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

65 KiB

File: Entity.h

Classes

  • Entity
  • NPC
  • Trade
  • LuaSpell
  • GroupMemberInfo
  • BonusValues
  • MaintainedEffects
  • SpellEffects
  • DetrimentalEffects
  • InfoStruct
  • WardInfo
  • Proc
  • ThreatTransfer
  • Entity

Functions

  • void SetInfoStruct(InfoStruct* oldStruct)
  • std::lock_guard<std::mutex> lk(classMutex);
  • std::string get_name() { std::lock_guard<std::mutex> lk(classMutex); return name_; }
  • int8 get_class1() { std::lock_guard<std::mutex> lk(classMutex); return class1_; }
  • int8 get_class2() { std::lock_guard<std::mutex> lk(classMutex); return class2_; }
  • int8 get_class3() { std::lock_guard<std::mutex> lk(classMutex); return class3_; }
  • int8 get_race() { std::lock_guard<std::mutex> lk(classMutex); return race_; }
  • int8 get_gender() { std::lock_guard<std::mutex> lk(classMutex); return gender_; }
  • int16 get_level() { std::lock_guard<std::mutex> lk(classMutex); return level_; }
  • int16 get_max_level() { std::lock_guard<std::mutex> lk(classMutex); return max_level_; }
  • int16 get_effective_level() { std::lock_guard<std::mutex> lk(classMutex); return effective_level_; }
  • int16 get_tradeskill_level() { std::lock_guard<std::mutex> lk(classMutex); return tradeskill_level_; }
  • int16 get_tradeskill_max_level() { std::lock_guard<std::mutex> lk(classMutex); return tradeskill_max_level_; }
  • int8 get_cur_concentration() { std::lock_guard<std::mutex> lk(classMutex); return cur_concentration_; }
  • int8 get_max_concentration() { std::lock_guard<std::mutex> lk(classMutex); return max_concentration_; }
  • int8 get_max_concentration_base() { std::lock_guard<std::mutex> lk(classMutex); return max_concentration_base_; }
  • int16 get_cur_attack() { std::lock_guard<std::mutex> lk(classMutex); return cur_attack_; }
  • int16 get_attack_base() { std::lock_guard<std::mutex> lk(classMutex); return attack_base_; }
  • int16 get_cur_mitigation() { std::lock_guard<std::mutex> lk(classMutex); return cur_mitigation_; }
  • int16 get_max_mitigation() { std::lock_guard<std::mutex> lk(classMutex); return max_mitigation_; }
  • int16 get_mitigation_base() { std::lock_guard<std::mutex> lk(classMutex); return mitigation_base_; }
  • sint16 get_mitigation_modifier() { std::lock_guard<std::mutex> lk(classMutex); return mitigation_modifier_; }
  • int16 get_avoidance_display() { std::lock_guard<std::mutex> lk(classMutex); return avoidance_display_; }
  • float get_cur_avoidance() { std::lock_guard<std::mutex> lk(classMutex); return cur_avoidance_; }
  • int16 get_base_avoidance_pct() { std::lock_guard<std::mutex> lk(classMutex); return base_avoidance_pct_; }
  • int16 get_avoidance_base() { std::lock_guard<std::mutex> lk(classMutex); return avoidance_base_; }
  • float get_parry() { std::lock_guard<std::mutex> lk(classMutex); return parry_; }
  • float get_parry_base() { std::lock_guard<std::mutex> lk(classMutex); return parry_base_; }
  • int16 get_max_avoidance() { std::lock_guard<std::mutex> lk(classMutex); return max_avoidance_; }
  • float get_deflection() { std::lock_guard<std::mutex> lk(classMutex); return deflection_; }
  • int16 get_deflection_base() { std::lock_guard<std::mutex> lk(classMutex); return deflection_base_; }
  • float get_block() { std::lock_guard<std::mutex> lk(classMutex); return block_; }
  • int16 get_block_base() { std::lock_guard<std::mutex> lk(classMutex); return block_base_; }
  • float get_str() { std::lock_guard<std::mutex> lk(classMutex); return str_; }
  • float get_sta() { std::lock_guard<std::mutex> lk(classMutex); return sta_; }
  • float get_agi() { std::lock_guard<std::mutex> lk(classMutex); return agi_; }
  • float get_wis() { std::lock_guard<std::mutex> lk(classMutex); return wis_; }
  • float get_intel() { std::lock_guard<std::mutex> lk(classMutex); return intel_; }
  • float get_str_base() { std::lock_guard<std::mutex> lk(classMutex); return str_base_; }
  • float get_sta_base() { std::lock_guard<std::mutex> lk(classMutex); return sta_base_; }
  • float get_agi_base() { std::lock_guard<std::mutex> lk(classMutex); return agi_base_; }
  • float get_wis_base() { std::lock_guard<std::mutex> lk(classMutex); return wis_base_; }
  • float get_intel_base() { std::lock_guard<std::mutex> lk(classMutex); return intel_base_; }
  • int16 get_heat() { std::lock_guard<std::mutex> lk(classMutex); return heat_; }
