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#ifndef __EQEMU_ZONE_COMMON_H
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#define __EQEMU_ZONE_COMMON_H
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#include "../common/types.h"
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#include "spdat.h"
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#define HIGHEST_RESIST 9 //Max resist type value
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/* solar: macros for IsAttackAllowed, IsBeneficialAllowed */
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#define _CLIENT(x) (x && x->IsClient() && !x->CastToClient()->IsBecomeNPC())
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#define _NPC(x) (x && x->IsNPC() && !x->CastToMob()->GetOwnerID())
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#define _BECOMENPC(x) (x && x->IsClient() && x->CastToClient()->IsBecomeNPC())
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#define _CLIENTCORPSE(x) (x && x->IsCorpse() && x->CastToCorpse()->IsPlayerCorpse() && !x->CastToCorpse()->IsBecomeNPCCorpse())
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#define _NPCCORPSE(x) (x && x->IsCorpse() && (x->CastToCorpse()->IsNPCCorpse() || x->CastToCorpse()->IsBecomeNPCCorpse()))
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#define _CLIENTPET(x) (x && x->CastToMob()->GetOwner() && x->CastToMob()->GetOwner()->IsClient())
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#define _NPCPET(x) (x && x->IsNPC() && x->CastToMob()->GetOwner() && x->CastToMob()->GetOwner()->IsNPC())
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#define _BECOMENPCPET(x) (x && x->CastToMob()->GetOwner() && x->CastToMob()->GetOwner()->IsClient() && x->CastToMob()->GetOwner()->CastToClient()->IsBecomeNPC())
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//LOS Parameters:
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#define HEAD_POSITION 0.9f //ratio of GetSize() where NPCs see from
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#define SEE_POSITION 0.5f //ratio of GetSize() where NPCs try to see for LOS
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#define CHECK_LOS_STEP 1.0f
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#define MAX_SHIELDERS 2 //I dont know if this is based on a client limit
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#define ARCHETYPE_HYBRID 1
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#define ARCHETYPE_CASTER 2
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#define ARCHETYPE_MELEE 3
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#define CON_GREEN 2
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#define CON_LIGHTBLUE 18
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#define CON_BLUE 4
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#define CON_WHITE 20
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#define CON_YELLOW 15
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#define CON_RED 13
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//Spell specialization parameters, not sure of a better place for them
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#define SPECIALIZE_FIZZLE 11 //% fizzle chance reduce at 200 specialized
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#define SPECIALIZE_MANA_REDUCE 12 //% mana cost reduction at 200 specialized
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//these are large right now because the x,y,z coords of the zone
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//lines do not make a lot of sense
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//Maximum distance from a zone point given that the request didnt
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//know what zone that the line was for
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#define ZONEPOINT_NOZONE_RANGE 40000.0f
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//Maximum distance from a zone point if zone was specified
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#define ZONEPOINT_ZONE_RANGE 40000.0f
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typedef enum { //focus types
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focusSpellHaste = 1,
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focusSpellDuration,
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focusRange,
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focusReagentCost,
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focusManaCost,
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focusImprovedHeal,
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focusImprovedDamage,
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focusImprovedDOT, //i dont know about this...
