Rampage, Area Rampage, Flurry got new customizable effects. Part of that was adding a new set of stuff to attack.

This commit is contained in:
KimLS
2013-07-08 14:37:01 -07:00
parent 2f335372a0
commit 3992ac02bb
18 changed files with 400 additions and 400 deletions
+2 -3
View File
@@ -136,7 +136,8 @@ public:
//abstract virtual function implementations requird by base abstract class
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillType attack_skill);
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false);
virtual bool Attack(Mob* other, int Hand = 13, bool FromRiposte = false, bool IsStrikethrough = false, bool IsFromSpell = false);
virtual bool Attack(Mob* other, int Hand = 13, bool FromRiposte = false, bool IsStrikethrough = false, bool IsFromSpell = false,
ExtraAttackOptions *opts = nullptr);
virtual bool HasRaid() { return (GetRaid() ? true : false); }
virtual bool HasGroup() { return (GetGroup() ? true : false); }
virtual Raid* GetRaid() { return entity_list.GetRaidByMob(this); }
@@ -168,7 +169,6 @@ public:
virtual float GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand);
virtual bool AvoidDamage(Mob* other, int32 &damage, bool CanRiposte);
virtual int GetMonkHandToHandDamage(void);
virtual void TryCriticalHit(Mob *defender, uint16 skill, int32 &damage);
virtual bool TryFinishingBlow(Mob *defender, SkillType skillinuse);
virtual void DoRiposte(Mob* defender);
inline virtual int16 GetATK() const { return ATK + itembonuses.ATK + spellbonuses.ATK + ((GetSTR() + GetSkill(OFFENSE)) * 9 / 10); }
@@ -178,7 +178,6 @@ public:
uint16 GetPrimarySkillValue();
uint16 MaxSkill(SkillType skillid, uint16 class_, uint16 level) const;
inline uint16 MaxSkill(SkillType skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
virtual void MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit);
virtual void DoSpecialAttackDamage(Mob *who, SkillType skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool HitChance=false);
virtual void TryBackstab(Mob *other,int ReuseTime = 10);
virtual void RogueBackstab(Mob* other, bool min_damage = false, int ReuseTime = 10);