  • int16 get_cold() { std::lock_guard<std::mutex> lk(classMutex); return cold_; }
  • int16 get_magic() { std::lock_guard<std::mutex> lk(classMutex); return magic_; }
  • int16 get_mental() { std::lock_guard<std::mutex> lk(classMutex); return mental_; }
  • int16 get_divine() { std::lock_guard<std::mutex> lk(classMutex); return divine_; }
  • int16 get_disease() { std::lock_guard<std::mutex> lk(classMutex); return disease_; }
  • int16 get_poison() { std::lock_guard<std::mutex> lk(classMutex); return poison_; }
  • int16 get_disease_base() { std::lock_guard<std::mutex> lk(classMutex); return disease_base_; }
  • int16 get_cold_base() { std::lock_guard<std::mutex> lk(classMutex); return cold_base_; }
  • int16 get_divine_base() { std::lock_guard<std::mutex> lk(classMutex); return divine_base_; }
  • int16 get_magic_base() { std::lock_guard<std::mutex> lk(classMutex); return magic_base_; }
  • int16 get_mental_base() { std::lock_guard<std::mutex> lk(classMutex); return mental_base_; }
  • int16 get_heat_base() { std::lock_guard<std::mutex> lk(classMutex); return heat_base_; }
  • int16 get_poison_base() { std::lock_guard<std::mutex> lk(classMutex); return poison_base_; }
  • int16 get_elemental_base() { std::lock_guard<std::mutex> lk(classMutex); return elemental_base_; }
  • int16 get_noxious_base() { std::lock_guard<std::mutex> lk(classMutex); return noxious_base_; }
  • int16 get_arcane_base() { std::lock_guard<std::mutex> lk(classMutex); return arcane_base_; }
  • int32 get_coin_copper() { std::lock_guard<std::mutex> lk(classMutex); return coin_copper_; }
  • int32 get_coin_silver() { std::lock_guard<std::mutex> lk(classMutex); return coin_silver_; }
  • int32 get_coin_gold() { std::lock_guard<std::mutex> lk(classMutex); return coin_gold_; }
  • int32 get_coin_plat() { std::lock_guard<std::mutex> lk(classMutex); return coin_plat_; }
  • int32 get_bank_coin_copper() { std::lock_guard<std::mutex> lk(classMutex); return bank_coin_copper_; }
  • int32 get_bank_coin_silver() { std::lock_guard<std::mutex> lk(classMutex); return bank_coin_silver_; }
  • int32 get_bank_coin_gold() { std::lock_guard<std::mutex> lk(classMutex); return bank_coin_gold_; }
  • int32 get_bank_coin_plat() { std::lock_guard<std::mutex> lk(classMutex); return bank_coin_plat_; }
  • int32 get_status_points() { std::lock_guard<std::mutex> lk(classMutex); return status_points_; }
  • std::string get_deity() { std::lock_guard<std::mutex> lk(classMutex); return deity_; }
  • int32 get_weight() { std::lock_guard<std::mutex> lk(classMutex); return weight_; }
  • int32 get_max_weight() { std::lock_guard<std::mutex> lk(classMutex); return max_weight_; }
  • int8 get_tradeskill_class1() { std::lock_guard<std::mutex> lk(classMutex); return tradeskill_class1_; }
  • int8 get_tradeskill_class2() { std::lock_guard<std::mutex> lk(classMutex); return tradeskill_class2_; }
  • int8 get_tradeskill_class3() { std::lock_guard<std::mutex> lk(classMutex); return tradeskill_class3_; }
  • int32 get_account_age_base() { std::lock_guard<std::mutex> lk(classMutex); return account_age_base_; }
  • int8 get_account_age_bonus(int8 field) { std::lock_guard<std::mutex> lk(classMutex); return account_age_bonus_[field]; }
  • int16 get_absorb() { std::lock_guard<std::mutex> lk(classMutex); return absorb_; }
  • int32 get_xp() { std::lock_guard<std::mutex> lk(classMutex); return xp_; }
  • int32 get_xp_needed() { std::lock_guard<std::mutex> lk(classMutex); return xp_needed_; }
  • float get_xp_debt() { std::lock_guard<std::mutex> lk(classMutex); return xp_debt_; }
  • int16 get_xp_yellow() { std::lock_guard<std::mutex> lk(classMutex); return xp_yellow_; }
  • int16 get_xp_yellow_vitality_bar() { std::lock_guard<std::mutex> lk(classMutex); return xp_yellow_vitality_bar_; }
  • int16 get_xp_blue_vitality_bar() { std::lock_guard<std::mutex> lk(classMutex); return xp_blue_vitality_bar_; }
  • int16 get_xp_blue() { std::lock_guard<std::mutex> lk(classMutex); return xp_blue_; }
  • int32 get_ts_xp() { std::lock_guard<std::mutex> lk(classMutex); return ts_xp_; }
  • int32 get_ts_xp_needed() { std::lock_guard<std::mutex> lk(classMutex); return ts_xp_needed_; }
  • int16 get_tradeskill_exp_yellow() { std::lock_guard<std::mutex> lk(classMutex); return tradeskill_exp_yellow_; }
  • int16 get_tradeskill_exp_blue() { std::lock_guard<std::mutex> lk(classMutex); return tradeskill_exp_blue_; }
