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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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@@ -201,7 +201,7 @@ void Mob::DoSpecialAttackDamage(Mob *who, EQ::skills::SkillType skill, int32 bas
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float chance = aabonuses.SkillAttackProc[SBIndex::SKILLPROC_CHANCE] / 1000.0f;
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if (zone->random.Roll(chance))
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SpellFinished(aabonuses.SkillAttackProc[SBIndex::SKILLPROC_SPELL_ID], who, EQ::spells::CastingSlot::Item, 0, -1,
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spells[aabonuses.SkillAttackProc[SBIndex::SKILLPROC_SPELL_ID]].ResistDiff);
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spells[aabonuses.SkillAttackProc[SBIndex::SKILLPROC_SPELL_ID]].resist_difficulty);
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}
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who->Damage(this, my_hit.damage_done, SPELL_UNKNOWN, skill, false);
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@@ -1039,7 +1039,7 @@ void Mob::ProjectileAttack()
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if (ProjectileAtk[i].skill == EQ::skills::SkillConjuration) {
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if (IsValidSpell(ProjectileAtk[i].wpn_dmg))
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SpellOnTarget(ProjectileAtk[i].wpn_dmg, target, false, true,
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spells[ProjectileAtk[i].wpn_dmg].ResistDiff,
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spells[ProjectileAtk[i].wpn_dmg].resist_difficulty,
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true);
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} else {
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CastToNPC()->DoRangedAttackDmg(
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@@ -1059,7 +1059,7 @@ void Mob::ProjectileAttack()
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else if (ProjectileAtk[i].skill == EQ::skills::SkillConjuration &&
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IsValidSpell(ProjectileAtk[i].wpn_dmg))
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SpellOnTarget(ProjectileAtk[i].wpn_dmg, target, false, true,
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spells[ProjectileAtk[i].wpn_dmg].ResistDiff, true);
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spells[ProjectileAtk[i].wpn_dmg].resist_difficulty, true);
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}
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}
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@@ -2208,7 +2208,7 @@ void Mob::DoMeleeSkillAttackDmg(Mob *other, uint16 weapon_damage, EQ::skills::Sk
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float chance = aabonuses.SkillAttackProc[SBIndex::SKILLPROC_CHANCE] / 1000.0f;
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if (zone->random.Roll(chance))
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SpellFinished(aabonuses.SkillAttackProc[SBIndex::SKILLPROC_SPELL_ID], other, EQ::spells::CastingSlot::Item, 0, -1,
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spells[aabonuses.SkillAttackProc[SBIndex::SKILLPROC_SPELL_ID]].ResistDiff);
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spells[aabonuses.SkillAttackProc[SBIndex::SKILLPROC_SPELL_ID]].resist_difficulty);
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}
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other->Damage(this, damage, SPELL_UNKNOWN, skillinuse);
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