Implemented support for allowing most focus effects to now be usable

by NPCs (ie Heal/Damage focus, cast time, spell range ect) from
both spell buffs and items.
Rule for enabling spell focus is TRUE by default
Rule for enabling item focus is FALSE by default.

Consilidated a number of redundant client / mob functions
to use the same pathway for calculating effect values.
This commit is contained in:
KayenEQ
2014-12-08 01:22:01 -05:00
parent f81f62670e
commit 70f570dbd9
15 changed files with 250 additions and 361 deletions
-6
View File
@@ -485,14 +485,8 @@ public:
inline virtual int32 GetDelayDeath() const { return aabonuses.DelayDeath + spellbonuses.DelayDeath + itembonuses.DelayDeath + 11; }
float GetActSpellRange(uint16 spell_id, float range, bool IsBard = false);
int32 GetActSpellDamage(uint16 spell_id, int32 value, Mob* target = nullptr);
int32 GetActSpellHealing(uint16 spell_id, int32 value, Mob* target = nullptr);
int32 GetActSpellCost(uint16 spell_id, int32);
int32 GetActSpellDuration(uint16 spell_id, int32);
int32 GetActSpellCasttime(uint16 spell_id, int32);
int32 GetDotFocus(uint16 spell_id, int32 value);
int32 GetActDoTDamage(uint16 spell_id, int32 value, Mob* target = nullptr);
virtual bool CheckFizzle(uint16 spell_id);
virtual bool CheckSpellLevelRestriction(uint16 spell_id);
virtual int GetCurrentBuffSlots() const;