  • int32 get_flags() { std::lock_guard<std::mutex> lk(classMutex); return flags_; }
  • int32 get_flags2() { std::lock_guard<std::mutex> lk(classMutex); return flags2_; }
  • float get_xp_vitality() { std::lock_guard<std::mutex> lk(classMutex); return xp_vitality_; }
  • float get_tradeskill_xp_vitality() { std::lock_guard<std::mutex> lk(classMutex); return tradeskill_xp_vitality_; }
  • int16 get_mitigation_skill1() { std::lock_guard<std::mutex> lk(classMutex); return mitigation_skill1_; }
  • int16 get_mitigation_skill2() { std::lock_guard<std::mutex> lk(classMutex); return mitigation_skill2_; }
  • int16 get_mitigation_skill3() { std::lock_guard<std::mutex> lk(classMutex); return mitigation_skill3_; }
  • int16 get_mitigation_pve() { std::lock_guard<std::mutex> lk(classMutex); return mitigation_pve_; }
  • int16 get_mitigation_pvp() { std::lock_guard<std::mutex> lk(classMutex); return mitigation_pvp_; }
  • float get_ability_modifier() { std::lock_guard<std::mutex> lk(classMutex); return ability_modifier_; }
  • float get_critical_mitigation() { std::lock_guard<std::mutex> lk(classMutex); return critical_mitigation_; }
  • float get_block_chance() { std::lock_guard<std::mutex> lk(classMutex); return block_chance_; }
  • float get_uncontested_parry() { std::lock_guard<std::mutex> lk(classMutex); return uncontested_parry_; }
  • float get_uncontested_block() { std::lock_guard<std::mutex> lk(classMutex); return uncontested_block_; }
  • float get_uncontested_dodge() { std::lock_guard<std::mutex> lk(classMutex); return uncontested_dodge_; }
  • float get_uncontested_riposte() { std::lock_guard<std::mutex> lk(classMutex); return uncontested_riposte_; }
  • float get_crit_chance() { std::lock_guard<std::mutex> lk(classMutex); return crit_chance_; }
  • float get_crit_bonus() { std::lock_guard<std::mutex> lk(classMutex); return crit_bonus_; }
  • float get_potency() { std::lock_guard<std::mutex> lk(classMutex); return potency_; }
  • float get_hate_mod() { std::lock_guard<std::mutex> lk(classMutex); return hate_mod_; }
  • float get_reuse_speed() { std::lock_guard<std::mutex> lk(classMutex); return reuse_speed_; }
  • float get_casting_speed() { std::lock_guard<std::mutex> lk(classMutex); return casting_speed_; }
  • float get_recovery_speed() { std::lock_guard<std::mutex> lk(classMutex); return recovery_speed_; }
  • float get_spell_reuse_speed() { std::lock_guard<std::mutex> lk(classMutex); return spell_reuse_speed_; }
  • float get_spell_multi_attack() { std::lock_guard<std::mutex> lk(classMutex); return spell_multi_attack_; }
  • float get_dps() { std::lock_guard<std::mutex> lk(classMutex); return dps_; }
  • float get_dps_multiplier() { std::lock_guard<std::mutex> lk(classMutex); return dps_multiplier_; }
  • float get_attackspeed() { std::lock_guard<std::mutex> lk(classMutex); return attackspeed_; }
  • float get_haste() { std::lock_guard<std::mutex> lk(classMutex); return haste_; }
  • float get_multi_attack() { std::lock_guard<std::mutex> lk(classMutex); return multi_attack_; }
  • float get_flurry() { std::lock_guard<std::mutex> lk(classMutex); return flurry_; }
  • float get_melee_ae() { std::lock_guard<std::mutex> lk(classMutex); return melee_ae_; }
  • float get_strikethrough() { std::lock_guard<std::mutex> lk(classMutex); return strikethrough_; }
  • float get_accuracy() { std::lock_guard<std::mutex> lk(classMutex); return accuracy_; }
  • float get_offensivespeed() { std::lock_guard<std::mutex> lk(classMutex); return offensivespeed_; }
  • float get_rain() { std::lock_guard<std::mutex> lk(classMutex); return rain_; }
  • float get_wind() { std::lock_guard<std::mutex> lk(classMutex); return wind_; }
  • sint8 get_alignment() { std::lock_guard<std::mutex> lk(classMutex); return alignment_; }
  • int32 get_pet_id() { std::lock_guard<std::mutex> lk(classMutex); return pet_id_; }
  • std::string get_pet_name() { std::lock_guard<std::mutex> lk(classMutex); return pet_name_; }
  • float get_pet_health_pct() { std::lock_guard<std::mutex> lk(classMutex); return pet_health_pct_; }
  • float get_pet_power_pct() { std::lock_guard<std::mutex> lk(classMutex); return pet_power_pct_; }
  • int8 get_pet_movement() { std::lock_guard<std::mutex> lk(classMutex); return pet_movement_; }
  • int8 get_pet_behavior() { std::lock_guard<std::mutex> lk(classMutex); return pet_behavior_; }
  • int32 get_vision() { std::lock_guard<std::mutex> lk(classMutex); return vision_; }
