Added direct inventory access, and event_loot for items and event_weapon_proc for items

This commit is contained in:
KimLS
2013-06-20 14:03:22 -07:00
parent d8a1d84a49
commit 7b894a7c61
21 changed files with 483 additions and 88 deletions
+3 -4
View File
@@ -192,7 +192,7 @@ public:
//Buff
void BuffProcess();
virtual void DoBuffTic(uint16 spell_id, uint32 ticsremaining, uint8 caster_level, Mob* caster = 0);
virtual void DoBuffTic(uint16 spell_id, int slot, uint32 ticsremaining, uint8 caster_level, Mob* caster = 0);
void BuffFadeBySpellID(uint16 spell_id);
void BuffFadeByEffect(int effectid, int skipslot = -1);
void BuffFadeAll();
@@ -878,7 +878,6 @@ protected:
uint32 scalerate;
Buffs_Struct *buffs;
uint32 current_buff_count;
Timer *buff_tic_timer;
StatBonuses itembonuses;
StatBonuses spellbonuses;
StatBonuses aabonuses;
@@ -917,9 +916,9 @@ protected:
bool PassLimitToSkill(uint16 spell_id, uint16 skill);
bool PassLimitClass(uint32 Classes_, uint16 Class_);
void TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand = 13, int damage=0);
void TryWeaponProc(const Item_Struct* weapon, Mob *on, uint16 hand = 13);
void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = 13);
void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = 13);
void ExecWeaponProc(uint16 spell_id, Mob *on);
void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on);
virtual float GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13);
virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13);
int GetWeaponDamage(Mob *against, const Item_Struct *weapon_item);