From 9ebe3fbec0bcee041cc1ccdff3806e44be48dcd9 Mon Sep 17 00:00:00 2001 From: image <> Date: Thu, 10 Sep 2020 07:38:04 -0400 Subject: [PATCH] Spell Copies will pull spell effects / lua data also -- just in case --- EQ2/source/WorldServer/Spells.cpp | 13 +++++++++++++ 1 file changed, 13 insertions(+) diff --git a/EQ2/source/WorldServer/Spells.cpp b/EQ2/source/WorldServer/Spells.cpp index f4f5cf2d5..3809df1ca 100644 --- a/EQ2/source/WorldServer/Spells.cpp +++ b/EQ2/source/WorldServer/Spells.cpp @@ -146,6 +146,19 @@ Spell::Spell(Spell* host_spell) LevelArray* lvlArray = *itr; AddSpellLevel(lvlArray->adventure_class, lvlArray->tradeskill_class, lvlArray->spell_level); } + + std::vector<SpellDisplayEffect*>::iterator sdeitr; + for (sdeitr = host_spell->effects.begin(); sdeitr != host_spell->effects.end(); sdeitr++) + { + SpellDisplayEffect* sde = *sdeitr; + AddSpellEffect(sde->percentage, sde->subbullet, sde->description); + } + + vector<LUAData*>::iterator luaitr; + for (luaitr = lua_data.begin(); luaitr != lua_data.end(); luaitr++) { + LUAData* data = *luaitr; + AddSpellLuaData(data->type, data->int_value, data->int_value2, data->float_value, data->float_value2, data->bool_value, string(data->string_value), string(data->string_value2), string(data->string_helper)); + } host_spell->UnlockSpellInfo(); MSpellInfo.SetName("Spell::MSpellInfo");