  • int8 get_breathe_underwater() { std::lock_guard<std::mutex> lk(classMutex); return breathe_underwater_; }
  • std::string get_biography() { std::lock_guard<std::mutex> lk(classMutex); return biography_; }
  • float get_drunk() { std::lock_guard<std::mutex> lk(classMutex); return drunk_; }
  • sint16 get_power_regen() { std::lock_guard<std::mutex> lk(classMutex); return power_regen_; }
  • sint16 get_hp_regen() { std::lock_guard<std::mutex> lk(classMutex); return hp_regen_; }
  • int8 get_power_regen_override() { std::lock_guard<std::mutex> lk(classMutex); return power_regen_override_; }
  • int8 get_hp_regen_override() { std::lock_guard<std::mutex> lk(classMutex); return hp_regen_override_; }
  • int8 get_water_type() { std::lock_guard<std::mutex> lk(classMutex); return water_type_; }
  • int8 get_flying_type() { std::lock_guard<std::mutex> lk(classMutex); return flying_type_; }
  • int8 get_no_interrupt() { std::lock_guard<std::mutex> lk(classMutex); return no_interrupt_; }
  • int8 get_interaction_flag() { std::lock_guard<std::mutex> lk(classMutex); return interaction_flag_; }
  • int8 get_tag1() { std::lock_guard<std::mutex> lk(classMutex); return tag1_; }
  • int16 get_mood() { std::lock_guard<std::mutex> lk(classMutex); return mood_; }
  • int32 get_range_last_attack_time() { std::lock_guard<std::mutex> lk(classMutex); return range_last_attack_time_; }
  • int32 get_primary_last_attack_time() { std::lock_guard<std::mutex> lk(classMutex); return primary_last_attack_time_; }
  • int32 get_secondary_last_attack_time() { std::lock_guard<std::mutex> lk(classMutex); return secondary_last_attack_time_; }
  • int16 get_primary_attack_delay() { std::lock_guard<std::mutex> lk(classMutex); return primary_attack_delay_; }
  • int16 get_secondary_attack_delay() { std::lock_guard<std::mutex> lk(classMutex); return secondary_attack_delay_; }
  • int16 get_ranged_attack_delay() { std::lock_guard<std::mutex> lk(classMutex); return ranged_attack_delay_; }
  • int8 get_primary_weapon_type() { std::lock_guard<std::mutex> lk(classMutex); return primary_weapon_type_; }
  • int8 get_secondary_weapon_type() { std::lock_guard<std::mutex> lk(classMutex); return secondary_weapon_type_; }
  • int8 get_ranged_weapon_type() { std::lock_guard<std::mutex> lk(classMutex); return ranged_weapon_type_; }
  • int32 get_primary_weapon_damage_low() { std::lock_guard<std::mutex> lk(classMutex); return primary_weapon_damage_low_; }
  • int32 get_primary_weapon_damage_high() { std::lock_guard<std::mutex> lk(classMutex); return primary_weapon_damage_high_; }
  • int32 get_secondary_weapon_damage_low() { std::lock_guard<std::mutex> lk(classMutex); return secondary_weapon_damage_low_; }
  • int32 get_secondary_weapon_damage_high() { std::lock_guard<std::mutex> lk(classMutex); return secondary_weapon_damage_high_; }
  • int32 get_ranged_weapon_damage_low() { std::lock_guard<std::mutex> lk(classMutex); return ranged_weapon_damage_low_; }
  • int32 get_ranged_weapon_damage_high() { std::lock_guard<std::mutex> lk(classMutex); return ranged_weapon_damage_high_; }
  • int8 get_wield_type() { std::lock_guard<std::mutex> lk(classMutex); return wield_type_; }
  • int8 get_attack_type() { std::lock_guard<std::mutex> lk(classMutex); return attack_type_; }
  • int16 get_primary_weapon_delay() { std::lock_guard<std::mutex> lk(classMutex); return primary_weapon_delay_; }
  • int16 get_secondary_weapon_delay() { std::lock_guard<std::mutex> lk(classMutex); return secondary_weapon_delay_; }
  • int16 get_ranged_weapon_delay() { std::lock_guard<std::mutex> lk(classMutex); return ranged_weapon_delay_; }
  • int8 get_override_primary_weapon() { std::lock_guard<std::mutex> lk(classMutex); return override_primary_weapon_; }
  • int8 get_override_secondary_weapon() { std::lock_guard<std::mutex> lk(classMutex); return override_secondary_weapon_; }
  • int8 get_override_ranged_weapon() { std::lock_guard<std::mutex> lk(classMutex); return override_ranged_weapon_; }
  • int8 get_friendly_target_npc() { std::lock_guard<std::mutex> lk(classMutex); return friendly_target_npc_; }
  • int32 get_last_claim_time() { std::lock_guard<std::mutex> lk(classMutex); return last_claim_time_; }
  • int8 get_engaged_encounter() { std::lock_guard<std::mutex> lk(classMutex); return engaged_encounter_; }
  • int8 get_lockable_encounter() { std::lock_guard<std::mutex> lk(classMutex); return lockable_encounter_; }
