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https://github.com/EQEmu/Server.git
synced 2026-05-22 16:28:28 +00:00
Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)
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+20
-20
@@ -268,7 +268,7 @@ enum class LootRequestType : uint8 {
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Self,
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AllowedPVE,
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AllowedPVPAll,
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AllowedPVPSingle, // can make this 'AllowedPVPVariable' and allow values between 1 and EQEmu::invtype::POSSESSIONS_SIZE
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AllowedPVPSingle, // can make this 'AllowedPVPVariable' and allow values between 1 and EQ::invtype::POSSESSIONS_SIZE
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AllowedPVPDefined,
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};
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@@ -385,8 +385,8 @@ struct StatBonuses {
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int32 inhibitmelee;
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float AggroRange; // when calculate just replace original value with this
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float AssistRange;
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int32 skillmod[EQEmu::skills::HIGHEST_SKILL + 1];
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int32 skillmodmax[EQEmu::skills::HIGHEST_SKILL + 1];
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int32 skillmod[EQ::skills::HIGHEST_SKILL + 1];
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int32 skillmodmax[EQ::skills::HIGHEST_SKILL + 1];
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int effective_casting_level;
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int adjusted_casting_skill; // SPA 112 for fizzles
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int reflect_chance; // chance to reflect incoming spell
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@@ -403,7 +403,7 @@ struct StatBonuses {
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int32 StrikeThrough; // PoP: Strike Through %
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int32 MeleeMitigation; //i = Shielding
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int32 MeleeMitigationEffect; //i = Spell Effect Melee Mitigation
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int32 CriticalHitChance[EQEmu::skills::HIGHEST_SKILL + 2]; //i
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int32 CriticalHitChance[EQ::skills::HIGHEST_SKILL + 2]; //i
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int32 CriticalSpellChance; //i
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int32 SpellCritDmgIncrease; //i
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int32 SpellCritDmgIncNoStack; // increase
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@@ -430,10 +430,10 @@ struct StatBonuses {
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int32 MeleeSkillCheck; //i
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uint8 MeleeSkillCheckSkill;
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int32 HitChance; //HitChance/15 == % increase i = Accuracy (Item: Accuracy)
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int32 HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 2]; //Spell effect Chance to Hit, straight percent increase
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int32 DamageModifier[EQEmu::skills::HIGHEST_SKILL + 2]; //i
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int32 DamageModifier2[EQEmu::skills::HIGHEST_SKILL + 2]; //i
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int32 MinDamageModifier[EQEmu::skills::HIGHEST_SKILL + 2]; //i
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int32 HitChanceEffect[EQ::skills::HIGHEST_SKILL + 2]; //Spell effect Chance to Hit, straight percent increase
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int32 DamageModifier[EQ::skills::HIGHEST_SKILL + 2]; //i
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int32 DamageModifier2[EQ::skills::HIGHEST_SKILL + 2]; //i
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int32 MinDamageModifier[EQ::skills::HIGHEST_SKILL + 2]; //i
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int32 ProcChance; // ProcChance/10 == % increase i = CombatEffects
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int32 ProcChanceSPA; // ProcChance from spell effects
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int32 ExtraAttackChance;
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@@ -441,13 +441,13 @@ struct StatBonuses {
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int32 DivineSaveChance[2]; // Second Chance (base1 = chance, base2 = spell on trigger)
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uint32 DeathSave[4]; // Death Pact [0](value = 1 partial 2 = full) [1]=slot [2]=LvLimit [3]=HealAmt
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int32 FlurryChance;
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int32 Accuracy[EQEmu::skills::HIGHEST_SKILL + 2]; //Accuracy/15 == % increase [Spell Effect: Accuracy)
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int32 Accuracy[EQ::skills::HIGHEST_SKILL + 2]; //Accuracy/15 == % increase [Spell Effect: Accuracy)
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int32 HundredHands; //extra haste, stacks with all other haste i
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int32 MeleeLifetap; //i
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int32 Vampirism; //i
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int32 HealRate; // Spell effect that influences effectiveness of heals
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int32 MaxHPChange; // Spell Effect
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int16 SkillDmgTaken[EQEmu::skills::HIGHEST_SKILL + 2]; // All Skills + -1
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int16 SkillDmgTaken[EQ::skills::HIGHEST_SKILL + 2]; // All Skills + -1
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int32 HealAmt; // Item Effect
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int32 SpellDmg; // Item Effect
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int32 Clairvoyance; // Item Effect
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@@ -456,9 +456,9 @@ struct StatBonuses {
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uint32 SpellTriggers[MAX_SPELL_TRIGGER]; // Innate/Spell/Item Spells that trigger when you cast
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uint32 SpellOnKill[MAX_SPELL_TRIGGER*3]; // Chance to proc after killing a mob
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uint32 SpellOnDeath[MAX_SPELL_TRIGGER*2]; // Chance to have effect cast when you die
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int32 CritDmgMod[EQEmu::skills::HIGHEST_SKILL + 2]; // All Skills + -1
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int32 SkillReuseTime[EQEmu::skills::HIGHEST_SKILL + 1]; // Reduces skill timers
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int32 SkillDamageAmount[EQEmu::skills::HIGHEST_SKILL + 2]; // All Skills + -1
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int32 CritDmgMod[EQ::skills::HIGHEST_SKILL + 2]; // All Skills + -1
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int32 SkillReuseTime[EQ::skills::HIGHEST_SKILL + 1]; // Reduces skill timers
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int32 SkillDamageAmount[EQ::skills::HIGHEST_SKILL + 2]; // All Skills + -1
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int32 TwoHandBluntBlock; // chance to block when wielding two hand blunt weapon
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uint32 ItemManaRegenCap; // Increases the amount of mana you have can over the cap(aa effect)
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int32 GravityEffect; // Indictor of spell effect
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@@ -481,7 +481,7 @@ struct StatBonuses {
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uint8 FocusEffects[HIGHEST_FOCUS+1]; // Stores the focus effectid for each focustype you have.
