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[Quest API] Convert Spell Events to similar formats and exports. (#1618)
* [Quest API] Convert Spell Events to similar formats and exports. Export spell ID, caster ID, caster level, tics remaining, and buff slot to Perl/Lua spell events. - Export e.buff_slot, e.caster_id, e.caster_level, e.spell_id, and e.tics_remaining to `event_spell_buff_tic`, `event_spell_effect`, and `event_spell_fade` in Lua. - Export $buff_slot, $caster_id, $caster_level, $spell_id, $tics_remaining to `EVENT_SPELL_EFFECT_BUFF_TIC_CLIENT`, `EVENT_SPELL_EFFECT_BUFF_TIC_NPC`, `EVENT_SPELL_EFFECT_CLIENT`, `EVENT_SPELL_EFFECT_NPC`, and `EVENT_SPELL_FADE` in Perl. * Formatting. * Remove debug variable.
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@@ -5,7 +5,7 @@
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typedef void(*NPCArgumentHandler)(QuestInterface*, lua_State*, NPC*, Mob*, std::string, uint32, std::vector<EQ::Any>*);
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typedef void(*PlayerArgumentHandler)(QuestInterface*, lua_State*, Client*, std::string, uint32, std::vector<EQ::Any>*);
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typedef void(*ItemArgumentHandler)(QuestInterface*, lua_State*, Client*, EQ::ItemInstance*, Mob*, std::string, uint32, std::vector<EQ::Any>*);
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typedef void(*SpellArgumentHandler)(QuestInterface*, lua_State*, NPC*, Client*, uint32, uint32, std::vector<EQ::Any>*);
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typedef void(*SpellArgumentHandler)(QuestInterface*, lua_State*, NPC*, Client*, uint32, std::string, uint32, std::vector<EQ::Any>*);
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typedef void(*EncounterArgumentHandler)(QuestInterface*, lua_State*, Encounter* encounter, std::string, uint32, std::vector<EQ::Any>*);
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//NPC
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@@ -135,15 +135,11 @@ void handle_item_null(QuestInterface *parse, lua_State* L, Client* client, EQ::I
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std::vector<EQ::Any> *extra_pointers);
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//Spell
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void handle_spell_effect(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
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void handle_spell_event(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, std::string data, uint32 extra_data,
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std::vector<EQ::Any> *extra_pointers);
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void handle_spell_tic(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
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void handle_translocate_finish(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, std::string data, uint32 extra_data,
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std::vector<EQ::Any> *extra_pointers);
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void handle_spell_fade(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
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std::vector<EQ::Any> *extra_pointers);
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void handle_translocate_finish(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
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std::vector<EQ::Any> *extra_pointers);
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void handle_spell_null(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
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void handle_spell_null(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, std::string data, uint32 extra_data,
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std::vector<EQ::Any> *extra_pointers);
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