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focusImprovedDamage2,
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focusImprovedUndeadDamage,
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focusPetPower,
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focusResistRate,
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focusSpellHateMod,
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focusTriggerOnCast,
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focusSpellVulnerability,
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focusTwincast,
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focusSympatheticProc,
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focusSpellDamage,
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focusFF_Damage_Amount,
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focusSpellDurByTic,
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focusSwarmPetDuration,
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focusReduceRecastTime,
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focusBlockNextSpell,
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focusHealRate,
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focusAdditionalDamage,
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focusSpellEffectiveness,
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focusIncreaseNumHits,
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focusCriticalHealRate,
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focusAdditionalHeal2,
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focusAdditionalHeal,
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} focusType; //Any new FocusType needs to be added to the Mob::IsFocus function
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#define HIGHEST_FOCUS focusAdditionalHeal //Should always be last focusType in enum
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/*
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Used:
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b,d,f,g,j,m,n,o,p,r,t
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A,B,C,D,E,F,G,H,I,J,K,L,M,N,O,Q,R,S,T,U,W,Y
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Unused:
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a,c,e,h,k,l,q,s,u,v,w,x,y,z
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P,V,X
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*/
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enum {
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SPECATK_NONE = 0,
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SPECATK_SUMMON, // S
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SPECATK_ENRAGE, // E
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SPECATK_RAMPAGE, // R
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SPECATK_AREA_RAMPAGE, // r
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SPECATK_FLURRY, // F
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SPECATK_TRIPLE, // T
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SPECATK_QUAD, // Q
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SPECATK_INNATE_DW, // L
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SPECATK_BANE, // b
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SPECATK_MAGICAL, // m
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SPECATK_RANGED_ATK, // Y
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UNSLOWABLE, // U
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UNMEZABLE, // M
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UNCHARMABLE, // C
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UNSTUNABLE, // N
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UNSNAREABLE, // I
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UNFEARABLE, // D
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UNDISPELLABLE, // K
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IMMUNE_MELEE, // A
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IMMUNE_MAGIC, // B
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IMMUNE_FLEEING, // f
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IMMUNE_MELEE_EXCEPT_BANE, // O
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IMMUNE_MELEE_NONMAGICAL, // W
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IMMUNE_AGGRO, // H - Won't aggro, ever.
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IMMUNE_AGGRO_ON, // G - Immune to being aggroed
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IMMUNE_CASTING_FROM_RANGE, // g
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IMMUNE_FEIGN_DEATH, // d
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IMMUNE_TAUNT, // i
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NPC_TUNNELVISION, // t
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NPC_NO_BUFFHEAL_FRIENDS, // n
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IMMUNE_PACIFY, // p
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LEASH, // J - Dispell, wipe agro && return to spawn
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TETHER, // j - Return to spawn
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DESTRUCTIBLE_OBJECT, // o - This is only for destructible objects
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NO_HARM_FROM_CLIENT, // Z - This is to prevent attacking NPC's period for clients
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SPECATK_MAXNUM
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};
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typedef enum { //fear states
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fearStateNotFeared = 0,
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fearStateRunning, //I am running, hoping to find a grid at my WP
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fearStateRunningForever, //can run straight until spell ends
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fearStateGrid, //I am allready on a fear grid
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fearStateStuck //I cannot move somehow...
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} FearState;
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enum { FlyMode0 = 0, FlyMode1 = 1, Flymode2 = 2, FlyMode3 = 3 };
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struct TradeEntity;
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class Trade;
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enum TradeState {
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TradeNone,
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Trading,
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TradeAccepted,
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TradeCompleting
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};
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//this is our internal representation of the BUFF struct, can put whatever we want in it
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struct Buffs_Struct {
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uint16 spellid;
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uint8 casterlevel;
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uint16 casterid; // Maybe change this to a pointer sometime, but gotta make sure it's 0'd when it no longer points to anything
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char caster_name[64];
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int32 ticsremaining;
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uint32 counters;
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uint32 numhits; //the number of physical hits this buff can take before it fades away, lots of druid armor spells take advantage of this mixed with powerful effects
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uint32 melee_rune;
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uint32 magic_rune;
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uint8 deathSaveSuccessChance;
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uint8 deathsaveCasterAARank;
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bool persistant_buff;
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bool client; //True if the caster is a client
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bool UpdateClient;
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};
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struct StatBonuses {
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int16 AC;
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int32 HP;
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int32 HPRegen;
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int32 MaxHP;
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int32 ManaRegen;
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int32 EnduranceRegen;
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int32 Mana;
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int32 Endurance;
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int16 ATK;
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//would it be worth it to create a Stat_Struct?
