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Added direct inventory access, and event_loot for items and event_weapon_proc for items
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+3
-4
@@ -192,7 +192,7 @@ public:
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//Buff
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void BuffProcess();
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virtual void DoBuffTic(uint16 spell_id, uint32 ticsremaining, uint8 caster_level, Mob* caster = 0);
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virtual void DoBuffTic(uint16 spell_id, int slot, uint32 ticsremaining, uint8 caster_level, Mob* caster = 0);
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void BuffFadeBySpellID(uint16 spell_id);
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void BuffFadeByEffect(int effectid, int skipslot = -1);
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void BuffFadeAll();
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@@ -878,7 +878,6 @@ protected:
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uint32 scalerate;
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Buffs_Struct *buffs;
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uint32 current_buff_count;
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Timer *buff_tic_timer;
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StatBonuses itembonuses;
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StatBonuses spellbonuses;
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StatBonuses aabonuses;
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@@ -917,9 +916,9 @@ protected:
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bool PassLimitToSkill(uint16 spell_id, uint16 skill);
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bool PassLimitClass(uint32 Classes_, uint16 Class_);
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void TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand = 13, int damage=0);
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void TryWeaponProc(const Item_Struct* weapon, Mob *on, uint16 hand = 13);
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void TryWeaponProc(const ItemInst* inst, const Item_Struct* weapon, Mob *on, uint16 hand = 13);
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void TryWeaponProc(const ItemInst* weapon, Mob *on, uint16 hand = 13);
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void ExecWeaponProc(uint16 spell_id, Mob *on);
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void ExecWeaponProc(const ItemInst* weapon, uint16 spell_id, Mob *on);
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virtual float GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13);
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virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed = 30, uint16 hand = 13);
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int GetWeaponDamage(Mob *against, const Item_Struct *weapon_item);
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