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» SmaugMuds.org » Bugfix Lists » SWFOTE FUSS Bugfix List » [Bug] Failed weaponspells cau...
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[Bug] Failed weaponspells cause combat round to be interrupted
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Post is unread #1 Oct 14, 2007, 11:05 am
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Samson
Black Hand
GroupAdministrators
Posts3,639
JoinedJan 1, 2002

Bug: Failed weaponspells cause combat round to be interrupted
Danger: Medium - Player may miss out on further attacks they are entitled to
Found by: Luc
Fixed by: Luc

---

fight.c, one_hit

Locate:
   /*
    * Weapon spell support            -Thoric
    * Each successful hit casts a spell
    */
   if( wield && !IS_SET( victim->immune, RIS_MAGIC ) && !xIS_SET( victim->in_room->room_flags, ROOM_NO_MAGIC ) )
   {
      AFFECT_DATA *aff;

      for( aff = wield->pIndexData->first_affect; aff; aff = aff->next )
         if( aff->location == APPLY_WEAPONSPELL && IS_VALID_SN( aff->modifier ) && skill_table[aff->modifier]->spell_fun )
            retcode = ( *skill_table[aff->modifier]->spell_fun ) ( aff->modifier, ( wield->level + 3 ) / 3, ch, victim );
      if( retcode != rNONE || char_died( ch ) || char_died( victim ) )
         return retcode;
      for( aff = wield->first_affect; aff; aff = aff->next )
         if( aff->location == APPLY_WEAPONSPELL && IS_VALID_SN( aff->modifier ) && skill_table[aff->modifier]->spell_fun )
            retcode = ( *skill_table[aff->modifier]->spell_fun ) ( aff->modifier, ( wield->level + 3 ) / 3, ch, victim );
      if( retcode != rNONE || char_died( ch ) || char_died( victim ) )
         return retcode;
   }


Change to:
   /*
    * Weapon spell support            -Thoric
    * Each successful hit casts a spell
    */
   if( wield && !IS_SET( victim->immune, RIS_MAGIC ) && !xIS_SET( victim->in_room->room_flags, ROOM_NO_MAGIC ) )
   {
      AFFECT_DATA *aff;

      for( aff = wield->pIndexData->first_affect; aff; aff = aff->next )
         if( aff->location == APPLY_WEAPONSPELL && IS_VALID_SN( aff->modifier ) && skill_table[aff->modifier]->spell_fun )
            retcode = ( *skill_table[aff->modifier]->spell_fun ) ( aff->modifier, ( wield->level + 3 ) / 3, ch, victim );

      if( retcode == rSPELL_FAILED ) retcode = rNONE; // Luc, 6/11/2007

      if( retcode != rNONE || char_died( ch ) || char_died( victim ) )
         return retcode;
      for( aff = wield->first_affect; aff; aff = aff->next )
         if( aff->location == APPLY_WEAPONSPELL && IS_VALID_SN( aff->modifier ) && skill_table[aff->modifier]->spell_fun )
            retcode = ( *skill_table[aff->modifier]->spell_fun ) ( aff->modifier, ( wield->level + 3 ) / 3, ch, victim );

      if( retcode == rSPELL_FAILED ) retcode = rNONE; // Luc, 6/11/2007

      if( retcode != rNONE || char_died( ch ) || char_died( victim ) )
         return retcode;
   }


Luc said:

Without the fix, a weapon with a weaponspell on it will interrupt your melee round the first attack the spell fails, even the first of the round, greatly hampering the fighting skills of the character who's wielding it.
       
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