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int16 STR;
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int16 STRCapMod;
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int16 HeroicSTR;
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int16 STA;
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int16 STACapMod;
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int16 HeroicSTA;
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int16 DEX;
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int16 DEXCapMod;
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int16 HeroicDEX;
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int16 AGI;
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int16 AGICapMod;
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int16 HeroicAGI;
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int16 INT;
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int16 INTCapMod;
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int16 HeroicINT;
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int16 WIS;
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int16 WISCapMod;
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int16 HeroicWIS;
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int16 CHA;
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int16 CHACapMod;
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int16 HeroicCHA;
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int16 MR;
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int16 MRCapMod;
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int16 HeroicMR;
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int16 FR;
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int16 FRCapMod;
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int16 HeroicFR;
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int16 CR;
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int16 CRCapMod;
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int16 HeroicCR;
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int16 PR;
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int16 PRCapMod;
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int16 HeroicPR;
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int16 DR;
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int16 DRCapMod;
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int16 HeroicDR;
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int16 Corrup;
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int16 CorrupCapMod;
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int16 HeroicCorrup;
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uint16 DamageShieldSpellID;
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int DamageShield; // this is damage done to mobs that attack this
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DmgShieldType DamageShieldType;
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int SpellDamageShield;
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int SpellShield;
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int ReverseDamageShield; // this is damage done to the mob when it attacks
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uint16 ReverseDamageShieldSpellID;
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DmgShieldType ReverseDamageShieldType;
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int movementspeed;
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int16 haste;
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int16 hastetype2;
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int16 hastetype3;
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int16 inhibitmelee;
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float AggroRange; // when calculate just replace original value with this
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float AssistRange;
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int16 skillmod[HIGHEST_SKILL+1];
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int effective_casting_level;
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int reflect_chance; // chance to reflect incoming spell
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uint16 singingMod;
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uint16 brassMod;
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uint16 percussionMod;
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uint16 windMod;
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uint16 stringedMod;
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int8 hatemod;
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int32 EnduranceReduction;
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int16 StrikeThrough; // PoP: Strike Through %
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int16 MeleeMitigation; //i = Shielding
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int16 CriticalHitChance[HIGHEST_SKILL+2]; //i
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int16 CriticalSpellChance; //i
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int16 SpellCritDmgIncrease; //i
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int16 DotCritDmgIncrease; //i
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int16 CriticalHealChance; //i
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int16 CriticalHealOverTime; //i
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int16 CriticalDoTChance; //i
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int16 CrippBlowChance; //
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int16 AvoidMeleeChance; //AvoidMeleeChance/10 == % chance i = Avoidance
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int16 RiposteChance; //i
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int16 DodgeChance; //i
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int16 ParryChance; //i
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int16 DualWieldChance; //i
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int16 DoubleAttackChance; //i
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int16 TripleAttackChance; //i
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int16 ResistSpellChance; //i
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int16 ResistFearChance; //i
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bool Fearless; //i
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bool IsFeared; //i
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int16 StunResist; //i
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int16 MeleeSkillCheck; //i
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uint8 MeleeSkillCheckSkill;
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int16 HitChance; //HitChance/15 == % increase i = Accuracy (Item: Accuracy)
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int16 HitChanceEffect[HIGHEST_SKILL+2]; //Spell effect Chance to Hit, straight percent increase
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int16 DamageModifier[HIGHEST_SKILL+2]; //i
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int16 MinDamageModifier[HIGHEST_SKILL+2]; //i
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int16 ProcChance; // ProcChance/10 == % increase i = CombatEffects
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int16 ExtraAttackChance;
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int16 DoTShielding;
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int16 DivineSaveChance[2]; // Second Chance (base1 = chance, base2 = spell on trigger)
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uint16 DeathSave[4]; // Death Pact [0](value = 1 partial 2 = full) [1]=slot [2]=LvLimit [3]=HealAmt
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int16 FlurryChance;
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int16 Accuracy[HIGHEST_SKILL+2]; //Accuracy/15 == % increase [Spell Effect: Accuracy)
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int16 HundredHands; //extra haste, stacks with all other haste i
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int8 MeleeLifetap; //i
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int16 HealRate; // Spell effect that influences effectiveness of heals
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int16 MaxHPChange; // Spell Effect
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int16 SkillDmgTaken[HIGHEST_SKILL+2]; // All Skills + -1
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int32 HealAmt; // Item Effect
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int32 SpellDmg; // Item Effect
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int32 Clairvoyance; // Item Effect
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int16 DSMitigation; // Item Effect
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int16 DSMitigationOffHand; // Lowers damage shield from off hand attacks.
