50 lines
1.9 KiB
Markdown
50 lines
1.9 KiB
Markdown
# File: `Skills.h`
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## Classes
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- `SkillBonusValue`
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- `SkillBonus`
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- `Skill`
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- `MasterSkillList`
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- `PlayerSkillList`
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## Functions
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- `int CheckDisarmSkill(int16 targetLevel, int8 chest_difficulty=0);`
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- `void AddSkill(Skill* skill);`
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- `int16 GetSkillCount();`
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- `void RemoveSkill(Skill* skill);`
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- `void AddSkill(Skill* new_skill);`
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- `bool CheckSkillIncrease(Skill* skill);`
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- `bool HasSkill(int32 skill_id);`
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- `void IncreaseSkill(Skill* skill, int16 amount);`
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- `void IncreaseSkill(int32 skill_id, int16 amount);`
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- `void DecreaseSkill(Skill* skill, int16 amount);`
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- `void DecreaseSkill(int32 skill_id, int16 amount);`
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- `void SetSkill(Skill* skill, int16 value, bool send_update = true);`
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- `void SetSkill(int32 skill_id, int16 value, bool send_update = true);`
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- `void IncreaseSkillCap(Skill* skill, int16 amount);`
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- `void IncreaseSkillCap(int32 skill_id, int16 amount);`
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- `void DecreaseSkillCap(Skill* skill, int16 amount);`
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- `void DecreaseSkillCap(int32 skill_id, int16 amount);`
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- `void SetSkillCap(Skill* skill, int16 value);`
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- `void SetSkillCap(int32 skill_id, int16 value);`
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- `void IncreaseAllSkillCaps(int16 value);`
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- `void IncreaseSkillCapsByType(int8 type, int16 value);`
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- `void SetSkillCapsByType(int8 type, int16 value);`
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- `void SetSkillValuesByType(int8 type, int16 value, bool send_update = true);`
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- `void AddSkillUpdateNeeded(Skill* skill);`
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- `void AddSkillBonus(int32 spell_id, int32 skill_id, float value);`
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- `void RemoveSkillBonus(int32 spell_id);`
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- `int16 CalculateSkillValue(int32 skill_id, int16 current_val);`
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- `int16 CalculateSkillMaxValue(int32 skill_id, int16 max_val);`
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- `bool HasSkillUpdates();`
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- `void ResetPackets();`
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## Notable Comments
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- /*
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- */
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- //the following update the current_value to the max_value as soon as the max_value is updated
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- /* Each SkillBonus is comprised of multiple possible skill bonus values. This is so one spell can modify
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