adjust effect enum names and add missing ones

This commit is contained in:
fusion32 2025-10-20 01:24:30 -03:00
parent d7e2acbba4
commit db1fabd9c4
4 changed files with 26 additions and 18 deletions

View File

@ -830,7 +830,7 @@ void TCombat::DistanceAttack(TCreature *Target){
int Damage = ComputeDamage(Master, 0, EffectStrength, EffectStrength);
TDamageImpact Impact(Master, DAMAGE_PHYSICAL, Damage, false);
CircleShapeSpell(Master, DropX, DropY, DropZ, INT_MAX,
ANIMATION_NONE, 2, &Impact, EFFECT_FIRE);
ANIMATION_NONE, 2, &Impact, EFFECT_FIRE_BURST);
}
try{

View File

@ -694,7 +694,7 @@ int TCreature::Damage(TCreature *Attacker, int Damage, int DamageType){
break;
}
case BT_FIRE:{
HitEffect = EFFECT_FIRE_HIT;
HitEffect = EFFECT_BLOOD_HIT;
TextColor = COLOR_ORANGE;
break;
}
@ -713,7 +713,7 @@ int TCreature::Damage(TCreature *Attacker, int Damage, int DamageType){
HitEffect = EFFECT_POISON;
TextColor = COLOR_LIGHTGREEN;
}else if(DamageType == DAMAGE_FIRE){
HitEffect = EFFECT_FIRE_HIT;
HitEffect = EFFECT_FIRE;
TextColor = COLOR_ORANGE;
}else if(DamageType == DAMAGE_ENERGY){
HitEffect = EFFECT_ENERGY_HIT;

View File

@ -177,9 +177,10 @@ enum EffectType: int {
EFFECT_MANA_HIT = 2,
EFFECT_POFF = 3,
EFFECT_BLOCK_HIT = 4,
EFFECT_FIRE_EXPLOSION = 5,
EFFECT_FIRE_BURST = 6, // Not sure about this one.
EFFECT_FIRE = 7,
EFFECT_EXPLOSION = 5,
EFFECT_FIRE_BLAST = 6,
EFFECT_FIRE_BURST = 7,
EFFECT_REBUKE = 8, // not sure about this one
EFFECT_POISON = 9,
EFFECT_BONE_HIT = 10,
EFFECT_ENERGY = 11,
@ -187,9 +188,16 @@ enum EffectType: int {
EFFECT_MAGIC_BLUE = 13,
EFFECT_MAGIC_RED = 14,
EFFECT_MAGIC_GREEN = 15,
EFFECT_FIRE_HIT = 16,
EFFECT_FIRE = 16,
EFFECT_POISON_HIT = 17,
EFFECT_DEATH = 18,
EFFECT_MELODY_GREEN = 19,
EFFECT_MELODY_RED = 20,
EFFECT_POISON_BURST = 21,
EFFECT_MELODY_YELLOW = 22,
EFFECT_MELODY_PURPLE = 23,
EFFECT_MELODY_BLUE = 24,
EFFECT_MELODY_WHITE = 25,
};
enum FLAG: int {

View File

@ -3455,7 +3455,7 @@ static void CastSpell(uint32 CreatureID, int SpellNr, const char (*SpellStr)[512
case 19:{
int Damage = ComputeDamage(Actor, SpellNr, 30, 10);
AngleCombat(Actor, ManaPoints, SoulPoints, Damage,
EFFECT_FIRE, 4, 45, DAMAGE_FIRE);
EFFECT_FIRE_BURST, 4, 45, DAMAGE_FIRE);
break;
}
@ -3467,21 +3467,21 @@ static void CastSpell(uint32 CreatureID, int SpellNr, const char (*SpellStr)[512
case 22:{
int Damage = ComputeDamage(Actor, SpellNr, 60, 20);
AngleCombat(Actor, ManaPoints, SoulPoints, Damage,
EFFECT_FIRE_BURST, 5, 0, DAMAGE_ENERGY);
EFFECT_FIRE_BLAST, 5, 0, DAMAGE_ENERGY);
break;
}
case 23:{
int Damage = ComputeDamage(Actor, SpellNr, 120, 80);
AngleCombat(Actor, ManaPoints, SoulPoints, Damage,
EFFECT_FIRE_BURST, 8, 0, DAMAGE_ENERGY);
EFFECT_FIRE_BLAST, 8, 0, DAMAGE_ENERGY);
break;
}
case 24:{
int Damage = ComputeDamage(Actor, SpellNr, 250, 50);
MassCombat(Actor, Actor->CrObject, ManaPoints, SoulPoints, Damage,
EFFECT_FIRE_EXPLOSION, 6, DAMAGE_PHYSICAL, ANIMATION_FIRE);
EFFECT_EXPLOSION, 6, DAMAGE_PHYSICAL, ANIMATION_FIRE);
break;
}
@ -3599,7 +3599,7 @@ static void CastSpell(uint32 CreatureID, int SpellNr, const char (*SpellStr)[512
case 89:{
int Damage = ComputeDamage(Actor, SpellNr, 45, 10);
AngleCombat(Actor, ManaPoints, SoulPoints, Damage,
EFFECT_FIRE, 1, 0, DAMAGE_FIRE);
EFFECT_FIRE_BURST, 1, 0, DAMAGE_FIRE);
break;
}
@ -4124,14 +4124,14 @@ void UseMagicItem(uint32 CreatureID, Object Obj, Object Dest){
case 7:{
int Damage = ComputeDamage(Actor, SpellNr, 15, 5);
Combat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_BURST,
Combat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_BLAST,
ANIMATION_FIRE, DAMAGE_ENERGY);
break;
}
case 8:{
int Damage = ComputeDamage(Actor, SpellNr, 30, 10);
Combat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_BURST,
Combat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_BLAST,
ANIMATION_FIRE, DAMAGE_ENERGY);
break;
}
@ -4152,14 +4152,14 @@ void UseMagicItem(uint32 CreatureID, Object Obj, Object Dest){
case 15:{
int Damage = ComputeDamage(Actor, SpellNr, 20, 5);
MassCombat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE,
MassCombat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_BURST,
3, DAMAGE_FIRE, ANIMATION_FIRE);
break;
}
case 16:{
int Damage = ComputeDamage(Actor, SpellNr, 50, 15);
MassCombat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE,
MassCombat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_BURST,
4, DAMAGE_FIRE, ANIMATION_FIRE);
break;
}
@ -4171,7 +4171,7 @@ void UseMagicItem(uint32 CreatureID, Object Obj, Object Dest){
case 18:{
int Damage = ComputeDamage(Actor, SpellNr, 60, 40);
MassCombat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_EXPLOSION,
MassCombat(Actor, Dest, 0, 0, Damage, EFFECT_EXPLOSION,
1, DAMAGE_PHYSICAL, ANIMATION_FIRE);
break;
}
@ -4229,7 +4229,7 @@ void UseMagicItem(uint32 CreatureID, Object Obj, Object Dest){
case 50:{
int Damage = ComputeDamage(Actor, SpellNr, 120, 20);
Combat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE_HIT,
Combat(Actor, Dest, 0, 0, Damage, EFFECT_FIRE,
ANIMATION_FIRE, DAMAGE_FIRE_PERIODIC);
break;
}