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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.
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@@ -485,14 +485,8 @@ public:
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inline virtual int32 GetDelayDeath() const { return aabonuses.DelayDeath + spellbonuses.DelayDeath + itembonuses.DelayDeath + 11; }
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float GetActSpellRange(uint16 spell_id, float range, bool IsBard = false);
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int32 GetActSpellDamage(uint16 spell_id, int32 value, Mob* target = nullptr);
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int32 GetActSpellHealing(uint16 spell_id, int32 value, Mob* target = nullptr);
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int32 GetActSpellCost(uint16 spell_id, int32);
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int32 GetActSpellDuration(uint16 spell_id, int32);
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int32 GetActSpellCasttime(uint16 spell_id, int32);
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int32 GetDotFocus(uint16 spell_id, int32 value);
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int32 GetActDoTDamage(uint16 spell_id, int32 value, Mob* target = nullptr);
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virtual bool CheckFizzle(uint16 spell_id);
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virtual bool CheckSpellLevelRestriction(uint16 spell_id);
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virtual int GetCurrentBuffSlots() const;
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