eqemu-server/zone/mod_functions.cpp
Tabasco 56490400ca Dungeon Crawl custom code merge
Added numerous modding hooks.
Added rules:
	Character:KeepLevelOverMax - Don't delevel a character if they are found to be over max level rule.
	Spells:UseCHAScribeHack - Optionally omit spells with CHA in effect12 when using scribespells and traindiscs
	Combat:MonkACBonusWeight - Adjust the weight threshold for monk AC bonus
	Combat:ClientStunLevel - Adjust the level clients kicks and bashes start to roll for stuns
	Combat;QuiverWRHasteDiv - Adjust the divisor applied to weight reduction for haste calcs
	Combat:UseArcheryBonusRoll - Make archery stationary bonus a roll
	Combat:ArcheryBonusChance - Archery stationary bonus chance

Added account flags and associated perl wrappers
Added EVENT_ITEM_TICK for interactive items
Added EVENT_DUEL_WIN and EVENT_DUEL_LOSE, which exports $enemyname and $enemyid
Added timer and interval to console worldshutdown command
Added EQW interface for worldshutdown and server-wide messages
2013-04-24 15:58:51 -05:00

73 lines
4.1 KiB
C++

#include "../common/debug.h"
#include "../common/timer.h"
#include <cmath>
#include <stdlib.h>
#include "spawn2.h"
#include "entity.h"
#include "masterentity.h"
#include "zone.h"
#include "spawngroup.h"
#include "zonedb.h"
#include "npc.h"
#include "mob.h"
#include "client.h"
#include "worldserver.h"
#include "QuestParserCollection.h"
#include <string>
#include <iostream>
extern EntityList entity_list;
extern Zone* zone;
extern WorldServer worldserver;
using namespace std;
void Zone::mod_init() { return; }
void Zone::mod_repop() { return; }
void NPC::mod_prespawn(Spawn2 *sp) { return; }
int NPC::mod_npc_damage(int damage, SkillType skillinuse, int hand, ItemInst* weapon, Mob* other) { return(damage); }
void NPC::mod_npc_killed_merit(Mob* c) { return; }
void NPC::mod_npc_killed(Mob* oos) { return; }
int Client::mod_client_damage(int damage, SkillType skillinuse, int hand, ItemInst* weapon, Mob* other) { return(damage); }
bool Client::mod_client_message(char* message, uint8 chan_num) { return(true); } //Potentially dangerous string handling here
bool Client::mod_can_increase_skill(SkillType skillid, Mob* against_who) { return(false); }
int16 Client::mod_increase_skill_chance(int16 chance, Mob* against_who) { return(chance); }
int Client::mod_bindwound_percent(int max_percent, Mob* bindmob) { return(max_percent); }
int Client::mod_bindwound_hp(int bindhps, Mob* bindmob) { return(bindhps); }
int Client::mod_client_haste(int h) { return(h); }
void Client::mod_consider(Mob* tmob, Consider_Struct* con) { return; }
bool Client::mod_saylink(const std::string&, bool silentsaylink) { return(true); }
int16 Client::mod_pet_power(int16 act_power, uint16 spell_id) { return(act_power); }
float Client::mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec) { return(chance); }
float Client::mod_tradeskill_skillup(float chance_stage2) { return(chance_stage2); }
int32 Client::mod_tribute_item_value(int32 pts) { return(pts); }
void Client::mod_client_death_npc(Mob* killerMob) { return; }
void Client::mod_client_death_duel(Mob* killerMob) { return; }
void Client::mod_client_death_env() { return; }
int Mob::mod_effect_value(int effect_value, uint16 spell_id, int effect_type, Mob* caster) { return(effect_value); }
float Mob::mod_hit_chance(float chancetohit, SkillType skillinuse, Mob* attacker) { return(chancetohit); }
float Mob::mod_riposte_chance(float ripostechance, Mob* attacker) { return(ripostechance); }
float Mob::mod_block_chance(float blockchance, Mob* attacker) { return(blockchance); }
float Mob::mod_parry_chance(float parrychance, Mob* attacker) { return(parrychance); }
float Mob::mod_dodge_chance(float dodgechance, Mob* attacker) { return(dodgechance); }
float Mob::mod_monk_weight(float monkweight, Mob* attacker) { return(monkweight); }
float Mob::mod_mitigation_rating(float mitigation_rating, Mob* attacker) { return(mitigation_rating); }
float Mob::mod_attack_rating(float attack_rating, Mob* defender) { return(attack_rating); }
int32 Mob::mod_kick_damage(int32 dmg) { return(dmg); }
int32 Mob::mod_bash_damage(int32 dmg) { return(dmg); }
int32 Mob::mod_frenzy_damage(int32 dmg) { return(dmg); }
int32 Mob::mod_monk_special_damage(int32 ndamage, SkillType skill_type) { return(ndamage); }
int32 Mob::mod_backstab_damage(int32 ndamage) { return(ndamage); }
int Mob::mod_archery_bonus_chance(int bonuschance, const ItemInst* RangeWeapon) { return(bonuschance); }
uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg) { return(MaxDmg); }
int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus) { return(TotalDmg); }
uint16 Mob::mod_throwing_damage(uint16 MaxDmg) { return(MaxDmg); }
int32 Mob::mod_cast_time(int32 cast_time) { return(cast_time); }
int Mob::mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id) { return(res); }
int Mob::mod_spell_stack(uint16 spellid1, int caster_level1, Mob* caster1, uint16 spellid2, int caster_level2, Mob* caster2) { return(2); }
int Mob::mod_spell_resist(int resist_chance, int level_mod, int resist_modifier, int target_resist, uint8 resist_type, uint16 spell_id, Mob* caster) { return(resist_chance + level_mod + resist_modifier + target_resist); }