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[Spells] Invisibility updates and rework (#1991)
* updates pre merge * update * Update spell_effects.cpp * Update mob.h * test * test * updates * updates * save * update * working solid * animal and undead start * progress * updates * rename * set invis appearance on bonus * remove fade buff state check * update IsViisble check * optimizing * don't break bots * debug remover * Update ruletypes.h * perl adds * Update client_packet.cpp * update * done * remove debugs * Update client_packet.cpp * update * [Spells] Invisibility updates and rework lua support * [Spells] Invisibility updates and rework lua
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@@ -86,6 +86,10 @@ public:
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bool IsInvisible();
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bool IsInvisible(Lua_Mob other);
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void SetInvisible(int state);
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uint8 GetInvisibleLevel();
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uint8 GetInvisibleUndeadLevel();
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void SetSeeInvisibleLevel(uint8 invisible_level);
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void SetSeeInvisibleUndeadLevel(uint8 invisible_level);
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bool FindBuff(int spell_id);
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uint16 FindBuffBySlot(int slot);
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uint32 BuffCount();
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@@ -406,7 +410,7 @@ public:
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int CanBuffStack(int spell_id, int caster_level, bool fail_if_overwrite);
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void SetPseudoRoot(bool in);
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uint8 SeeInvisible();
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bool SeeInvisibleUndead();
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uint8 SeeInvisibleUndead();
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bool SeeHide();
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bool SeeImprovedHide();
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uint8 GetNimbusEffect1();
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