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[Spells] Updates and fixes to targeted focus effects (#1870)
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+4
-3
@@ -786,7 +786,7 @@ public:
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void QuestJournalledSay(Client *QuestInitiator, const char *str, Journal::Options &opts);
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int32 GetItemStat(uint32 itemid, const char *identifier);
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int32 CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, bool best_focus=false, uint16 casterid=0);
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int32 CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, bool best_focus=false, uint16 casterid = 0, Mob *caster = nullptr);
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uint8 IsFocusEffect(uint16 spellid, int effect_index, bool AA=false,uint32 aa_effect=0);
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void SendIllusionPacket(uint16 in_race, uint8 in_gender = 0xFF, uint8 in_texture = 0xFF, uint8 in_helmtexture = 0xFF,
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uint8 in_haircolor = 0xFF, uint8 in_beardcolor = 0xFF, uint8 in_eyecolor1 = 0xFF, uint8 in_eyecolor2 = 0xFF,
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@@ -815,7 +815,7 @@ public:
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void TrySympatheticProc(Mob *target, uint32 spell_id);
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bool TryFadeEffect(int slot);
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uint16 GetSpellEffectResistChance(uint16 spell_id);
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int32 GetVulnerability(Mob* caster, uint32 spell_id, uint32 ticsremaining);
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int32 GetVulnerability(Mob *caster, uint32 spell_id, uint32 ticsremaining);
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int32 GetFcDamageAmtIncoming(Mob *caster, int32 spell_id);
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int32 GetFocusIncoming(focusType type, int effect, Mob *caster, uint32 spell_id); //**** This can be removed when bot healing focus code is updated ****
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int32 GetSkillDmgTaken(const EQ::skills::SkillType skill_used, ExtraAttackOptions *opts = nullptr);
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@@ -861,6 +861,7 @@ public:
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inline bool HasBaseEffectFocus() const { return (spellbonuses.FocusEffects[focusFcBaseEffects] || aabonuses.FocusEffects[focusFcBaseEffects] || itembonuses.FocusEffects[focusFcBaseEffects]); }
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int32 GetDualWieldingSameDelayWeapons() const { return dw_same_delay; }
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inline void SetDualWieldingSameDelayWeapons(int32 val) { dw_same_delay = val; }
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bool IsTargetedFocusEffect(int focus_type);
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bool HasPersistDeathIllusion(int32 spell_id);
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bool TryDoubleMeleeRoundEffect();
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@@ -1461,7 +1462,7 @@ protected:
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virtual
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#endif
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int GetBaseSkillDamage(EQ::skills::SkillType skill, Mob *target = nullptr);
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virtual int32 GetFocusEffect(focusType type, uint16 spell_id) { return 0; }
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virtual int32 GetFocusEffect(focusType type, uint16 spell_id, Mob *caster = nullptr) { return 0; }
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void CalculateNewFearpoint();
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float FindGroundZ(float new_x, float new_y, float z_offset=0.0);
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float FindDestGroundZ(glm::vec3 dest, float z_offset=0.0);
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