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uint32 SpellTriggers[MAX_SPELL_TRIGGER]; // Innate/Spell/Item Spells that trigger when you cast
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uint32 SpellOnKill[MAX_SPELL_TRIGGER*3]; // Chance to proc after killing a mob
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uint32 SpellOnDeath[MAX_SPELL_TRIGGER*2]; // Chance to have effect cast when you die
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int16 CritDmgMob[HIGHEST_SKILL+2]; // All Skills + -1
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int16 SkillReuseTime[HIGHEST_SKILL+1]; // Reduces skill timers
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int16 SkillDamageAmount[HIGHEST_SKILL+2]; // All Skills + -1
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int16 TwoHandBluntBlock; // chance to block when wielding two hand blunt weapon
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uint16 ItemManaRegenCap; // Increases the amount of mana you have can over the cap(aa effect)
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int16 GravityEffect; // Indictor of spell effect
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bool AntiGate; // spell effect that prevents gating
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bool MagicWeapon; // spell effect that makes weapon magical
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int16 IncreaseBlockChance; // overall block chance modifier
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uint16 PersistantCasting; // chance to continue casting through a stun
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int XPRateMod; //i
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int HPPercCap; //Spell effect that limits you to being healed/regening beyond a % of your max
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int ManaPercCap; // ^^
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int EndPercCap; // ^^
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bool BlockNextSpell; // Indicates whether the client can block a spell or not
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//uint16 BlockSpellEffect[EFFECT_COUNT]; // Prevents spells with certain effects from landing on you *no longer used
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bool ImmuneToFlee; // Bypass the fleeing flag
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uint16 VoiceGraft; // Stores the ID of the mob with which to talk through
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uint16 SpellProcChance; // chance to proc from sympathetic spell effects
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uint16 CharmBreakChance; // chance to break charm
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int16 SongRange; // increases range of beneficial bard songs
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uint16 HPToManaConvert; // Uses HP to cast spells at specific conversion
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uint16 FocusEffects[HIGHEST_FOCUS+1]; // Stores the focus effectid for each focustype you have.
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bool NegateEffects; // Check if you contain a buff with negate effect. (only spellbonuses)
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int16 SkillDamageAmount2[HIGHEST_SKILL+2]; // Adds skill specific damage
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uint16 NegateAttacks[2]; // 0 = bool HasEffect 1 = Buff Slot
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uint16 MitigateMeleeRune[2]; // 0 = Mitigation value 1 = Buff Slot
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uint16 MitigateSpellRune[2]; // 0 = Mitigation value 1 = Buff Slot
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uint16 ManaAbsorbPercentDamage[2]; // 0 = Mitigation value 1 = Buff Slot
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int16 ShieldBlock; // Chance to Shield Block
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int16 BlockBehind; // Chance to Block Behind (with our without shield)
|
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//bool AbsorbMagicAtt; // Magic Rune *Need to be implemented for NegateEffect
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//bool MeleeRune; // Melee Rune *Need to be implemented for NegateEffect
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// AAs
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int8 Packrat; //weight reduction for items, 1 point = 10%
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uint8 BuffSlotIncrease; // Increases number of available buff slots
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uint16 DelayDeath; // how far below 0 hp you can go
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int8 BaseMovementSpeed; // Adjust base run speed, does not stack with other movement bonuses.
