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187 lines
8.5 KiB
C++
187 lines
8.5 KiB
C++
#include "client.h"
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#include "entity.h"
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#include "mob.h"
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#include "npc.h"
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#include "worldserver.h"
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#include "zone.h"
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class ItemInst;
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class Spawn2;
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struct Consider_Struct;
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struct DBTradeskillRecipe_Struct;
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struct Item_Struct;
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extern EntityList entity_list;
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extern Zone* zone;
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extern WorldServer worldserver;
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//All functions that modify a value are passed the value as it was computed by default formulas and bonuses. In most cases this should be the final value that will be used.
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//These are called when a zone boots or is repopped
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void Zone::mod_init() { return; }
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void Zone::mod_repop() { return; }
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//Pre-spawn hook called from the NPC object to be spawned
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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, 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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//Mob oos has been given credit for a kill. This is called after the regular EVENT_DEATH event.
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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, 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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// 0 - Guild Chat
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// 2 - Group Chat
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// 3 - Shout
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// 4 - Auction
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// 5 - Out of Character
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// 6 - Broadcast
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// 7 - Tell
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// 8 - Say
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// 11 - GMSay
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// 15 - Raid Chat
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// 20 - UCS Relay for UF client and later
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// 22 - Emotes for UF and later
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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(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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//Max percent of health you can bind wound starting with default value for class, item, and AA bonuses
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int Client::mod_bindwound_percent(int max_percent, Mob* bindmob) { return(max_percent); }
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//Final bind HP value after bonuses
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int Client::mod_bindwound_hp(int bindhps, Mob* bindmob) { return(bindhps); }
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//Client haste as calculated by default formulas - In percent from 0-100
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int Client::mod_client_haste(int h) { return(h); }
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//Haste cap override
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int Client::mod_client_haste_cap(int cap) { return(cap); }
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//This is called when a client cons a mob
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void Client::mod_consider(Mob* tmob, Consider_Struct* con) { return; }
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//Return true to continue with normal behavior, false returns in the parent function
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bool Client::mod_saylink(const std::string& response, bool silentsaylink) { return(true); }
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//Client pet power as calculated by default formulas and bonuses
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int16 Client::mod_pet_power(int16 act_power, uint16 spell_id) { return(act_power); }
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//Chance to combine rolled against a random 0-99 where higher is better.
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float Client::mod_tradeskill_chance(float chance, DBTradeskillRecipe_Struct *spec) { return(chance); }
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//Chance to skillup rolled against a random 0-99 where higher is better.
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float Client::mod_tradeskill_skillup(float chance_stage2) { return(chance_stage2); }
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//Tribute value override
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int32 Client::mod_tribute_item_value(int32 pts, const ItemInst* item) { return(pts); }
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//Death reporting
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void Client::mod_client_death_npc(Mob* killerMob) { return; }
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void Client::mod_client_death_duel(Mob* killerMob) { return; }
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void Client::mod_client_death_env() { return; }
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//Calculated xp before consider modifier, called whenever a client gets XP for killing a mob.
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int32 Client::mod_client_xp(int32 in_xp, NPC *npc) { return(in_xp); }
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//Client XP formula. Changes here will cause clients to change level after gaining or losing xp.
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//Either modify this before your server goes live, or be prepared to write a quest script that fixes levels.
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//To adjust how much XP is given per kill, use mod_client_xp
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uint32 Client::mod_client_xp_for_level(uint32 xp, uint16 check_level) { return(xp); }
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//Food and drink values as computed by consume requests. Return < 0 to abort the request.
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int Client::mod_food_value(const Item_Struct *item, int change) { return(change); }
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int Client::mod_drink_value(const Item_Struct *item, int change) { return(change); }
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//effect_vallue - Spell effect value as calculated by default formulas. You will want to ignore effects that don't lend themselves to scaling - pet ID's, gate coords, etc.
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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, 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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//Final block chance
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float Mob::mod_block_chance(float blockchance, Mob* attacker) { return(blockchance); }
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//Final parry chance
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float Mob::mod_parry_chance(float parrychance, Mob* attacker) { return(parrychance); }
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//Final dodge chance
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float Mob::mod_dodge_chance(float dodgechance, Mob* attacker) { return(dodgechance); }
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//Monk AC Bonus weight cap. Defined in Combat:MonkACBonusWeight
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//Usually 15, a monk under this weight threshold gets an AC bonus
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float Mob::mod_monk_weight(float monkweight, Mob* attacker) { return(monkweight); }
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//Mitigation rating is compared to incoming attack rating. Higher is better.
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float Mob::mod_mitigation_rating(float mitigation_rating, Mob* attacker) { return(mitigation_rating); }
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float Mob::mod_attack_rating(float attack_rating, Mob* defender) { return(attack_rating); }
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//Kick damage after all other bonuses are applied
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int32 Mob::mod_kick_damage(int32 dmg) { return(dmg); }
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//Slam and bash damage after all other bonuses are applied
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int32 Mob::mod_bash_damage(int32 dmg) { return(dmg); }
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//Frenzy damage after all other bonuses are applied
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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, 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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//Chance for 50+ archery bonus damage if Combat:UseArcheryBonusRoll is true. Base is Combat:ArcheryBonusChance
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int Mob::mod_archery_bonus_chance(int bonuschance, const ItemInst* RangeWeapon) { return(bonuschance); }
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//Archery bonus damage
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uint32 Mob::mod_archery_bonus_damage(uint32 MaxDmg, const ItemInst* RangeWeapon) { return(MaxDmg); }
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//Final archery damage including bonus if it was applied.
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int32 Mob::mod_archery_damage(int32 TotalDmg, bool hasbonus, const ItemInst* RangeWeapon) { return(TotalDmg); }
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//Thrown weapon damage after all other calcs
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uint16 Mob::mod_throwing_damage(uint16 MaxDmg) { return(MaxDmg); }
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//Spell cast time in milliseconds - will not sync with client cast time bar, but does work.
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int32 Mob::mod_cast_time(int32 cast_time) { return(cast_time); }
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//res - Default buff duration formula
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int Mob::mod_buff_duration(int res, Mob* caster, Mob* target, uint16 spell_id) { return(res); }
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//Spell stack override - If this returns anything < 2, it will ignore all other stacking rules.
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// See spells.cpp: Mob::CheckStackConflict
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// 0 - No conflict
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// 1 - Overwrite, spellid1 is replaced by spellid2
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// -1 - Blocked, spellid2 will not land
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// 2 - Default stacking behavior
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int Mob::mod_spell_stack(uint16 spellid1, int caster_level1, Mob* caster1, uint16 spellid2, int caster_level2, Mob* caster2) { return(2); }
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//Sum of various resists rolled against a value of 200.
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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) {
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return(resist_chance);
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}
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//Spell is cast by this on spelltar, called from spellontarget after the event_cast_on NPC event
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void Mob::mod_spell_cast(uint16 spell_id, Mob* spelltar, bool reflect, bool use_resist_adjust, int16 resist_adjust, bool isproc) { return; }
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//At this point all applicable aggro checks have succeeded. Attacker should aggro unless we return false.
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bool Mob::mod_will_aggro(Mob *attacker, Mob *on) { return(true); }
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