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Added all lua objects i need for now, a ton of API too
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+62
-62
@@ -603,103 +603,103 @@ typedef enum {
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//
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struct SPDat_Spell_Struct
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{
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/* 000 */ int id; // not used
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/* 001 */ char name[64]; // Name of the spell
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/* 002 */ char player_1[32]; // "PLAYER_1"
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/* 003 */ char teleport_zone[64]; // Teleport zone, pet name summoned, or item summoned
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/* 004 */ char you_cast[64]; // Message when you cast
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/* 005 */ char other_casts[64]; // Message when other casts
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/* 006 */ char cast_on_you[64]; // Message when spell is cast on you
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/* 007 */ char cast_on_other[64]; // Message when spell is cast on someone else
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/* 008 */ char spell_fades[64]; // Spell fades
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/* 009 */ float range;
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/* 010 */ float aoerange;
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/* 011 */ float pushback;
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/* 012 */ float pushup;
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/* 013 */ uint32 cast_time; // Cast time
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/* 014 */ uint32 recovery_time; // Recovery time
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/* 015 */ uint32 recast_time; // Recast same spell time
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/* 016 */ uint32 buffdurationformula;
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/* 017 */ uint32 buffduration;
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/* 018 */ uint32 AEDuration; // sentinel, rain of something
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/* 019 */ uint16 mana; // Mana Used
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/* 020 */ int base[EFFECT_COUNT]; //various purposes
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/* 032 */ int base2[EFFECT_COUNT]; //various purposes
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/* 044 */ int16 max[EFFECT_COUNT];
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/* 000 */ int id; // not used
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/* 001 */ char name[64]; // Name of the spell
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/* 002 */ char player_1[32]; // "PLAYER_1"
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/* 003 */ char teleport_zone[64]; // Teleport zone, pet name summoned, or item summoned
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/* 004 */ char you_cast[64]; // Message when you cast
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/* 005 */ char other_casts[64]; // Message when other casts
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/* 006 */ char cast_on_you[64]; // Message when spell is cast on you
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/* 007 */ char cast_on_other[64]; // Message when spell is cast on someone else
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/* 008 */ char spell_fades[64]; // Spell fades
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/* 009 */ float range;
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/* 010 */ float aoerange;
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/* 011 */ float pushback;
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/* 012 */ float pushup;
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/* 013 */ uint32 cast_time; // Cast time
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/* 014 */ uint32 recovery_time; // Recovery time
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/* 015 */ uint32 recast_time; // Recast same spell time
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/* 016 */ uint32 buffdurationformula;
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/* 017 */ uint32 buffduration;
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/* 018 */ uint32 AEDuration; // sentinel, rain of something
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/* 019 */ uint16 mana; // Mana Used
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/* 020 */ int base[EFFECT_COUNT]; //various purposes
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/* 032 */ int base2[EFFECT_COUNT]; //various purposes
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/* 044 */ int16 max[EFFECT_COUNT];
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/* 056 */ //uint16 icon; // Spell icon
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/* 057 */ //uint16 memicon; // Icon on membarthing
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/* 058 */ int32 components[4]; // reagents
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/* 062 */ int component_counts[4]; // amount of regents used
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/* 066 */ int NoexpendReagent[4]; // focus items (Need but not used; Flame Lick has a Fire Beetle Eye focus.)
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/* 058 */ int32 components[4]; // reagents
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/* 062 */ int component_counts[4]; // amount of regents used
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/* 066 */ int NoexpendReagent[4]; // focus items (Need but not used; Flame Lick has a Fire Beetle Eye focus.)
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// If it is a number between 1-4 it means components[number] is a focus and not to expend it
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// If it is a valid itemid it means this item is a focus as well
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/* 070 */ uint16 formula[EFFECT_COUNT]; // Spell's value formula
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/* 070 */ uint16 formula[EFFECT_COUNT]; // Spell's value formula
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/* 082 */ //int LightType; // probaly another effecttype flag
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/* 083 */ int8 goodEffect; //0=detrimental, 1=Beneficial, 2=Beneficial, Group Only
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/* 084 */ int Activated; // probaly another effecttype flag
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/* 085 */ int resisttype;
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/* 086 */ int effectid[EFFECT_COUNT]; // Spell's effects
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/* 098 */ SpellTargetType targettype; // Spell's Target
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/* 099 */ int basediff; // base difficulty fizzle adjustment
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/* 100 */ SkillType skill;
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/* 084 */ int Activated; // probably another effecttype flag
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/* 085 */ int resisttype;
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/* 086 */ int effectid[EFFECT_COUNT]; // Spell's effects
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/* 098 */ SpellTargetType targettype; // Spell's Target
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/* 099 */ int basediff; // base difficulty fizzle adjustment
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/* 100 */ SkillType skill;
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/* 101 */ int8 zonetype; // 01=Outdoors, 02=dungeons, ff=Any
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/* 102 */ int8 EnvironmentType;
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/* 103 */ int8 TimeOfDay;
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/* 104 */ uint8 classes[PLAYER_CLASS_COUNT]; // Classes, and their min levels
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/* 120 */ uint8 CastingAnim;
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/* 104 */ uint8 classes[PLAYER_CLASS_COUNT]; // Classes, and their min levels
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/* 120 */ uint8 CastingAnim;
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/* 121 */ //uint8 TargetAnim;
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/* 122 */ //uint32 TravelType;
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/* 123 */ uint16 SpellAffectIndex;
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/* 123 */ uint16 SpellAffectIndex;
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/* 124 */ int8 disallow_sit; // 124: high-end Yaulp spells (V, VI, VII, VIII [Rk 1, 2, & 3], & Gallenite's Bark of Fury
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/* 125 */ // 125: Words of the Skeptic
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/* 126 */ int8 deities[16]; // Deity check. 201 - 216 per http://www.eqemulator.net/wiki/wikka.php?wakka=DeityList
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/* 126 */ int8 deities[16]; // Deity check. 201 - 216 per http://www.eqemulator.net/wiki/wikka.php?wakka=DeityList
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// -1: Restrict to Deity; 1: Restrict to Deity, but only used on non-Live (Test Server "Blessing of ...") spells; 0: Don't restrict
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/* 142 */ // 142: between 0 & 100
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// 143: always set to 0
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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
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/* 145 */ //int16 spellanim; // Doesn't look like it's the same as #doanim, so not sure what this is
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/* 146 */ int8 uninterruptable; // Looks like anything != 0 is uninterruptable. Values are mostly -1, 0, & 1 (Fetid Breath = 90?)