  • int8 get_first_world_login() { std::lock_guard<std::mutex> lk(classMutex); return first_world_login_; }
  • int8 get_reload_player_spells() { std::lock_guard<std::mutex> lk(classMutex); return reload_player_spells_; }
  • int8 get_group_loot_method() { std::lock_guard<std::mutex> lk(classMutex); return group_loot_method_; }
  • int8 get_group_loot_items_rarity() { std::lock_guard<std::mutex> lk(classMutex); return group_loot_items_rarity_; }
  • int8 get_group_auto_split() { std::lock_guard<std::mutex> lk(classMutex); return group_auto_split_; }
  • int8 get_group_default_yell() { std::lock_guard<std::mutex> lk(classMutex); return group_default_yell_; }
  • int8 get_group_autolock() { std::lock_guard<std::mutex> lk(classMutex); return group_autolock_; }
  • int8 get_group_lock_method() { std::lock_guard<std::mutex> lk(classMutex); return group_lock_method_; }
  • int8 get_group_solo_autolock() { std::lock_guard<std::mutex> lk(classMutex); return group_solo_autolock_; }
  • int8 get_group_auto_loot_method() { std::lock_guard<std::mutex> lk(classMutex); return group_auto_loot_method_; }
  • int8 get_assist_auto_attack() { std::lock_guard<std::mutex> lk(classMutex); return assist_auto_attack_; }
  • std::string get_action_state() { std::lock_guard<std::mutex> lk(classMutex); return action_state_; }
  • std::string get_combat_action_state() { std::lock_guard<std::mutex> lk(classMutex); return combat_action_state_; }
  • float get_max_spell_reduction() { std::lock_guard<std::mutex> lk(classMutex); return max_spell_reduction_; }
  • int8 get_max_spell_reduction_override() { std::lock_guard<std::mutex> lk(classMutex); return max_spell_reduction_override_; }
  • void set_name(std::string value) { std::lock_guard<std::mutex> lk(classMutex); name_ = value; }
  • void set_deity(std::string value) { std::lock_guard<std::mutex> lk(classMutex); deity_ = value; }
  • void set_class1(int8 value) { std::lock_guard<std::mutex> lk(classMutex); class1_ = value; }
  • void set_class2(int8 value) { std::lock_guard<std::mutex> lk(classMutex); class2_ = value; }
  • void set_class3(int8 value) { std::lock_guard<std::mutex> lk(classMutex); class3_ = value; }
  • void set_race(int8 value) { std::lock_guard<std::mutex> lk(classMutex); race_ = value; }
  • void set_gender(int8 value) { std::lock_guard<std::mutex> lk(classMutex); gender_ = value; }
  • void set_level(int16 value) { std::lock_guard<std::mutex> lk(classMutex); level_ = value; }
  • void set_max_level(int16 value) { std::lock_guard<std::mutex> lk(classMutex); max_level_ = value; }
  • void set_effective_level(int16 value) { std::lock_guard<std::mutex> lk(classMutex); effective_level_ = value; }
  • void set_cur_concentration(int8 value) { std::lock_guard<std::mutex> lk(classMutex); cur_concentration_ = value; }
  • void set_max_concentration(int8 value) { std::lock_guard<std::mutex> lk(classMutex); max_concentration_ = value; }
  • void set_max_concentration_base(int8 value) { std::lock_guard<std::mutex> lk(classMutex); max_concentration_base_ = value; }
  • void add_cur_concentration(int8 value) { std::lock_guard<std::mutex> lk(classMutex); cur_concentration_ += value; }
  • void add_max_concentration(int8 value) { std::lock_guard<std::mutex> lk(classMutex); max_concentration_ += value; }
  • void set_cur_attack(int16 value) { std::lock_guard<std::mutex> lk(classMutex); cur_attack_ = value; }
  • void set_attack_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); attack_base_ = value; }
  • void set_cur_mitigation(int16 value) { std::lock_guard<std::mutex> lk(classMutex); cur_mitigation_ = value; }
  • void set_max_mitigation(int16 value) { std::lock_guard<std::mutex> lk(classMutex); max_mitigation_ = value; }
  • void set_mitigation_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); mitigation_base_ = value; }
  • void add_mitigation_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); mitigation_base_ += value; }
  • void set_mitigation_modifier(sint16 value) { std::lock_guard<std::mutex> lk(classMutex); mitigation_modifier_ = value; }
  • void set_avoidance_display(int16 value) { std::lock_guard<std::mutex> lk(classMutex); avoidance_display_ = value; }
  • void set_cur_avoidance(float value) { std::lock_guard<std::mutex> lk(classMutex); cur_avoidance_ = value; }
  • void set_base_avoidance_pct(int16 value) { std::lock_guard<std::mutex> lk(classMutex); base_avoidance_pct_ = value; }
