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Replaced npcspecialatk with special_attacks, needs more testing also gotta export new api for it as I can't remove the legacy one. Too many quests rely on the legacy functionality.
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+1
-33
@@ -89,7 +89,7 @@ struct NPCType
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uint32 min_dmg;
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uint32 max_dmg;
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int16 attack_count;
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char npc_attacks[30];
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std::string special_abilities;
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uint16 d_meele_texture1;
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uint16 d_meele_texture2;
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uint8 prim_melee_type;
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@@ -120,38 +120,6 @@ struct NPCType
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float healscale;
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};
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struct ZSDump_Spawn2 {
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uint32 spawn2_id;
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uint32 time_left;
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};
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struct ZSDump_NPC {
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uint32 spawn2_dump_index;
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uint32 gmspawntype_index;
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uint32 npctype_id;
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int32 cur_hp;
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uint8 corpse; // 0=no, 1=yes, 2=yes and locked
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uint32 decay_time_left;
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// needatype buffs; // decided not to save these, would be hard because if expired them on bootup, wouldnt take into account the npcai refreshing them, etc
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float x;
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float y;
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float z;
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float heading;
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uint32 copper;
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uint32 silver;
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uint32 gold;
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uint32 platinum;
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};
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struct ZSDump_NPC_Loot {
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uint32 npc_dump_index;
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uint16 itemid;
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int8 charges;
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int16 equipSlot;
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uint8 minlevel;
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uint8 maxlevel;
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};
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/*
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Below are the blob structures for saving player corpses to the database
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-Quagmire
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