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» SmaugMuds.org » Bugfix Lists » AFKMud Bugfix List » AFKMud Bug Archive » [Bug] Monks and Necromancers ...
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[Bug] Monks and Necromancers keep resist flags that should be upgraded
< Newer Topic :: Older Topic > AFKMud 1.77

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Post is unread #1 Feb 19, 2006, 10:34 am
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Samson
Black Hand
GroupAdministrators
Posts3,639
JoinedJan 1, 2002

Bug: Monks and Necromancers keep resist flags that should be upgraded to immunes
Danger: Trivial - Has no affect other than cosmetic confusion
Discovered in: AFKMud 1.77
Found by: Dwip
Fixed by: Samson

---

handler.c, ClassSpecificStuff

Locate:
      if( ch->level > 20 )
         SET_RESIS( ch, RIS_HOLD );
      if( ch->level > 36 )
         SET_RESIS( ch, RIS_CHARM );
      if( ch->level > 44 )
         SET_RESIS( ch, RIS_POISON );
      if( ch->level > 62 )
         SET_IMMUNE( ch, RIS_CHARM );
      if( ch->level > 70 )
         SET_IMMUNE( ch, RIS_POISON );


Change to:
      if( ch->level >= 20 )
         SET_RESIS( ch, RIS_HOLD );
      if( ch->level >= 36 )
         SET_RESIS( ch, RIS_CHARM );
      if( ch->level >= 44 )
         SET_RESIS( ch, RIS_POISON );
      if( ch->level >= 62 )
      {
         SET_IMMUNE( ch, RIS_CHARM );
         REMOVE_RESIS( ch, RIS_CHARM );
      }
      if( ch->level >= 70 )
      {
         SET_IMMUNE( ch, RIS_POISON );
         REMOVE_RESIS( ch, RIS_POISON );
      }


Locate:
   if( ch->Class == CLASS_NECROMANCER )
   {
      if( ch->level >= 20 )
         SET_RESIS( ch, RIS_COLD );
      if( ch->level >= 40 )
         SET_RESIS( ch, RIS_FIRE );
      if( ch->level >= 85 )
         SET_IMMUNE( ch, RIS_COLD );
      if( ch->level >= 90 )
         SET_IMMUNE( ch, RIS_FIRE );
      if( ch->level >= 45 )
         SET_RESIS( ch, RIS_ENERGY );
   }


Change to:
   if( ch->Class == CLASS_NECROMANCER )
   {
      if( ch->level >= 20 )
         SET_RESIS( ch, RIS_COLD );
      if( ch->level >= 40 )
         SET_RESIS( ch, RIS_FIRE );
      if( ch->level >= 45 )
         SET_RESIS( ch, RIS_ENERGY );
      if( ch->level >= 85 )
      {
         SET_IMMUNE( ch, RIS_COLD );
         REMOVE_RESIS( ch, RIS_COLD );
      }
      if( ch->level >= 90 )
      {
         SET_IMMUNE( ch, RIS_FIRE );
         REMOVE_RESIS( ch, RIS_FIRE );
      }
   }


When ClassSpecificStuff is called, it goes through and sets up various things that should be added to a few classes. The problem is that it didn't take off the resistant flags which are later upgraded to immunities. This has led to confusion in what is displayed for players and imms when viewing the stats. The immunity flags were working properly though.
       
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