Add mez break message

This commit is contained in:
Michael Cook (mackal) 2014-04-22 00:48:46 -04:00
parent dffee38dc6
commit f08799f7ff
2 changed files with 3 additions and 0 deletions

View File

@ -304,6 +304,7 @@
#define SLOW_PARTIALLY_SUCCESSFUL 9030 // Your spell was partially successful.
#define SLOW_SLIGHTLY_SUCCESSFUL 9031 //Your spell was slightly successful.
#define SPELL_OPPOSITE_EFFECT 9032 //Your spell may have had the opposite effect of what you desired.
#define HAS_BEEN_AWAKENED 9037 //%1 has been awakened by %2.
#define YOU_HEAL 9068 //You have healed %1 for %2 points of damage.
#define YOUR_HIT_DOT 9072 //%1 has taken %2 damage from your %3.
#define HIT_NON_MELEE 9073 //%1 hit %2 for %3 points of non-melee damage.

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@ -3616,6 +3616,8 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
//fade mez if we are mezzed
if (IsMezzed()) {
mlog(COMBAT__HITS, "Breaking mez due to attack.");
entity_list.MessageClose_StringID(this, true, 100, MT_WornOff,
HAS_BEEN_AWAKENED, GetCleanName(), attacker->GetCleanName());
BuffFadeByEffect(SE_Mez);
}