Add Buff infrastructure to go through different logic paths from different patches (#5073)
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This commit is contained in:
dannuic
2026-05-02 22:53:26 -06:00
committed by GitHub
parent c253734c57
commit 18df055f16
201 changed files with 2856 additions and 3105 deletions
+3 -3
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@@ -1851,7 +1851,7 @@ void Mob::CalcSpellBonuses(StatBonuses* newbon)
newbon->ManaRegen = 0; // Bards do not get mana regen from spells.
}
void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *new_bonus, uint16 casterId,
void Mob::ApplySpellsBonuses(int32 spell_id, uint8 casterlevel, StatBonuses *new_bonus, uint16 casterId,
uint8 WornType, int32 ticsremaining, int buffslot, int instrument_mod,
bool IsAISpellEffect, uint16 effect_id, int32 se_base, int32 se_limit, int32 se_max)
{
@@ -4108,7 +4108,7 @@ bool Client::DoItemEnterZone(uint32 slot_x, uint32 slot_y) {
return changed;
}
uint8 Mob::IsFocusEffect(uint16 spell_id,int effect_index, bool AA,uint32 aa_effect)
uint8 Mob::IsFocusEffect(int32 spell_id,int effect_index, bool AA,uint32 aa_effect)
{
uint16 effect = 0;
@@ -4212,7 +4212,7 @@ uint8 Mob::IsFocusEffect(uint16 spell_id,int effect_index, bool AA,uint32 aa_eff
return 0;
}
void Mob::NegateSpellEffectBonuses(uint16 spell_id)
void Mob::NegateSpellEffectBonuses(int32 spell_id)
{
if (!IsValidSpell(spell_id))
return;