mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-17 07:18:37 +00:00
Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)
This commit is contained in:
+12
-12
@@ -9,7 +9,7 @@ class Spawn2;
|
||||
struct Consider_Struct;
|
||||
struct DBTradeskillRecipe_Struct;
|
||||
|
||||
namespace EQEmu
|
||||
namespace EQ
|
||||
{
|
||||
class ItemInstance;
|
||||
}
|
||||
@@ -29,7 +29,7 @@ void Zone::mod_repop() { return; }
|
||||
void NPC::mod_prespawn(Spawn2 *sp) { return; }
|
||||
|
||||
//Base damage from NPC::Attack
|
||||
int NPC::mod_npc_damage(int damage, EQEmu::skills::SkillType skillinuse, int hand, const EQEmu::ItemData* weapon, Mob* other) { return(damage); }
|
||||
int NPC::mod_npc_damage(int damage, EQ::skills::SkillType skillinuse, int hand, const EQ::ItemData* weapon, Mob* other) { return(damage); }
|
||||
|
||||
//Mob c has been given credit for a kill. This is called after the regular EVENT_KILLED_MERIT event.
|
||||
void NPC::mod_npc_killed_merit(Mob* c) { return; }
|
||||
@@ -38,7 +38,7 @@ void NPC::mod_npc_killed_merit(Mob* c) { return; }
|
||||
void NPC::mod_npc_killed(Mob* oos) { return; }
|
||||
|
||||
//Base damage from Client::Attack - can cover myriad skill types
|
||||
int Client::mod_client_damage(int damage, EQEmu::skills::SkillType skillinuse, int hand, const EQEmu::ItemInstance* weapon, Mob* other) { return(damage); }
|
||||
int Client::mod_client_damage(int damage, EQ::skills::SkillType skillinuse, int hand, const EQ::ItemInstance* weapon, Mob* other) { return(damage); }
|
||||
|
||||
//message is char[4096], don't screw it up. Return true for normal behavior, false to return immediately.
|
||||
// Channels:
|
||||
@@ -58,7 +58,7 @@ bool Client::mod_client_message(char* message, uint8 chan_num) { return(true); }
|
||||
|
||||
//Skillup override. When this is called the regular skillup check has failed. Return false to proceed with default behavior.
|
||||
//This will NOT allow a client to increase skill past a cap.
|
||||
bool Client::mod_can_increase_skill(EQEmu::skills::SkillType skillid, Mob* against_who) { return(false); }
|
||||
bool Client::mod_can_increase_skill(EQ::skills::SkillType skillid, Mob* against_who) { return(false); }
|
||||
|
||||
//chance of general skill increase, rolled against 0-99 where higher chance is better.
|
||||
int16 Client::mod_increase_skill_chance(int16 chance, Mob* against_who) { return(chance); }
|
||||
@@ -91,7 +91,7 @@ float Client::mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spe
|
||||
float Client::mod_tradeskill_skillup(float chance_stage2) { return(chance_stage2); }
|
||||
|
||||
//Tribute value override
|
||||
int32 Client::mod_tribute_item_value(int32 pts, const EQEmu::ItemInstance* item) { return(pts); }
|
||||
int32 Client::mod_tribute_item_value(int32 pts, const EQ::ItemInstance* item) { return(pts); }
|
||||
|
||||
//Death reporting
|
||||
void Client::mod_client_death_npc(Mob* killerMob) { return; }
|
||||
@@ -107,14 +107,14 @@ int32 Client::mod_client_xp(int32 in_xp, NPC *npc) { return(in_xp); }
|
||||
uint32 Client::mod_client_xp_for_level(uint32 xp, uint16 check_level) { return(xp); }
|
||||
|
||||
//Food and drink values as computed by consume requests. Return < 0 to abort the request.
|
||||
int Client::mod_food_value(const EQEmu::ItemData *item, int change) { return(change); }
|
||||
int Client::mod_drink_value(const EQEmu::ItemData *item, int change) { return(change); }
|
||||
int Client::mod_food_value(const EQ::ItemData *item, int change) { return(change); }
|
||||
int Client::mod_drink_value(const EQ::ItemData *item, int change) { return(change); }
|
||||
|
||||
//effect_vallue - Spell effect value as calculated by default formulas. You will want to ignore effects that don't lend themselves to scaling - pet ID's, gate coords, etc.
|
||||
int Mob::mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster, uint16 caster_id) { return(effect_value); }
|
||||
|
||||
//chancetohit - 0 to 100 percent - set over 1000 for a guaranteed hit
|
||||
float Mob::mod_hit_chance(float chancetohit, EQEmu::skills::SkillType skillinuse, Mob* attacker) { return(chancetohit); }
|
||||
float Mob::mod_hit_chance(float chancetohit, EQ::skills::SkillType skillinuse, Mob* attacker) { return(chancetohit); }
|
||||
|
||||
//Final riposte chance
|
||||
float Mob::mod_riposte_chance(float ripostechance, Mob* attacker) { return(ripostechance); }
|
||||
@@ -146,19 +146,19 @@ int32 Mob::mod_bash_damage(int32 dmg) { return(dmg); }
|
||||
int32 Mob::mod_frenzy_damage(int32 dmg) { return(dmg); }
|
||||
|
||||
//Special attack damage after all other bonuses are applied.
|
||||
int32 Mob::mod_monk_special_damage(int32 ndamage, EQEmu::skills::SkillType skill_type) { return(ndamage); }
|
||||
int32 Mob::mod_monk_special_damage(int32 ndamage, EQ::skills::SkillType skill_type) { return(ndamage); }
|
||||
|
||||
//ndamage - Backstab damage as calculated by default formulas
|
||||
int32 Mob::mod_backstab_damage(int32 ndamage) { return(ndamage); }
|
||||
|
||||
//Chance for 50+ archery bonus damage if Combat:UseArcheryBonusRoll is true. Base is Combat:ArcheryBonusChance
|
||||
int Mob::mod_archery_bonus_chance(int bonuschance, const EQEmu::ItemInstance* RangeWeapon) { return(bonuschance); }
|
||||
int Mob::mod_archery_bonus_chance(int bonuschance, const EQ::ItemInstance* RangeWeapon) { return(bonuschance); }
|
||||
|
||||
//Archery bonus damage
|
||||
uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg, const EQEmu::ItemInstance* RangeWeapon) { return(MaxDmg); }
|
||||
uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg, const EQ::ItemInstance* RangeWeapon) { return(MaxDmg); }
|
||||
|
||||
//Final archery damage including bonus if it was applied.
|
||||
int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus, const EQEmu::ItemInstance* RangeWeapon) { return(TotalDmg); }
|
||||
int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus, const EQ::ItemInstance* RangeWeapon) { return(TotalDmg); }
|
||||
|
||||
//Thrown weapon damage after all other calcs
|
||||
uint16 Mob::mod_throwing_damage(uint16 MaxDmg) { return(MaxDmg); }
|
||||
|
||||
Reference in New Issue
Block a user