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-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.
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@@ -161,7 +161,7 @@ public:
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virtual void WearChange(uint8 material_slot, uint16 texture, uint32 color);
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void DoAnim(const int animnum, int type=0, bool ackreq = true, eqFilterType filter = FilterNone);
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void ProjectileAnimation(Mob* to, int item_id, bool IsArrow = false, float speed = 0,
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float angle = 0, float tilt = 0, float arc = 0);
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float angle = 0, float tilt = 0, float arc = 0, const char *IDFile = nullptr);
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void ChangeSize(float in_size, bool bNoRestriction = false);
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inline uint8 SeeInvisible() const { return see_invis; }
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inline bool SeeInvisibleUndead() const { return see_invis_undead; }
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