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Partial implementation of leadership in raids
Currently working: stat bonuses and client side only effects Currently not working: Mark NPC and others that need more server side work Currently only tested on UF, Ti and 62 may work, but not tested SoF, SoD, and RoF need packet translators, which are most likely the same as UF
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@@ -559,6 +559,9 @@ public:
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void SendLeadershipEXPUpdate();
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bool IsLeadershipEXPOn();
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inline int GetLeadershipAA(int AAID) { return m_pp.leader_abilities.ranks[AAID]; }
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inline LeadershipAA_Struct &GetLeadershipAA() { return m_pp.leader_abilities; }
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inline GroupLeadershipAA_Struct &GetGroupLeadershipAA() { return m_pp.leader_abilities.group; }
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inline RaidLeadershipAA_Struct &GetRaidLeadershipAA() { return m_pp.leader_abilities.raid; }
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int GroupLeadershipAAHealthEnhancement();
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int GroupLeadershipAAManaEnhancement();
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int GroupLeadershipAAHealthRegeneration();
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@@ -585,6 +588,7 @@ public:
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bool CheckLoreConflict(const Item_Struct* item);
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void ChangeLastName(const char* in_lastname);
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void GetGroupAAs(GroupLeadershipAA_Struct *into) const;
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void GetRaidAAs(RaidLeadershipAA_Struct *into) const;
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void ClearGroupAAs();
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void UpdateGroupAAs(int32 points, uint32 type);
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void SacrificeConfirm(Client* caster);
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