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[Feature] Rule to replace dispel spell effects with suppression effect.
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+4
-2
@@ -452,7 +452,7 @@ public:
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void BuffFadeBeneficial();
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void BuffFadeNonPersistDeath();
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void BuffFadeDetrimental();
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void BuffFadeBySlot(int slot, bool iRecalcBonuses = true);
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void BuffFadeBySlot(int slot, bool iRecalcBonuses = true, bool suppress = false, uint32 suppresstics = 0);
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void BuffFadeDetrimentalByCaster(Mob *caster);
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void BuffFadeBySitModifier();
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void BuffFadeSongs();
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@@ -966,7 +966,9 @@ public:
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void TrySympatheticProc(Mob *target, uint32 spell_id);
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uint16 GetSympatheticFocusEffect(focusType type, uint16 spell_id);
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bool TryFadeEffect(int slot);
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void DispelMagic(Mob* casterm, uint16 spell_id, int effect_value);
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void DispelMagic(Mob* casterm, uint16 spell_id, int effect_value, int chance = 1000, bool detrimental_only = false, bool benficial_only = false);
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bool IsSuppressableBuff(int slot) const;
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void SuppressBuff(Mob* caster, uint16 spell_id, int tic_count);
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bool TrySpellEffectResist(uint16 spell_id);
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int32 GetVulnerability(Mob *caster, uint32 spell_id, uint32 ticsremaining, bool from_buff_tic = false);
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int64 GetFcDamageAmtIncoming(Mob *caster, int32 spell_id, bool from_buff_tic = false);
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