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uint8 IncreaseRunSpeedCap; // Increase max run speed above cap.
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int16 DoubleSpecialAttack; // Chance to to perform a double special attack (ie flying kick 2x)
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int16 SpecialAttackKBProc[2]; // Chance to to do a knockback from special attacks. (0 = chance 1 = Skill)
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||||
uint8 FrontalStunResist; // Chance to resist a frontal stun
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int16 BindWound; // Increase amount of HP by percent.
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int16 MaxBindWound; // Increase max amount of HP you can bind wound.
|
||||
int16 ChannelChanceSpells; // Modify chance to channel a spell.
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int16 ChannelChanceItems; // Modify chance to channel a items.
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||||
uint8 SeeInvis; // See Invs.
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||||
uint8 TripleBackstab; // Chance to triple backstab
|
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bool FrontalBackstabMinDmg; // Allow frontal backstabs for min damage
|
||||
uint8 FrontalBackstabChance; // Chance to backstab from the front for full damage
|
||||
uint8 ConsumeProjectile; // Chance to not consume arrow.
|
||||
uint16 ArcheryDamageModifier; // Increase Archery Damage by percent
|
||||
bool SecondaryDmgInc; // Allow off hand weapon to recieve damage bonus.
|
||||
uint16 GiveDoubleAttack; // Allow classes to double attack with a specified chance.
|
||||
int16 SlayUndead[2]; // Allow classes to do extra damage verse undead.(base1 = rate, base2 = damage mod)
|
||||
int16 PetCriticalHit; // Allow pets to critical hit with % value.
|
||||
int16 PetAvoidance; // Pet avoidance chance.
|
||||
int16 CombatStability; // Melee damage mitigation.
|
||||
int16 GiveDoubleRiposte[3]; // 0=Regular Chance, 1=Skill Attack Chance, 2=Skill
|
||||
uint16 RaiseSkillCap[2]; // Raise a specific skill cap (1 = value, 2=skill)
|
||||
int16 Ambidexterity; // Increase chance to duel wield by adding bonus 'skill'.
|
||||
int16 PetMaxHP; // Increase the max hp of your pet.
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||||
int16 PetFlurry; // Chance for pet to flurry.
|
||||
uint8 MasteryofPast; // Can not fizzle spells below this level specified in value.
|
||||
bool GivePetGroupTarget; // All pets to recieve group buffs. (Pet Affinity)
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int16 RootBreakChance; // Chance root will break;
|
||||
int16 UnfailingDivinity; // Improves chance that DI will fire + increase partial heal.
|
||||
int16 ItemHPRegenCap; // Increase item regen cap.
|
||||
int16 SEResist[MAX_RESISTABLE_EFFECTS*2]; // Resist chance by specific spell effects.
|
||||
int16 OffhandRiposteFail; // chance for opponent to fail riposte with offhand attack.
|
||||
int16 ItemATKCap; // Raise item attack cap
|
||||
int32 FinishingBlow[2]; // Chance to do a finishing blow for specified damage amount.
|
||||
uint16 FinishingBlowLvl[2]; // Sets max level an NPC can be affected by FB. (base1 = lv, base2= ???)
|
||||
};
|
||||
|
||||
typedef struct
|
||||
{
|
||||
uint16 spellID;
|
||||
uint16 chance;
|
||||
uint16 base_spellID;
|
||||
} tProc;
|
||||
|
||||
struct Shielders_Struct {
|
||||
uint32 shielder_id;
|
||||
uint16 shielder_bonus;
|
||||
};
|
||||
|
||||
//eventually turn this into a typedef and
|
||||
//make DoAnim take it instead of int, to enforce its use.
