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[Quest API] Add Spell methods to Perl. (#1631)
* [Quest API] Add Spell methods to Perl. - Add quest::getspell(spell_id) to Perl. - Add eq.get_spell(spell_id) to Lua. These methods return a spell object. Exports $spell object references to spell events. * Formatting. * Remove comment. * Update spdat.cpp * Amplication typo. * Fix conflicts. * Remove repository changes. * Fix typing. * Update spell_effects.cpp
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-7
@@ -290,7 +290,7 @@ public:
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void BardPulse(uint16 spell_id, Mob *caster);
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//Spell
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void SendSpellEffect(uint32 effectid, uint32 duration, uint32 finish_delay, bool zone_wide,
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void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide,
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uint32 unk020, bool perm_effect = false, Client *c = nullptr);
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bool IsBeneficialAllowed(Mob *target);
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virtual int GetCasterLevel(uint16 spell_id);
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@@ -361,7 +361,7 @@ public:
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virtual void DoBuffTic(const Buffs_Struct &buff, int slot, Mob* caster = nullptr);
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void BuffFadeBySpellID(uint16 spell_id);
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void BuffFadeBySpellIDAndCaster(uint16 spell_id, uint16 caster_id);
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void BuffFadeByEffect(int effectid, int skipslot = -1);
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void BuffFadeByEffect(int effect_id, int skipslot = -1);
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void BuffFadeAll();
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void BuffFadeNonPersistDeath();
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void BuffFadeDetrimental();
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@@ -412,8 +412,8 @@ public:
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inline virtual uint32 GetNimbusEffect1() const { return nimbus_effect1; }
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inline virtual uint32 GetNimbusEffect2() const { return nimbus_effect2; }
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inline virtual uint32 GetNimbusEffect3() const { return nimbus_effect3; }
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void AddNimbusEffect(int effectid);
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void RemoveNimbusEffect(int effectid);
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void AddNimbusEffect(int effect_id);
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void RemoveNimbusEffect(int effect_id);
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void RemoveAllNimbusEffects();
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inline const glm::vec3& GetTargetRingLocation() const { return m_TargetRing; }
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inline float GetTargetRingX() const { return m_TargetRing.x; }
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@@ -814,7 +814,7 @@ public:
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int32 GetSkillDmgTaken(const EQ::skills::SkillType skill_used, ExtraAttackOptions *opts = nullptr);
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int32 GetPositionalDmgTaken(Mob *attacker);
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int32 GetPositionalDmgTakenAmt(Mob *attacker);
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void DoKnockback(Mob *caster, uint32 pushback, uint32 pushup);
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void DoKnockback(Mob *caster, uint32 push_back, uint32 push_up);
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int16 CalcResistChanceBonus();
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int16 CalcFearResistChance();
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void TrySpellOnKill(uint8 level, uint16 spell_id);
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@@ -1117,7 +1117,7 @@ public:
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//uint32 GetInstrumentMod(uint16 spell_id) const;
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uint32 GetInstrumentMod(uint16 spell_id);
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int CalcSpellEffectValue(uint16 spell_id, int effect_id, int caster_level = 1, uint32 instrument_mod = 10, Mob *caster = nullptr, int ticsremaining = 0,uint16 casterid=0);
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int CalcSpellEffectValue_formula(int formula, int base, int max, int caster_level, uint16 spell_id, int ticsremaining = 0);
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int CalcSpellEffectValue_formula(int formula, int base_value, int max_value, int caster_level, uint16 spell_id, int ticsremaining = 0);
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virtual int CheckStackConflict(uint16 spellid1, int caster_level1, uint16 spellid2, int caster_level2, Mob* caster1 = nullptr, Mob* caster2 = nullptr, int buffslot = -1);
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uint32 GetCastedSpellInvSlot() const { return casting_spell_inventory_slot; }
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@@ -1194,7 +1194,7 @@ public:
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inline void SetEmoteID(uint16 emote) { emoteid = emote; }
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inline uint16 GetEmoteID() { return emoteid; }
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bool HasSpellEffect(int effectid);
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bool HasSpellEffect(int effect_id);
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int mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster, uint16 caster_id);
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float mod_hit_chance(float chancetohit, EQ::skills::SkillType skillinuse, Mob* attacker);
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float mod_riposte_chance(float ripostchance, Mob* attacker);
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