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remove_timer(lifetime),
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@@ -121,16 +121,19 @@ bool Beacon::Process()
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void Beacon::AELocationSpell(Mob *caster, uint16 cast_spell_id, int16 resist_adjust)
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{
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if(!IsValidSpell(cast_spell_id) || !caster)
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if (!IsValidSpell(cast_spell_id) || !caster) {
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return;
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}
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caster_id = caster->GetID();
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spell_id = cast_spell_id;
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this->resist_adjust = resist_adjust;
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spell_iterations = spells[spell_id].aoe_duration / 2500;
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spell_iterations = spell_iterations < 1 ? 1 : spell_iterations; // at least 1
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if (spells[spell_id].aoe_max_targets)
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if (spells[spell_id].aoe_max_targets) {
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max_targets = spells[spell_id].aoe_max_targets;
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}
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spell_timer.Start(2500);
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spell_timer.Trigger();
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}
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