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/* 147 */ int16 ResistDiff;
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/* 146 */ int8 uninterruptable; // Looks like anything != 0 is uninterruptable. Values are mostly -1, 0, & 1 (Fetid Breath = 90?)
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/* 147 */ int16 ResistDiff;
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/* 148 */ //int dot_stacking_exempt;
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/* 149 */ //int deletable;
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/* 150 */ uint16 RecourseLink;
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/* 151 */ // 151: -1, 0, or 1
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// 152 & 153: all set to 0
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/* 154 */ int8 short_buff_box; // != 0, goes to short buff box.
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/* 155 */ int descnum; // eqstr of description of spell
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/* 154 */ int8 short_buff_box; // != 0, goes to short buff box.
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/* 155 */ int descnum; // eqstr of description of spell
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/* 156 */ //int typedescnum; // eqstr of type description
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/* 157 */ int effectdescnum; // eqstr of effect description
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/* 157 */ int effectdescnum; // eqstr of effect description
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/* 158 */
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/* 162 */ int bonushate;
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/* 162 */ int bonushate;
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/* 163 */
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/* 166 */ int EndurCost;
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/* 166 */ int EndurCost;
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/* 167 */ int8 EndurTimerIndex;
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/* 168 */ //int IsDisciplineBuff; //Will goto the combat window when cast
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/* 169 */
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/* 173 */ int HateAdded;
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/* 174 */ int EndurUpkeep;
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/* 173 */ int HateAdded;
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/* 174 */ int EndurUpkeep;
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/* 175 */
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/* 176 */ int numhits;
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/* 177 */ int pvpresistbase;
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/* 178 */ int pvpresistcalc;
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/* 179 */ int pvpresistcap;
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/* 180 */ int spell_category;
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/* 176 */ int numhits;
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/* 177 */ int pvpresistbase;
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/* 178 */ int pvpresistcalc;
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/* 179 */ int pvpresistcap;
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/* 180 */ int spell_category;
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/* 181 */
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/* 185 */ int8 can_mgb; // 0=no, -1 or 1 = yes
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/* 186 */ int dispel_flag;
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/* 189 */ int MinResist;
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/* 190 */ int MaxResist;
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/* 186 */ int dispel_flag;
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/* 189 */ int MinResist;
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/* 190 */ int MaxResist;
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/* 191 */ uint8 viral_targets;
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/* 192 */ uint8 viral_timer;
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/* 193 */ int NimbusEffect;
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/* 194 */ float directional_start;
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/* 195 */ float directional_end;
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/* 207 */ int spellgroup;
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/* 209 */ int powerful_flag; // Need more investigation to figure out what to call this, for now we know -1 makes charm spells not break before their duration is complete, it does alot more though
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/* 211 */ int CastRestriction; //Various restriction categories for spells most seem targetable race related but have also seen others for instance only castable if target hp 20% or lower or only if target out of combat
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/* 212 */ bool AllowRest;
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/* 193 */ int NimbusEffect;
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/* 194 */ float directional_start;
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/* 195 */ float directional_end;
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/* 207 */ int spellgroup;
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/* 209 */ int powerful_flag; // Need more investigation to figure out what to call this, for now we know -1 makes charm spells not break before their duration is complete, it does alot more though
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/* 211 */ int CastRestriction; //Various restriction categories for spells most seem targetable race related but have also seen others for instance only castable if target hp 20% or lower or only if target out of combat
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/* 212 */ bool AllowRest;
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/* 219 */ //int maxtargets; // not in DB yet, is used for beam and ring spells for target # limits
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uint8 DamageShieldType; // This field does not exist in spells_us.txt
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uint8 DamageShieldType; // This field does not exist in spells_us.txt
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};
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extern const SPDat_Spell_Struct* spells;
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