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More 'dictionary' updates..added 'constants' files to client translators..started replacement of hard-coded inventory values.
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+10
-10
@@ -131,11 +131,11 @@ public:
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virtual void ThrowingAttack(Mob* other) { }
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uint16 GetThrownDamage(int16 wDmg, int32& TotalDmg, int& minDmg);
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// 13 = Primary (default), 14 = secondary
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virtual bool Attack(Mob* other, int Hand = 13, bool FromRiposte = false, bool IsStrikethrough = false,
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virtual bool Attack(Mob* other, int Hand = MainPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
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bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) = 0;
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int MonkSpecialAttack(Mob* other, uint8 skill_used);
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virtual void TryBackstab(Mob *other,int ReuseTime = 10);
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void TriggerDefensiveProcs(const ItemInst* weapon, Mob *on, uint16 hand = 13, int damage = 0);
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void TriggerDefensiveProcs(const ItemInst* weapon, Mob *on, uint16 hand = MainPrimary, int damage = 0);
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virtual bool AvoidDamage(Mob* attacker, int32 &damage, bool CanRiposte = true);
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virtual bool CheckHitChance(Mob* attacker, SkillUseTypes skillinuse, int Hand, int16 chance_mod = 0);
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virtual void TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttackOptions *opts = nullptr);
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@@ -990,19 +990,19 @@ protected:
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bool focused;
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void CalcSpellBonuses(StatBonuses* newbon);
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virtual void CalcBonuses();
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void TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false);
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void TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false); // hand = MainCharm?
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bool PassLimitToSkill(uint16 spell_id, uint16 skill);
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bool PassLimitClass(uint32 Classes_, uint16 Class_);
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void TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand = 13);
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void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = 13);
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void TrySpellProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = 13);
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void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = 13);
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void TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand = MainPrimary);
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void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = MainPrimary);
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void TrySpellProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = MainPrimary);
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void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = MainPrimary);
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void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on);
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virtual float GetProcChances(float ProcBonus, uint16 hand = 13);
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virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand = 13, Mob *on = nullptr);
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virtual float GetProcChances(float ProcBonus, uint16 hand = MainPrimary);
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virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand = MainPrimary, Mob *on = nullptr);
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virtual float GetSpecialProcChances(uint16 hand);
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virtual float GetAssassinateProcChances(uint16 ReuseTime);
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virtual float GetSkillProcChances(uint16 ReuseTime, uint16 hand = 0);
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virtual float GetSkillProcChances(uint16 ReuseTime, uint16 hand = 0); // hand = MainCharm?
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uint16 GetWeaponSpeedbyHand(uint16 hand);
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int GetWeaponDamage(Mob *against, const Item_Struct *weapon_item);
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int GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate = nullptr);
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