-Implemented the ability to properly use live spell projectile graphics.

This data is found in the player_1 field of the spells_new table.
-Rule for this set to be disabled by default.
-Enable IF your server uses an UF+ spell file
and your players use UF+ clients
-Otherwise your better off with alternative method/rules
already implemented so that all players can see the effect.
-Added ability for PERL ProjectileAnim function to only
need an IT#### and not an actual item id.
-If you want it in LUA somebody needs to add it.
- Change to wizard innate critical ratios based on parse data.
This commit is contained in:
KayenEQ
2014-04-09 05:17:36 -04:00
parent 8b2f325cd0
commit 35cd98c7a7
9 changed files with 64 additions and 34 deletions
+1 -1
View File
@@ -161,7 +161,7 @@ public:
virtual void WearChange(uint8 material_slot, uint16 texture, uint32 color);
void DoAnim(const int animnum, int type=0, bool ackreq = true, eqFilterType filter = FilterNone);
void ProjectileAnimation(Mob* to, int item_id, bool IsArrow = false, float speed = 0,
float angle = 0, float tilt = 0, float arc = 0);
float angle = 0, float tilt = 0, float arc = 0, const char *IDFile = nullptr);
void ChangeSize(float in_size, bool bNoRestriction = false);
inline uint8 SeeInvisible() const { return see_invis; }
inline bool SeeInvisibleUndead() const { return see_invis_undead; }