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int16 FocusEffectsWorn[HIGHEST_FOCUS+1]; // Optional to allow focus effects to be applied additively from worn slot
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bool NegateEffects; // Check if you contain a buff with negate effect. (only spellbonuses)
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int32 SkillDamageAmount2[EQEmu::skills::HIGHEST_SKILL + 2]; // Adds skill specific damage
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int32 SkillDamageAmount2[EQ::skills::HIGHEST_SKILL + 2]; // Adds skill specific damage
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uint32 NegateAttacks[3]; // 0 = bool HasEffect 1 = Buff Slot 2 = Max damage absorbed per hit
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uint32 MitigateMeleeRune[4]; // 0 = Mitigation value 1 = Buff Slot 2 = Max mitigation per hit 3 = Rune Amt
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uint32 MeleeThresholdGuard[3]; // 0 = Mitigation value 1 = Buff Slot 2 = Min damage to trigger.
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@@ -514,7 +514,7 @@ struct StatBonuses {
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int32 Metabolism; // Food/drink consumption rates.
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bool Sanctuary; // Sanctuary effect, lowers place on hate list until cast on others.
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int32 FactionModPct; // Modifies amount of faction gained.
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bool LimitToSkill[EQEmu::skills::HIGHEST_SKILL + 2]; // Determines if we need to search for a skill proc.
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bool LimitToSkill[EQ::skills::HIGHEST_SKILL + 2]; // Determines if we need to search for a skill proc.
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uint32 SkillProc[MAX_SKILL_PROCS]; // Max number of spells containing skill_procs.
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uint32 SkillProcSuccess[MAX_SKILL_PROCS]; // Max number of spells containing skill_procs_success.
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uint32 PC_Pet_Rampage[2]; // 0= % chance to rampage, 1=damage modifier
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@@ -549,7 +549,7 @@ struct StatBonuses {
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int32 CombatStability; // Melee damage mitigation.
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int32 DoubleRiposte; // Chance to double riposte
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int32 GiveDoubleRiposte[3]; // 0=Regular Chance, 1=Skill Attack Chance, 2=Skill
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uint32 RaiseSkillCap[EQEmu::skills::HIGHEST_SKILL + 1]; // Raise a specific skill cap (base1= value, base2=skill)
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uint32 RaiseSkillCap[EQ::skills::HIGHEST_SKILL + 1]; // Raise a specific skill cap (base1= value, base2=skill)
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int32 Ambidexterity; // Increase chance to duel wield by adding bonus 'skill'.
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int32 PetMaxHP; // Increase the max hp of your pet.
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int32 PetFlurry; // Chance for pet to flurry.
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@@ -578,7 +578,7 @@ struct StatBonuses {
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uint16 extra_xtargets; // extra xtarget entries
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bool ShroudofStealth; // rogue improved invisiblity
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uint16 ReduceFallDamage; // reduce fall damage by percent
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int32 ReduceTradeskillFail[EQEmu::skills::HIGHEST_SKILL + 1]; // Reduces chance for trade skills to fail by percent.
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int32 ReduceTradeskillFail[EQ::skills::HIGHEST_SKILL + 1]; // Reduces chance for trade skills to fail by percent.
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uint8 TradeSkillMastery; // Allow number of tradeskills to exceed 200 skill.
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int16 NoBreakAESneak; // Percent value
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int16 FeignedCastOnChance; // Percent Value
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@@ -697,7 +697,7 @@ struct MercData {
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uint32 NPCID;
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};
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namespace EQEmu
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namespace EQ
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{
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class ItemInstance;
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}
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@@ -739,7 +739,7 @@ public:
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private:
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// Send item data for trade item to other person involved in trade
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void SendItemData(const EQEmu::ItemInstance* inst, int16 dest_slot_id);
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void SendItemData(const EQ::ItemInstance* inst, int16 dest_slot_id);
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uint32 with_id;
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Mob* owner;
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@@ -783,7 +783,7 @@ struct DamageHitInfo {
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int offense;
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int tohit;
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int hand;
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EQEmu::skills::SkillType skill;
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EQ::skills::SkillType skill;
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};
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#endif
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