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Renamed struct EQEmu::ItemBase to EQEmu::ItemData and class ItemInst to EQEmu::ItemInstance
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+13
-9
@@ -5,11 +5,15 @@
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#include "worldserver.h"
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#include "zone.h"
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class ItemInst;
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class Spawn2;
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struct Consider_Struct;
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struct DBTradeskillRecipe_Struct;
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namespace EQEmu
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{
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class ItemInstance;
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}
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extern EntityList entity_list;
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extern Zone* zone;
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@@ -25,7 +29,7 @@ void Zone::mod_repop() { return; }
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void NPC::mod_prespawn(Spawn2 *sp) { return; }
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//Base damage from NPC::Attack
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int NPC::mod_npc_damage(int damage, EQEmu::skills::SkillType skillinuse, int hand, const EQEmu::ItemBase* weapon, Mob* other) { return(damage); }
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int NPC::mod_npc_damage(int damage, EQEmu::skills::SkillType skillinuse, int hand, const EQEmu::ItemData* weapon, Mob* other) { return(damage); }
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//Mob c has been given credit for a kill. This is called after the regular EVENT_KILLED_MERIT event.
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void NPC::mod_npc_killed_merit(Mob* c) { return; }
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@@ -34,7 +38,7 @@ void NPC::mod_npc_killed_merit(Mob* c) { return; }
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void NPC::mod_npc_killed(Mob* oos) { return; }
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//Base damage from Client::Attack - can cover myriad skill types
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int Client::mod_client_damage(int damage, EQEmu::skills::SkillType skillinuse, int hand, const ItemInst* weapon, Mob* other) { return(damage); }
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int Client::mod_client_damage(int damage, EQEmu::skills::SkillType skillinuse, int hand, const EQEmu::ItemInstance* weapon, Mob* other) { return(damage); }
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//message is char[4096], don't screw it up. Return true for normal behavior, false to return immediately.
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// Channels:
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@@ -87,7 +91,7 @@ float Client::mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spe
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float Client::mod_tradeskill_skillup(float chance_stage2) { return(chance_stage2); }
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//Tribute value override
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int32 Client::mod_tribute_item_value(int32 pts, const ItemInst* item) { return(pts); }
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int32 Client::mod_tribute_item_value(int32 pts, const EQEmu::ItemInstance* item) { return(pts); }
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//Death reporting
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void Client::mod_client_death_npc(Mob* killerMob) { return; }
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@@ -103,8 +107,8 @@ int32 Client::mod_client_xp(int32 in_xp, NPC *npc) { return(in_xp); }
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uint32 Client::mod_client_xp_for_level(uint32 xp, uint16 check_level) { return(xp); }
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//Food and drink values as computed by consume requests. Return < 0 to abort the request.
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int Client::mod_food_value(const EQEmu::ItemBase *item, int change) { return(change); }
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int Client::mod_drink_value(const EQEmu::ItemBase *item, int change) { return(change); }
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int Client::mod_food_value(const EQEmu::ItemData *item, int change) { return(change); }
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int Client::mod_drink_value(const EQEmu::ItemData *item, int change) { return(change); }
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//effect_vallue - Spell effect value as calculated by default formulas. You will want to ignore effects that don't lend themselves to scaling - pet ID's, gate coords, etc.
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int Mob::mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster, uint16 caster_id) { return(effect_value); }
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@@ -148,13 +152,13 @@ int32 Mob::mod_monk_special_damage(int32 ndamage, EQEmu::skills::SkillType skill
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int32 Mob::mod_backstab_damage(int32 ndamage) { return(ndamage); }
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//Chance for 50+ archery bonus damage if Combat:UseArcheryBonusRoll is true. Base is Combat:ArcheryBonusChance
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int Mob::mod_archery_bonus_chance(int bonuschance, const ItemInst* RangeWeapon) { return(bonuschance); }
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int Mob::mod_archery_bonus_chance(int bonuschance, const EQEmu::ItemInstance* RangeWeapon) { return(bonuschance); }
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//Archery bonus damage
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uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg, const ItemInst* RangeWeapon) { return(MaxDmg); }
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uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg, const EQEmu::ItemInstance* RangeWeapon) { return(MaxDmg); }
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//Final archery damage including bonus if it was applied.
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int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus, const ItemInst* RangeWeapon) { return(TotalDmg); }
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int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus, const EQEmu::ItemInstance* RangeWeapon) { return(TotalDmg); }
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//Thrown weapon damage after all other calcs
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uint16 Mob::mod_throwing_damage(uint16 MaxDmg) { return(MaxDmg); }
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