  • void set_avoidance_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); avoidance_base_ = value; }
  • void set_max_avoidance(int16 value) { std::lock_guard<std::mutex> lk(classMutex); max_avoidance_ = value; }
  • void set_parry(float value) { std::lock_guard<std::mutex> lk(classMutex); parry_ = value; }
  • void set_parry_base(float value) { std::lock_guard<std::mutex> lk(classMutex); parry_base_ = value; }
  • void set_deflection(int16 value) { std::lock_guard<std::mutex> lk(classMutex); deflection_ = value; }
  • void set_deflection_base(float value) { std::lock_guard<std::mutex> lk(classMutex); deflection_base_ = value; }
  • void set_block(float value) { std::lock_guard<std::mutex> lk(classMutex); block_ = value; }
  • void set_block_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); block_base_ = value; }
  • void set_str(float value) { std::lock_guard<std::mutex> lk(classMutex); str_ = value; }
  • void set_sta(float value) { std::lock_guard<std::mutex> lk(classMutex); sta_ = value; }
  • void set_agi(float value) { std::lock_guard<std::mutex> lk(classMutex); agi_ = value; }
  • void set_wis(float value) { std::lock_guard<std::mutex> lk(classMutex); wis_ = value; }
  • void set_intel(float value) { std::lock_guard<std::mutex> lk(classMutex); intel_ = value; }
  • void add_str(float value) { std::lock_guard<std::mutex> lk(classMutex); if(str_ + value < 0.0f) str_ = 0.0f; else str_ += value; }
  • void add_sta(float value) { std::lock_guard<std::mutex> lk(classMutex); if(sta_ + value < 0.0f) sta_ = 0.0f; else sta_ += value; }
  • void add_agi(float value) { std::lock_guard<std::mutex> lk(classMutex); if(agi_ + value < 0.0f) agi_ = 0.0f; else agi_ += value; }
  • void add_wis(float value) { std::lock_guard<std::mutex> lk(classMutex); if(wis_ + value < 0.0f) wis_ = 0.0f; else wis_ += value; }
  • void add_intel(float value) { std::lock_guard<std::mutex> lk(classMutex); if(intel_ + value < 0.0f) intel_ = 0.0f; else intel_ += value; }
  • void set_str_base(float value) { std::lock_guard<std::mutex> lk(classMutex); str_base_ = value; }
  • void set_sta_base(float value) { std::lock_guard<std::mutex> lk(classMutex); sta_base_ = value; }
  • void set_agi_base(float value) { std::lock_guard<std::mutex> lk(classMutex); agi_base_ = value; }
  • void set_wis_base(float value) { std::lock_guard<std::mutex> lk(classMutex); wis_base_ = value; }
  • void set_intel_base(float value) { std::lock_guard<std::mutex> lk(classMutex); intel_base_ = value; }
  • void set_heat(int16 value) { std::lock_guard<std::mutex> lk(classMutex); heat_ = value; }
  • void set_cold(int16 value) { std::lock_guard<std::mutex> lk(classMutex); cold_ = value; }
  • void set_magic(int16 value) { std::lock_guard<std::mutex> lk(classMutex); magic_ = value; }
  • void set_mental(int16 value) { std::lock_guard<std::mutex> lk(classMutex); mental_ = value; }
  • void set_divine(int16 value) { std::lock_guard<std::mutex> lk(classMutex); divine_ = value; }
  • void set_disease(int16 value) { std::lock_guard<std::mutex> lk(classMutex); disease_ = value; }
  • void set_poison(int16 value) { std::lock_guard<std::mutex> lk(classMutex); poison_ = value; }
  • void add_heat(sint16 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint32)heat_ + value < 0) heat_ = 0; else heat_ += value; }
  • void add_cold(sint16 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint32)cold_ + value < 0) cold_ = 0; else cold_ += value; }
  • void add_magic(sint16 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint32)magic_ + value < 0) magic_ = 0; else magic_ += value; }
  • void add_mental(sint16 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint32)mental_ + value < 0) mental_ = 0; else mental_ += value; }
  • void add_divine(sint16 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint32)divine_ + value < 0) divine_ = 0; else divine_ += value; }
  • void add_disease(sint16 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint32)disease_ + value < 0) disease_ = 0; else disease_ += value; }
  • void add_poison(sint16 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint32)poison_ + value < 0) poison_ = 0; else poison_ += value; }
  • void set_disease_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); disease_base_ = value; }
  • void set_cold_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); cold_base_ = value; }
  • void set_divine_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); divine_base_ = value; }