|
||||
enum { //type arguments to DoAnim
|
||||
animKick = 1,
|
||||
animPiercing = 2, //might be piercing?
|
||||
anim2HSlashing = 3,
|
||||
anim2HWeapon = 4,
|
||||
anim1HWeapon = 5,
|
||||
animDualWield = 6,
|
||||
animTailRake = 7, //slam & Dpunch too
|
||||
animHand2Hand = 8,
|
||||
animShootBow = 9,
|
||||
animRoundKick = 11,
|
||||
animSwarmAttack = 20, //dunno about this one..
|
||||
animFlyingKick = 45,
|
||||
animTigerClaw = 46,
|
||||
animEagleStrike = 47,
|
||||
|
||||
};
|
||||
|
||||
|
||||
typedef enum {
|
||||
petFamiliar, //only listens to /pet get lost
|
||||
petAnimation, //does not listen to any commands
|
||||
petOther,
|
||||
petCharmed,
|
||||
petNPCFollow,
|
||||
petHatelist //remain active as long something is on the hatelist. Don't listen to any commands
|
||||
} PetType;
|
||||
|
||||
typedef enum {
|
||||
SingleTarget, // causes effect to spell_target
|
||||
AETarget, // causes effect in aerange of target + target
|
||||
AECaster, // causes effect in aerange of 'this'
|
||||
GroupSpell, // causes effect to caster + target's group
|
||||
CAHateList, // causes effect to all people on caster's hate list within some range
|
||||
DirectionalAE,
|
||||
CastActUnknown
|
||||
} CastAction_type;
|
||||
|
||||
|
||||
struct MercType {
|
||||
uint32 Type;
|
||||
uint32 ClientVersion;
|
||||
};
|
||||
|
||||
struct MercData {
|
||||
uint32 MercTemplateID;
|
||||
uint32 MercType; // From dbstr_us.txt - Apprentice (330000100), Journeyman (330000200), Master (330000300)
|
||||
uint32 MercSubType; // From dbstr_us.txt - 330020105^23^Race: Guktan<br>Type: Healer<br>Confidence: High<br>Proficiency: Apprentice, Tier V...
|
||||
uint32 CostFormula; // To determine cost to client
|
||||
uint32 ClientVersion; // Only send valid mercs per expansion
|
||||
uint32 NPCID;
|
||||
};
|
||||
|
||||
class ItemInst;
|
||||
class Mob;
|
||||
// All data associated with a single trade
|
||||
class Trade
|
||||
{
|
||||
public:
|
||||
Trade(Mob* in_owner);
|
||||
virtual ~Trade();
|
||||
|
||||
void Reset();
|
||||
void SetTradeCash(uint32 in_pp, uint32 in_gp, uint32 in_sp, uint32 in_cp);
|
||||
|
||||
// Initiate a trade with another mob
|
||||
// Also puts other mob into trader mode with this mob
|
||||
void Start(uint32 mob_id, bool initiate_with=true);
|
||||
|
||||
// Mob the owner is trading with
|
||||
Mob* With();
|
||||
|
||||
// Add item from cursor slot to trade bucket (automatically does bag data too)
|
||||
void AddEntity(uint16 from_slot_id, uint16 trade_slot_id);
|
||||
|
||||
// Audit trade
|
||||
void LogTrade();
|
||||
|
||||
// Debug only method
|
||||
#if (EQDEBUG >= 9)
|
||||
void DumpTrade();
|
||||
#endif
|
||||
|
||||
public:
|
||||
// Object state
|
||||
TradeState state;
|
||||
int32 pp;
|
||||
int32 gp;
|
||||
int32 sp;
|
||||
int32 cp;
|
||||
|
||||
private:
|
||||
// Send item data for trade item to other person involved in trade
|
||||
void SendItemData(const ItemInst* inst, int16 dest_slot_id);
|
||||
|
||||
uint32 with_id;
|
||||
Mob* owner;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user