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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.33 by root, Sat May 12 22:04:20 2007 UTC vs.
Revision 1.36 by root, Fri May 18 13:15:29 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
1300 return 0; 1300 return 0;
1301 } 1301 }
1302 return 1; 1302 return 1;
1303} 1303}
1304 1304
1305
1306
1307
1308int 1305int
1309cast_destruction (object *op, object *caster, object *spell_ob) 1306cast_destruction (object *op, object *caster, object *spell_ob)
1310{ 1307{
1311 int i, j, range, mflags, friendly = 0, dam, dur; 1308 int i, j, range, mflags, friendly = 0, dam, dur;
1312 sint16 sx, sy; 1309 sint16 sx, sy;
1332 else if (caster->skill) 1329 else if (caster->skill)
1333 op->skill = caster->skill; 1330 op->skill = caster->skill;
1334 else 1331 else
1335 op->skill = NULL; 1332 op->skill = NULL;
1336 1333
1337 change_skill (op, find_skill_by_name (op, op->skill), 1); 1334 op->change_skill (find_skill_by_name (op, op->skill));
1338 1335
1339 for (i = -range; i < range; i++) 1336 for (i = -range; i < range; i++)
1340 { 1337 {
1341 for (j = -range; j < range; j++) 1338 for (j = -range; j < range; j++)
1342 { 1339 {
1577 at -= level / 5; 1574 at -= level / 5;
1578 if (did_make_save (head, head->level, at)) 1575 if (did_make_save (head, head->level, at))
1579 continue; 1576 continue;
1580 } 1577 }
1581 else /* spell->attacktype */ 1578 else /* spell->attacktype */
1582 /*
1583 Spell has no attacktype (charm & such), so we'll have a specific saving:
1584 * if spell level < monster level, no go
1585 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1586
1587 The chance will then be in the range [20-70] percent, not too bad.
1588
1589 This is required to fix the 'charm monster' abuse, where a player level 1 can
1590 charm a level 125 monster...
1591
1592 Ryo, august 14th
1593 */
1594 { 1579 {
1580 /*
1581 Spell has no attacktype (charm & such), so we'll have a specific saving:
1582 * if spell level < monster level, no go
1583 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1584
1585 The chance will then be in the range [20-70] percent, not too bad.
1586
1587 This is required to fix the 'charm monster' abuse, where a player level 1 can
1588 charm a level 125 monster...
1589
1590 Ryo, august 14th
1591 */
1595 if (head->level > level) 1592 if (head->level > level)
1596 continue; 1593 continue;
1594
1597 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1595 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1598 /* Failed, no effect */ 1596 /* Failed, no effect */
1599 continue; 1597 continue;
1600 } 1598 }
1601 1599

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