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-- Touch of the DivineREPLACE INTO `altadv_vars` (`skill_id`, `name`, `cost`, `max_level`, `hotkey_sid`, `hotkey_sid2`, `title_sid`, `desc_sid`, `type`, `spellid`, `prereq_skill`, `prereq_minpoints`, `spell_type`, `spell_refresh`, `classes`, `berserker`, `class_type`, `cost_inc`, `aa_expansion`, `special_category`, `sof_type`, `sof_cost_inc`, `sof_max_level`, `sof_next_skill`, `clientver`, `account_time_required`) VALUES ('741', 'Touch of the Divine', '5', '5', '4294967295', '4294967295', '741', '741', '6', '0', '0', '0', '0', '0', '4', '0', '65', '0', '7', '4294967295', '3', '0', '1', '741', '1', '0');REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`) VALUES ('741', '1', '232', '2', '4544');REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`) VALUES ('742', '1', '232', '4', '4545');REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`) VALUES ('743', '1', '232', '6', '4546');REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`) VALUES ('744', '1', '232', '8', '4547');REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`) VALUES ('745', '1', '232', '10', '4548');
bool Mob::TryDivineSave() { /* How Touch of the Divine AA works: -Gives chance to avoid death when client is killed. -Chance is determined by the AA value. (base1) -Spell can be triggered from divine save (base2) in this case a Heal Note: Heal value does not and should not increase from more levels of this AA. -If chance is met, a heal is done and a divine aura like effect 'Touch of the Divine' is applied to the client. Determintal spell effects are removed. */ sint16 SuccessChance = aabonuses.DivineSaveChance[0] + itembonuses.DivineSaveChance[0] + spellbonuses.DivineSaveChance[0]; if (SuccessChance) { if (MakeRandomInt(0, 100) <= SuccessChance) { int32 HealAmt = 0; BuffFadeByEffect(SE_DivineSave); //Touch of the Divine=4789, an Invulnerability/HoT/Purify effect hard coded to trigger if spell effect is defined from base2. if (aabonuses.DivineSaveChance[1] || itembonuses.DivineSaveChance[1] || spellbonuses.DivineSaveChance[1]) { SetHP(1); if (aabonuses.DivineSaveChance[1]) SpellOnTarget(aabonuses.DivineSaveChance[1], this); if (itembonuses.DivineSaveChance[1]) SpellOnTarget(aabonuses.DivineSaveChance[1], this); if (spellbonuses.DivineSaveChance[1]) SpellOnTarget(aabonuses.DivineSaveChance[1], this); SpellOnTarget(4789, this); SendHPUpdate(); return true; } } } return false;}
bool Mob::TryDivineSave() { /* How Touch of the Divine AA works: -Gives chance to avoid death when client is killed. -Chance is determined by the AA value. (base1) -Spell can be triggered from divine save (base2) in this case a Heal Note: Heal value does not and should not increase from more levels of this AA. -If chance is met, a heal is done and a divine aura like effect 'Touch of the Divine' is applied to the client. Determintal spell effects are removed. */ sint16 SuccessChance = aabonuses.DivineSaveChance[0] + itembonuses.DivineSaveChance[0] + spellbonuses.DivineSaveChance[0]; if (SuccessChance) { // ******************** if (0 <= SuccessChance) // ******************** { int32 HealAmt = 0; BuffFadeByEffect(SE_DivineSave); //Touch of the Divine=4789, an Invulnerability/HoT/Purify effect hard coded to trigger if spell effect is defined from base2. if (aabonuses.DivineSaveChance[1] || itembonuses.DivineSaveChance[1] || spellbonuses.DivineSaveChance[1]) { SetHP(1); if (aabonuses.DivineSaveChance[1]) SpellOnTarget(aabonuses.DivineSaveChance[1], this); if (itembonuses.DivineSaveChance[1]) SpellOnTarget(aabonuses.DivineSaveChance[1], this); if (spellbonuses.DivineSaveChance[1]) SpellOnTarget(aabonuses.DivineSaveChance[1], this); SpellOnTarget(4789, this); SendHPUpdate(); return true; } } } return false;}
UPDATE spells_new SET effect_base_value1 = 1000000, effectid1 = 79 WHERE id = 4789;