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
+21 -21
View File
@@ -109,8 +109,8 @@ public:
uint8 GetInvisibleUndeadLevel();
void SetSeeInvisibleLevel(uint8 invisible_level);
void SetSeeInvisibleUndeadLevel(uint8 invisible_level);
bool FindBuff(uint16 spell_id);
bool FindBuff(uint16 spell_id, uint16 caster_id);
bool FindBuff(int32 spell_id);
bool FindBuff(int32 spell_id, uint16 caster_id);
uint16 FindBuffBySlot(int slot);
uint32 BuffCount();
uint32 BuffCount(bool is_beneficial);
@@ -491,7 +491,7 @@ public:
bool TryFinishingBlow(Lua_Mob defender, int64 &damage);
int GetBodyType();
int GetOrigBodyType();
void CheckNumHitsRemaining(int type, int32 buff_slot, uint16 spell_id);
void CheckNumHitsRemaining(int type, int32 buff_slot, int32 spell_id);
void DeleteBucket(std::string bucket_name);
std::string GetBucket(std::string bucket_name);
std::string GetBucketExpires(std::string bucket_name);
@@ -552,18 +552,18 @@ public:
float GetDefaultRaceSize();
float GetDefaultRaceSize(int race_id);
float GetDefaultRaceSize(int race_id, int gender_id);
int64 GetActDoTDamage(uint16 spell_id, int64 value, Lua_Mob target);
int64 GetActDoTDamage(uint16 spell_id, int64 value, Lua_Mob target, bool from_buff_tic);
int64 GetActReflectedSpellDamage(uint16 spell_id, int64 value, int effectiveness);
int GetActSpellCasttime(uint16 spell_id, uint32 cast_time);
int GetActSpellCost(uint16 spell_id, int cost);
int64 GetActSpellDamage(uint16 spell_id, int64 value);
int64 GetActSpellDamage(uint16 spell_id, int64 value, Lua_Mob target);
int GetActSpellDuration(uint16 spell_id, int duration);
int64 GetActSpellHealing(uint16 spell_id, int64 value);
int64 GetActSpellHealing(uint16 spell_id, int64 value, Lua_Mob target);
int64 GetActSpellHealing(uint16 spell_id, int64 value, Lua_Mob target, bool from_buff_tic);
float GetActSpellRange(uint16 spell_id, float range);
int64 GetActDoTDamage(int32 spell_id, int64 value, Lua_Mob target);
int64 GetActDoTDamage(int32 spell_id, int64 value, Lua_Mob target, bool from_buff_tic);
int64 GetActReflectedSpellDamage(int32 spell_id, int64 value, int effectiveness);
int GetActSpellCasttime(int32 spell_id, uint32 cast_time);
int GetActSpellCost(int32 spell_id, int cost);
int64 GetActSpellDamage(int32 spell_id, int64 value);
int64 GetActSpellDamage(int32 spell_id, int64 value, Lua_Mob target);
int GetActSpellDuration(int32 spell_id, int duration);
int64 GetActSpellHealing(int32 spell_id, int64 value);
int64 GetActSpellHealing(int32 spell_id, int64 value, Lua_Mob target);
int64 GetActSpellHealing(int32 spell_id, int64 value, Lua_Mob target, bool from_buff_tic);
float GetActSpellRange(int32 spell_id, float range);
uint32 GetRemainingTimeMS(const char* timer_name);
uint32 GetTimerDurationMS(const char* timer_name);
bool HasTimer(const char* timer_name);
@@ -619,12 +619,12 @@ public:
void AreaAttack(float distance, int16 slot_id, int count);
void AreaAttack(float distance, int16 slot_id, int count, bool is_from_spell);
void AreaAttack(float distance, int16 slot_id, int count, bool is_from_spell, int attack_rounds);
void AreaSpell(Lua_Mob center, uint16 spell_id);
void AreaSpell(Lua_Mob center, uint16 spell_id, bool affect_caster);
void AreaSpell(Lua_Mob center, uint16 spell_id, bool affect_caster, int16 resist_adjust);
void AreaSpell(Lua_Mob center, uint16 spell_id, bool affect_caster, int16 resist_adjust, int max_targets);
void MassGroupBuff(Lua_Mob center, uint16 spell_id);
void MassGroupBuff(Lua_Mob center, uint16 spell_id, bool affect_caster);
void AreaSpell(Lua_Mob center, int32 spell_id);
void AreaSpell(Lua_Mob center, int32 spell_id, bool affect_caster);
void AreaSpell(Lua_Mob center, int32 spell_id, bool affect_caster, int16 resist_adjust);
void AreaSpell(Lua_Mob center, int32 spell_id, bool affect_caster, int16 resist_adjust, int max_targets);
void MassGroupBuff(Lua_Mob center, int32 spell_id);
void MassGroupBuff(Lua_Mob center, int32 spell_id, bool affect_caster);
void BuffFadeBeneficial();
void BuffFadeDetrimental();
void BuffFadeDetrimentalByCaster(Lua_Mob caster);