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https://github.com/emagi/eq2emu
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2.9 KiB
2.9 KiB
File: Spells.h
Classes
LUADataSpellScriptTimerLevelArraySpellDisplayEffectSpellDataSpellMasterSpellList
Functions
void AddSpellLevel(int8 adventure_class, int8 tradeskill_class, int16 level, float classic_spell_level);void AddSpellEffect(int8 percentage, int8 subbullet, string description);void AddSpellLuaData(int8 type, int int_value, int int_value2, float float_value, float float_value2, bool bool_value, string string_value,string string_value2, string helper);void AddSpellLuaDataInt(int value, int value2, string helper);void AddSpellLuaDataFloat(float value, float value2, string helper);void AddSpellLuaDataBool(bool value, string helper);void AddSpellLuaDataString(string value, string value2, string helper);int32 GetSpellID();sint16 TranslateClientSpellIcon(int16 version);void SetPacketInformation(PacketStruct* packet, Client* client = 0, bool display_tier = false);void SetAAPacketInformation(PacketStruct* packet, AltAdvanceData* data, Client* client = 0, bool display_tier = false);void AppendLevelInformation(PacketStruct* packet);int8 GetSpellTier();int32 GetSpellDuration();int16 GetSpellIcon();int16 GetSpellIconBackdrop();int16 GetSpellIconHeroicOp();int16 GetLevelRequired(Player* player);int16 GetHPRequired(Spawn* spawn);int16 GetPowerRequired(Spawn* spawn);int16 GetSavageryRequired(Spawn* spawn);int16 GetDissonanceRequired(Spawn* spawn);bool GetSpellData(lua_State* state, std::string field);bool SetSpellData(lua_State* state, std::string field, int8 fieldArg);bool ScribeAllowed(Player* player);bool IsHealSpell();bool IsBuffSpell();bool IsDamageSpell();bool IsControlSpell();bool IsOffenseSpell();bool IsCopiedSpell();void ModifyCastTime(Entity* caster);int32 CalculateRecastTimer(Entity* caster, float override_timer = 0.0f);bool CastWhileStunned();bool CastWhileMezzed();bool CastWhileStifled();bool CastWhileFeared();bool GetStayLocked() { return stay_locked; }void StayLocked(bool val) { stay_locked = val; }void DestroySpells();void Reload();void AddSpell(int32 id, int8 tier, Spell* spell);int16 GetSpellErrorValue(int16 version, int8 error_index);void AddSpellError(int16 version, int8 error_index, int16 error_value);int32 GetNewMaxSpellID() {int16 GetClosestVersion(int16 version);
Notable Comments
- /*
- */
- // Spell type is for AI so code knows what a spell is
- //vector<SpellDisplayEffect*> effects;
- ///
Gets the correct spell error value for the given version - /// Client version
- /// ID of the error
- /// The int16 value for the given error and version
- ///
Adds a spell error to the list - /// Client version for the error