Command to allow self spells ignore spell neutralization.

Your ideas on how the game, the forum or the community can be improved

Moderators: Gods, Imps, Architect, Guardian

Post Reply
Lurker
Colonel
Colonel
Posts: 270
Joined: Fri Sep 02, 2016 10:27 pm

Command to allow self spells ignore spell neutralization.

Post by Lurker »

Pretty simple, a toggle command so self spells can't be neutralized.
LazyWarrior
Baron of Aranock
Baron of Aranock
Posts: 765
Joined: Sun Apr 03, 2016 4:43 am

Post by LazyWarrior »

I would love this, so many times on gmoons or getting spelled by higher levels I have to damage my SS gear or go afk for like 3 minutes so my spells run because I cant outspell my old spells.
Motoko
Major General
Major General
Posts: 349
Joined: Sun Jul 17, 2016 1:17 pm

Post by Motoko »

Good idea, agree.
LazyWarrior
Baron of Aranock
Baron of Aranock
Posts: 765
Joined: Sun Apr 03, 2016 4:43 am

Post by LazyWarrior »

Would like to revive this idea, this is a much needed command. Many times on gmoons or when someone spells me on my way to do AT, i just have to sit there for 3-4 minutes waiting for them to run out doing nothing not sure how long my buff lasts because I cant risk swapping to my spell set mid combat.
Forrestgump
Recruit
Posts: 1
Joined: Tue Jan 03, 2017 4:21 am

Post by Forrestgump »

Looks easy enough to do.
I'd just make the change in the skill_driver.c file in the add_spell method.
Well prob create new method, add_spell_to_self and do the check if flag is on in there etc.
Of course u need to add the toggle feature as well.
Well thats my 2 cents anyway
Lurker
Colonel
Colonel
Posts: 270
Joined: Fri Sep 02, 2016 10:27 pm

Post by Lurker »

Couple things could be done, either like you said make a new function called for adding spells to self or adjusting add_spell to always pass both cn and co, and having the check in add_spell. Think a new function would be less code changes, since it would only require adjusting bless,pro,ew,ms,light instead of adjusting every place add_spell() currently exists. Either way though, the functions that call add_spell are already passing around cn, and co. so it would be fairly simple to add. That and flag switching is simple enough, assuming we have bits open for a new flag.
Lordlava
Greater God
Greater God
Posts: 1608
Joined: Wed Mar 16, 2016 2:17 pm

Post by Lordlava »

CF is full.
I have already started CF2 - so plenty of room again.

This is on the list.
The Lord of Molten Rocks
Post Reply