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EQ2Emu/docs/code/Skills.md
2025-05-06 09:54:48 -04:00

1.9 KiB

File: Skills.h

Classes

  • SkillBonusValue
  • SkillBonus
  • Skill
  • MasterSkillList
  • PlayerSkillList

Functions

  • int CheckDisarmSkill(int16 targetLevel, int8 chest_difficulty=0);
  • void AddSkill(Skill* skill);
  • int16 GetSkillCount();
  • void RemoveSkill(Skill* skill);
  • void AddSkill(Skill* new_skill);
  • bool CheckSkillIncrease(Skill* skill);
  • bool HasSkill(int32 skill_id);
  • void IncreaseSkill(Skill* skill, int16 amount);
  • void IncreaseSkill(int32 skill_id, int16 amount);
  • void DecreaseSkill(Skill* skill, int16 amount);
  • void DecreaseSkill(int32 skill_id, int16 amount);
  • void SetSkill(Skill* skill, int16 value, bool send_update = true);
  • void SetSkill(int32 skill_id, int16 value, bool send_update = true);
  • void IncreaseSkillCap(Skill* skill, int16 amount);
  • void IncreaseSkillCap(int32 skill_id, int16 amount);
  • void DecreaseSkillCap(Skill* skill, int16 amount);
  • void DecreaseSkillCap(int32 skill_id, int16 amount);
  • void SetSkillCap(Skill* skill, int16 value);
  • void SetSkillCap(int32 skill_id, int16 value);
  • void IncreaseAllSkillCaps(int16 value);
  • void IncreaseSkillCapsByType(int8 type, int16 value);
  • void SetSkillCapsByType(int8 type, int16 value);
  • void SetSkillValuesByType(int8 type, int16 value, bool send_update = true);
  • void AddSkillUpdateNeeded(Skill* skill);
  • void AddSkillBonus(int32 spell_id, int32 skill_id, float value);
  • void RemoveSkillBonus(int32 spell_id);
  • int16 CalculateSkillValue(int32 skill_id, int16 current_val);
  • int16 CalculateSkillMaxValue(int32 skill_id, int16 max_val);
  • bool HasSkillUpdates();
  • void ResetPackets();

Notable Comments

  • /*
  • */
  • //the following update the current_value to the max_value as soon as the max_value is updated
  • /* Each SkillBonus is comprised of multiple possible skill bonus values. This is so one spell can modify