  • void set_magic_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); magic_base_ = value; }
  • void set_mental_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); mental_base_ = value; }
  • void set_heat_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); heat_base_ = value; }
  • void set_poison_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); poison_base_ = value; }
  • void set_elemental_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); elemental_base_ = value; }
  • void set_noxious_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); noxious_base_ = value; }
  • void set_arcane_base(int16 value) { std::lock_guard<std::mutex> lk(classMutex); arcane_base_ = value; }
  • void set_tradeskill_level(int16 value) { std::lock_guard<std::mutex> lk(classMutex); tradeskill_level_ = value; }
  • void set_tradeskill_max_level(int16 value) { std::lock_guard<std::mutex> lk(classMutex); tradeskill_max_level_ = value; }
  • void set_tradeskill_class1(int8 value) { std::lock_guard<std::mutex> lk(classMutex); tradeskill_class1_ = value; }
  • void set_tradeskill_class2(int8 value) { std::lock_guard<std::mutex> lk(classMutex); tradeskill_class2_ = value; }
  • void set_tradeskill_class3(int8 value) { std::lock_guard<std::mutex> lk(classMutex); tradeskill_class3_ = value; }
  • void set_account_age_base(int32 value) { std::lock_guard<std::mutex> lk(classMutex); account_age_base_ = value; }
  • void set_xp_vitality(float value) { std::lock_guard<std::mutex> lk(classMutex); xp_vitality_ = value; }
  • void add_xp_vitality(float value) { std::lock_guard<std::mutex> lk(classMutex); xp_vitality_ += value; }
  • void set_tradeskill_xp_vitality(float value) { std::lock_guard<std::mutex> lk(classMutex); tradeskill_xp_vitality_ = value; }
  • void set_absorb(int16 value) { std::lock_guard<std::mutex> lk(classMutex); absorb_ = value; }
  • void set_xp(int32 value) { std::lock_guard<std::mutex> lk(classMutex); xp_ = value; }
  • void set_xp_needed(int32 value) { std::lock_guard<std::mutex> lk(classMutex); xp_needed_ = value; }
  • void set_xp_debt(float value) { std::lock_guard<std::mutex> lk(classMutex); if(std::isnan(value)) value = 0.0f; xp_debt_ = value; }
  • void set_xp_yellow(int16 value) { std::lock_guard<std::mutex> lk(classMutex); xp_yellow_ = value; }
  • void set_xp_blue(int16 value) { std::lock_guard<std::mutex> lk(classMutex); xp_blue_ = value; }
  • void set_xp_yellow_vitality_bar(int16 value) { std::lock_guard<std::mutex> lk(classMutex); xp_yellow_vitality_bar_ = value; }
  • void set_xp_blue_vitality_bar(int16 value) { std::lock_guard<std::mutex> lk(classMutex); xp_blue_vitality_bar_ = value; }
  • void set_ts_xp(int32 value) { std::lock_guard<std::mutex> lk(classMutex); ts_xp_ = value; }
  • void set_ts_xp_needed(int32 value) { std::lock_guard<std::mutex> lk(classMutex); ts_xp_needed_ = value; }
  • void set_tradeskill_exp_yellow(int16 value) { std::lock_guard<std::mutex> lk(classMutex); tradeskill_exp_yellow_ = value; }
  • void set_tradeskill_exp_blue(int16 value) { std::lock_guard<std::mutex> lk(classMutex); tradeskill_exp_blue_ = value; }
  • void set_flags(int32 value) { std::lock_guard<std::mutex> lk(classMutex); flags_ = value; }
  • void set_flags2(int32 value) { std::lock_guard<std::mutex> lk(classMutex); flags2_ = value; }
  • void set_coin_plat(int32 value) { std::lock_guard<std::mutex> lk(classMutex); coin_plat_ = value; }
  • void set_coin_gold(int32 value) { std::lock_guard<std::mutex> lk(classMutex); coin_gold_ = value; }
  • void set_coin_silver(int32 value) { std::lock_guard<std::mutex> lk(classMutex); coin_silver_ = value; }
  • void set_coin_copper(int32 value) { std::lock_guard<std::mutex> lk(classMutex); coin_copper_ = value; }
  • void add_coin_plat(int32 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint64)coin_plat_ + value < 0) coin_plat_ = 0; else coin_plat_ += value; }
  • void add_coin_gold(int32 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint64)coin_gold_ + value < 0) coin_gold_ = 0; else coin_gold_ += value; }
  • void add_coin_silver(int32 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint64)coin_silver_ + value < 0) coin_silver_ = 0; else coin_silver_ += value; }
  • void add_coin_copper(int32 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint64)coin_copper_ + value < 0) coin_copper_ = 0; else coin_copper_ += value; }
