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Add Buff infrastructure to go through different logic paths from different patches (#5073)
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+8
-7
@@ -223,11 +223,12 @@ namespace Journal {
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//this is our internal representation of the BUFF struct, can put whatever we want in it
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struct Buffs_Struct {
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uint16 spellid;
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int32 spellid;
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uint8 casterlevel;
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uint16 casterid; // Maybe change this to a pointer sometime, but gotta make sure it's 0'd when it no longer points to anything
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uint32 casterid; // Maybe change this to a pointer sometime, but gotta make sure it's 0'd when it no longer points to anything
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char caster_name[64];
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int32 ticsremaining;
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int32 initialduration;
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uint32 counters;
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uint32 hit_number; //the number of physical hits this buff can take before it fades away, lots of druid armor spells take advantage of this mixed with powerful effects
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uint32 melee_rune;
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@@ -242,7 +243,7 @@ struct Buffs_Struct {
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int32 virus_spread_time; //time till next attempted viral spread
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bool persistant_buff;
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bool client; //True if the caster is a client
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bool UpdateClient;
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bool UpdateClient; // This is for legacy client support only. Newer clients take refresh packets for the entire buff list
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// cereal
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template<class Archive>
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@@ -334,13 +335,13 @@ struct StatBonuses {
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int32 Corrup;
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int32 CorrupCapMod;
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int32 HeroicCorrup;
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uint16 DamageShieldSpellID;
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int32 DamageShieldSpellID;
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int DamageShield; // this is damage done to mobs that attack this
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DmgShieldType DamageShieldType;
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int SpellDamageShield;
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int SpellShield;
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int ReverseDamageShield; // this is damage done to the mob when it attacks
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uint16 ReverseDamageShieldSpellID;
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int32 ReverseDamageShieldSpellID;
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DmgShieldType ReverseDamageShieldType;
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int movementspeed;
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int32 haste;
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@@ -641,7 +642,7 @@ namespace SBIndex {
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constexpr uint16 POSITION_FRONT = 1; // SPA 503-506
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constexpr uint16 PET_RAMPAGE_CHANCE = 0; // SPA 464,465
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constexpr uint16 PET_RAMPAGE_DMG_MOD = 1; // SPA 465,465
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constexpr uint16 SKILLATK_PROC_SPELL_ID = 0; // SPA 288
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constexpr int32 SKILLATK_PROC_SPELL_ID = 0; // SPA 288
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constexpr uint16 SKILLATK_PROC_CHANCE = 1; // SPA 288
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constexpr uint16 SKILLATK_PROC_SKILL = 2; // SPA 288
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constexpr uint16 SLAYUNDEAD_DMG_MOD = 0; // SPA 219
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@@ -660,7 +661,7 @@ namespace SBIndex {
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constexpr uint16 REFLECT_RESISTANCE_MOD = 1; // SPA 158
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constexpr uint16 REFLECT_DMG_EFFECTIVENESS = 2; // SPA 158
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constexpr uint16 COMBAT_PROC_ORIGIN_ID = 0; // SPA
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constexpr uint16 COMBAT_PROC_SPELL_ID = 1; // SPA
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constexpr int32 COMBAT_PROC_SPELL_ID = 1; // SPA
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constexpr uint16 COMBAT_PROC_RATE_MOD = 2; // SPA
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constexpr uint16 COMBAT_PROC_REUSE_TIMER = 3; // SPA
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constexpr uint16 SHIELD_TARGET_MITIGATION_PERCENT = 0; // SPA 463
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