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Implemented Physical Resists consistent with live.
SQL to add new column 'PhR' to npc_types Values to populate table based on extensive parsing. Fixes for spell projectile code.
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+5
-1
@@ -192,6 +192,7 @@ public:
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virtual int32 GetActSpellCasttime(uint16 spell_id, int32 casttime);
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float ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use_resist_override = false,
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int resist_override = 0, bool CharismaCheck = false, bool CharmTick = false, bool IsRoot = false);
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int ResistPhysical(int level_diff, uint8 caster_level);
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uint16 GetSpecializeSkillValue(uint16 spell_id) const;
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void SendSpellBarDisable();
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void SendSpellBarEnable(uint16 spellid);
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@@ -222,6 +223,8 @@ public:
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uint16 CastingSpellID() const { return casting_spell_id; }
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bool DoCastingChecks();
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bool TryDispel(uint8 caster_level, uint8 buff_level, int level_modifier);
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void SpellProjectileEffect();
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bool TrySpellProjectile(Mob* spell_target, uint16 spell_id);
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//Buff
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void BuffProcess();
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@@ -252,7 +255,6 @@ public:
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void SendBuffsToClient(Client *c);
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inline Buffs_Struct* GetBuffs() { return buffs; }
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void DoGravityEffect();
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void SpellProjectileEffect();
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void DamageShield(Mob* other, bool spell_ds = false);
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int32 RuneAbsorb(int32 damage, uint16 type);
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bool FindBuff(uint16 spellid);
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@@ -338,6 +340,7 @@ public:
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inline virtual int16 GetPR() const { return PR + itembonuses.PR + spellbonuses.PR; }
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inline virtual int16 GetCR() const { return CR + itembonuses.CR + spellbonuses.CR; }
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inline virtual int16 GetCorrup() const { return Corrup + itembonuses.Corrup + spellbonuses.Corrup; }
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inline virtual int16 GetPhR() const { return PhR; }
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inline StatBonuses GetItemBonuses() const { return itembonuses; }
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inline StatBonuses GetSpellBonuses() const { return spellbonuses; }
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inline StatBonuses GetAABonuses() const { return aabonuses; }
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@@ -916,6 +919,7 @@ protected:
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int16 DR;
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int16 PR;
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int16 Corrup;
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int16 PhR;
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bool moving;
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int targeted;
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bool findable;
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