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Rampage, Area Rampage, Flurry got new customizable effects. Part of that was adding a new set of stuff to attack.
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@@ -47,6 +47,7 @@ public:
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bool Attack(Lua_Mob other, int hand, bool from_riposte);
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bool Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough);
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bool Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough, bool is_from_spell);
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bool Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough, bool is_from_spell, luabind::object opts);
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void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill);
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void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable);
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void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot);
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@@ -334,7 +335,9 @@ public:
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int GetSkill(int skill_id);
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void CalcBonuses();
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int GetSpecialAbility(int ability);
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int GetSpecialAbilityParam(int ability, int param);
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void SetSpecialAbility(int ability, int level);
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void SetSpecialAbilityParam(int ability, int param, int value);
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void ClearSpecialAbilities();
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void ProcessSpecialAbilities(std::string str);
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void SetAppearance(int app);
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