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[Commands] Add #show special_abilities (#4043)
* [Commands] Add #show special_abilities # Notes - Allows operators to see what special abilities an NPC has. - Move special ability values to `common/emu_constants.h`. - Add `EQ::constants::GetSpecialAbilityMap()` and `EQ::constants::GetSpecialAbilityName()`. - Add `NPC::DescribeSpecialAbilities(client)` to describe special abilities to a specified client. # Images * Update npc.cpp
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@@ -639,3 +639,76 @@ std::string EQ::constants::GetAppearanceTypeName(uint32 appearance_type)
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return std::string();
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}
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const std::map<uint32, std::string>& EQ::constants::GetSpecialAbilityMap()
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{
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static const std::map<uint32, std::string> special_ability_map = {
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{ SPECATK_SUMMON, "Summon" },
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{ SPECATK_ENRAGE, "Enrage" },
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{ SPECATK_RAMPAGE, "Rampage" },
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{ SPECATK_AREA_RAMPAGE, "Area Rampage" },
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{ SPECATK_FLURRY, "Flurry" },
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{ SPECATK_TRIPLE, "Triple Attack" },
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{ SPECATK_QUAD, "Quadruple Attack" },
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{ SPECATK_INNATE_DW, "Dual Wield" },
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{ SPECATK_BANE, "Bane Attack" },
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{ SPECATK_MAGICAL, "Magical Attack" },
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{ SPECATK_RANGED_ATK, "Ranged Attack" },
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{ UNSLOWABLE, "Immune to Slow" },
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{ UNMEZABLE, "Immune to Mesmerize" },
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{ UNCHARMABLE, "Immune to Charm" },
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{ UNSTUNABLE, "Immune to Stun" },
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{ UNSNAREABLE, "Immune to Snare" },
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{ UNFEARABLE, "Immune to Fear" },
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{ UNDISPELLABLE, "Immune to Dispell" },
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{ IMMUNE_MELEE, "Immune to Melee" },
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{ IMMUNE_MAGIC, "Immune to Magic" },
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{ IMMUNE_FLEEING, "Immune to Fleeing" },
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{ IMMUNE_MELEE_EXCEPT_BANE, "Immune to Melee except Bane" },
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{ IMMUNE_MELEE_NONMAGICAL, "Immune to Non-Magical Melee" },
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{ IMMUNE_AGGRO, "Immune to Aggro" },
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{ IMMUNE_AGGRO_ON, "Immune to Being Aggro" },
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{ IMMUNE_CASTING_FROM_RANGE, "Immune to Ranged Spells" },
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{ IMMUNE_FEIGN_DEATH, "Immune to Feign Death" },
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{ IMMUNE_TAUNT, "Immune to Taunt" },
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{ NPC_TUNNELVISION, "Tunnel Vision" },
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{ NPC_NO_BUFFHEAL_FRIENDS, "Does Not Heal of Buff Allies" },
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{ IMMUNE_PACIFY, "Immune to Pacify" },
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{ LEASH, "Leashed" },
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{ TETHER, "Tethered" },
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{ DESTRUCTIBLE_OBJECT, "Destructible Object" },
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{ NO_HARM_FROM_CLIENT, "Immune to Harm from Client" },
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{ ALWAYS_FLEE, "Always Flees" },
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{ FLEE_PERCENT, "Flee Percentage" },
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{ ALLOW_BENEFICIAL, "Allows Beneficial Spells" },
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{ DISABLE_MELEE, "Melee is Disabled" },
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{ NPC_CHASE_DISTANCE, "Chase Distance" },
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{ ALLOW_TO_TANK, "Allowed to Tank" },
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{ IGNORE_ROOT_AGGRO_RULES, "Ignores Root Aggro" },
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{ CASTING_RESIST_DIFF, "Casting Resist Difficulty" },
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{ COUNTER_AVOID_DAMAGE, "Counter Damage Avoidance" },
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{ PROX_AGGRO, "Proximity Aggro" },
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{ IMMUNE_RANGED_ATTACKS, "Immune to Ranged Attacks" },
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{ IMMUNE_DAMAGE_CLIENT, "Immune to Client Damage" },
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{ IMMUNE_DAMAGE_NPC, "Immune to NPC Damage" },
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{ IMMUNE_AGGRO_CLIENT, "Immune to Client Aggro" },
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{ IMMUNE_AGGRO_NPC, "Immune to NPC Aggro" },
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{ MODIFY_AVOID_DAMAGE, "Modify Damage Avoidance" },
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{ IMMUNE_FADING_MEMORIES, "Immune to Memory Fades" },
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{ IMMUNE_OPEN, "Immune to Open" },
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{ IMMUNE_ASSASSINATE, "Immune to Assassinate" },
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{ IMMUNE_HEADSHOT, "Immune to Headshot" },
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};
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return special_ability_map;
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}
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std::string EQ::constants::GetSpecialAbilityName(uint32 ability_id)
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{
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const auto& a = EQ::constants::GetSpecialAbilityMap().find(ability_id);
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if (a != EQ::constants::GetSpecialAbilityMap().end()) {
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return a->second;
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}
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return std::string();
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}
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