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Converted SkillType typedef enumeration to SkillUseTypes enumeration
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@@ -33,7 +33,7 @@ void Zone::mod_repop() { return; }
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void NPC::mod_prespawn(Spawn2 *sp) { return; }
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//Base damage from NPC::Attack
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int NPC::mod_npc_damage(int damage, SkillType skillinuse, int hand, const Item_Struct* weapon, Mob* other) { return(damage); }
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int NPC::mod_npc_damage(int damage, SkillUseTypes skillinuse, int hand, const Item_Struct* weapon, Mob* other) { return(damage); }
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//Mob c has been given credit for a kill. This is called after the regular EVENT_KILLED_MERIT event.
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void NPC::mod_npc_killed_merit(Mob* c) { return; }
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@@ -42,7 +42,7 @@ void NPC::mod_npc_killed_merit(Mob* c) { return; }
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void NPC::mod_npc_killed(Mob* oos) { return; }
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//Base damage from Client::Attack - can cover myriad skill types
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int Client::mod_client_damage(int damage, SkillType skillinuse, int hand, const ItemInst* weapon, Mob* other) { return(damage); }
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int Client::mod_client_damage(int damage, SkillUseTypes skillinuse, int hand, const ItemInst* weapon, Mob* other) { return(damage); }
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//message is char[4096], don't screw it up. Return true for normal behavior, false to return immediately.
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// Channels:
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@@ -62,7 +62,7 @@ bool Client::mod_client_message(char* message, uint8 chan_num) { return(true); }
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//Skillup override. When this is called the regular skillup check has failed. Return false to proceed with default behavior.
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//This will NOT allow a client to increase skill past a cap.
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bool Client::mod_can_increase_skill(SkillType skillid, Mob* against_who) { return(false); }
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bool Client::mod_can_increase_skill(SkillUseTypes skillid, Mob* against_who) { return(false); }
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//chance of general skill increase, rolled against 0-99 where higher chance is better.
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int16 Client::mod_increase_skill_chance(int16 chance, Mob* against_who) { return(chance); }
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@@ -118,7 +118,7 @@ int Client::mod_drink_value(const Item_Struct *item, int change) { return(change
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int Mob::mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster) { return(effect_value); }
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//chancetohit - 0 to 100 percent - set over 1000 for a guaranteed hit
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float Mob::mod_hit_chance(float chancetohit, SkillType skillinuse, Mob* attacker) { return(chancetohit); }
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float Mob::mod_hit_chance(float chancetohit, SkillUseTypes skillinuse, Mob* attacker) { return(chancetohit); }
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//Final riposte chance
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float Mob::mod_riposte_chance(float ripostechance, Mob* attacker) { return(ripostechance); }
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@@ -150,7 +150,7 @@ int32 Mob::mod_bash_damage(int32 dmg) { return(dmg); }
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int32 Mob::mod_frenzy_damage(int32 dmg) { return(dmg); }
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//Special attack damage after all other bonuses are applied.
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int32 Mob::mod_monk_special_damage(int32 ndamage, SkillType skill_type) { return(ndamage); }
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int32 Mob::mod_monk_special_damage(int32 ndamage, SkillUseTypes skill_type) { return(ndamage); }
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//ndamage - Backstab damage as calculated by default formulas
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int32 Mob::mod_backstab_damage(int32 ndamage) { return(ndamage); }
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