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WIP on auras
Lots to do still Normal buffing auras currently work for the most part
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@@ -408,6 +408,7 @@ N(OP_ReloadUI),
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N(OP_RemoveAllDoors),
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N(OP_RemoveBlockedBuffs),
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N(OP_RemoveNimbusEffect),
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N(OP_RemoveTrap),
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N(OP_Report),
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N(OP_ReqClientSpawn),
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N(OP_ReqNewZone),
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@@ -523,6 +524,7 @@ N(OP_TributeToggle),
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N(OP_TributeUpdate),
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N(OP_Untargetable),
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N(OP_UpdateAA),
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N(OP_UpdateAura),
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N(OP_UpdateLeadershipAA),
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N(OP_VetClaimReply),
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N(OP_VetClaimRequest),
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@@ -5332,6 +5332,24 @@ struct fling_struct {
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/* 28 */
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};
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// used when action == 0
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struct AuraCreate_Struct {
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/* 00 */ uint32 action; // 0 = add, 1 = delete, 2 = reset
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/* 04 */ uint32 type; // unsure -- normal auras show 1 clicky (ex. Circle of Power) show 0
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/* 08 */ char aura_name[64];
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/* 72 */ uint32 entity_id;
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/* 76 */ uint32 icon;
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/* 80 */
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};
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// used when action == 1
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struct AuraDestory_Struct {
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/* 00 */ uint32 action; // 0 = add, 1 = delete, 2 = reset
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/* 04 */ uint32 entity_id;
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/* 08 */
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};
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// I think we can assume it's just action for 2, client doesn't seem to do anything with the rest of the data in that case
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// Restore structure packing to default
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#pragma pack()
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@@ -1674,6 +1674,7 @@ void SharedDatabase::LoadSpells(void *data, int max_spells) {
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for (y = 0; y < 16; y++)
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sp[tempid].deities[y]=atoi(row[126+y]);
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sp[tempid].new_icon=atoi(row[144]);
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sp[tempid].uninterruptable=atoi(row[146]) != 0;
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sp[tempid].ResistDiff=atoi(row[147]);
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sp[tempid].dot_stacking_exempt = atoi(row[148]) != 0;
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+4
-4
@@ -562,9 +562,9 @@ typedef enum {
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#define SE_LimitManaMin 348 // implemented
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#define SE_ShieldEquipDmgMod 349 // implemented[AA] Increase melee base damage (indirectly increasing hate) when wearing a shield.
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#define SE_ManaBurn 350 // implemented - Drains mana for damage/heal at a defined ratio up to a defined maximum amount of mana.
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//#define SE_PersistentEffect 351 // *not implemented. creates a trap/totem that casts a spell (spell id + base1?) when anything comes near it. can probably make a beacon for this
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//#define SE_IncreaseTrapCount 352 // *not implemented - looks to be some type of invulnerability? Test ITC (8755)
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//#define SE_AdditionalAura 353 // *not implemented - allows use of more than 1 aura, aa effect
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#define SE_PersistentEffect 351 // *not implemented. creates a trap/totem that casts a spell (spell id + base1?) when anything comes near it. can probably make a beacon for this
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#define SE_IncreaseTrapCount 352 // *not implemented - looks to be some type of invulnerability? Test ITC (8755)
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#define SE_AdditionalAura 353 // *not implemented - allows use of more than 1 aura, aa effect
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//#define SE_DeactivateAllTraps 354 // *not implemented - looks to be some type of invulnerability? Test DAT (8757)
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//#define SE_LearnTrap 355 // *not implemented - looks to be some type of invulnerability? Test LT (8758)
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//#define SE_ChangeTriggerType 356 // not used
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@@ -757,7 +757,7 @@ struct SPDat_Spell_Struct
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// -- DIETY_BERTOXXULOUS ... DIETY_VEESHAN
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/* 142 */ //int8 npc_no_cast; // 142: between 0 & 100 -- NPC_NO_CAST
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/* 143 */ //int ai_pt_bonus; // 143: always set to 0, client doesn't save this -- AI_PT_BONUS
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/* 144 */ //int16 new_icon // Spell icon used by the client in uifiles/default/spells??.tga, both for spell gems & buff window. Looks to depreciate icon & memicon -- NEW_ICON
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/* 144 */ int16 new_icon; // Spell icon used by the client in uifiles/default/spells??.tga, both for spell gems & buff window. Looks to depreciate icon & memicon -- NEW_ICON
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/* 145 */ //int16 spellanim; // Doesn't look like it's the same as #doanim, so not sure what this is, particles I think -- SPELL_EFFECT_INDEX
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/* 146 */ bool uninterruptable; // Looks like anything != 0 is uninterruptable. Values are mostly -1, 0, & 1 (Fetid Breath = 90?) -- NO_INTERRUPT
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/* 147 */ int16 ResistDiff; // -- RESIST_MOD
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