  • void set_bank_coin_plat(int32 value) { std::lock_guard<std::mutex> lk(classMutex); bank_coin_plat_ = value; }
  • void set_bank_coin_gold(int32 value) { std::lock_guard<std::mutex> lk(classMutex); bank_coin_gold_ = value; }
  • void set_bank_coin_silver(int32 value) { std::lock_guard<std::mutex> lk(classMutex); bank_coin_silver_ = value; }
  • void set_bank_coin_copper(int32 value) { std::lock_guard<std::mutex> lk(classMutex); bank_coin_copper_ = value; }
  • void add_bank_coin_plat(int32 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint64)bank_coin_plat_ + value < 0) bank_coin_plat_ = 0; else bank_coin_plat_ += value; }
  • void add_bank_coin_gold(int32 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint64)bank_coin_gold_ + value < 0) bank_coin_gold_ = 0; else bank_coin_gold_ += value; }
  • void add_bank_coin_silver(int32 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint64)bank_coin_silver_ + value < 0) bank_coin_silver_ = 0; else bank_coin_silver_ += value; }
  • void add_bank_coin_copper(int32 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint64)bank_coin_copper_ + value < 0) bank_coin_copper_ = 0; else bank_coin_copper_ += value; }
  • void set_status_points(int32 value) { std::lock_guard<std::mutex> lk(classMutex); status_points_ = value; }
  • void add_status_points(int32 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint64)status_points_ + value < 0) status_points_ = 0; else status_points_ += value; }
  • bool subtract_status_points(int32 value) { std::lock_guard<std::mutex> lk(classMutex); if(value > status_points_) return false; status_points_ -= value; return true; }
  • void set_mitigation_skill1(int16 value) { std::lock_guard<std::mutex> lk(classMutex); mitigation_skill1_ = value; }
  • void set_mitigation_skill2(int16 value) { std::lock_guard<std::mutex> lk(classMutex); mitigation_skill2_ = value; }
  • void set_mitigation_skill3(int16 value) { std::lock_guard<std::mutex> lk(classMutex); mitigation_skill3_ = value; }
  • void set_mitigation_pve(int16 value) { std::lock_guard<std::mutex> lk(classMutex); mitigation_pve_ = value; }
  • void set_mitigation_pvp(int16 value) { std::lock_guard<std::mutex> lk(classMutex); mitigation_pvp_ = value; }
  • void add_mitigation_skill1(int16 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint32)mitigation_skill1_ + value < 0) mitigation_skill1_ = 0; else mitigation_skill1_ += value; }
  • void add_mitigation_skill2(int16 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint32)mitigation_skill2_ + value < 0) mitigation_skill2_ = 0; else mitigation_skill2_ += value; }
  • void add_mitigation_skill3(int16 value) { std::lock_guard<std::mutex> lk(classMutex); if((sint32)mitigation_skill3_ + value < 0) mitigation_skill3_ = 0; else mitigation_skill3_ += value; }
  • void set_ability_modifier(float value) { std::lock_guard<std::mutex> lk(classMutex); ability_modifier_ = value; }
  • void add_ability_modifier(float value) { std::lock_guard<std::mutex> lk(classMutex); if(ability_modifier_ + value < 0.0f) ability_modifier_ = 0.0f; else ability_modifier_ += value; }
  • void set_critical_mitigation(float value) { std::lock_guard<std::mutex> lk(classMutex); critical_mitigation_ = value; }
  • void add_critical_mitigation(float value) { std::lock_guard<std::mutex> lk(classMutex); if(critical_mitigation_ + value < 0.0f) critical_mitigation_ = 0.0f; else critical_mitigation_ += value; }
  • void set_block_chance(float value) { std::lock_guard<std::mutex> lk(classMutex); block_chance_ = value; }
  • void set_uncontested_parry(float value) { std::lock_guard<std::mutex> lk(classMutex); uncontested_parry_ = value; }
  • void set_uncontested_block(float value) { std::lock_guard<std::mutex> lk(classMutex); uncontested_block_ = value; }
  • void set_uncontested_dodge(float value) { std::lock_guard<std::mutex> lk(classMutex); uncontested_dodge_ = value; }
  • void set_uncontested_riposte(float value) { std::lock_guard<std::mutex> lk(classMutex); uncontested_riposte_ = value; }
  • void set_crit_chance(float value) { std::lock_guard<std::mutex> lk(classMutex); crit_chance_ = value; }
  • void set_crit_bonus(float value) { std::lock_guard<std::mutex> lk(classMutex); crit_bonus_ = value; }
  • void set_potency(float value) { std::lock_guard<std::mutex> lk(classMutex); potency_ = value; }
  • void set_hate_mod(float value) { std::lock_guard<std::mutex> lk(classMutex); hate_mod_ = value; }
  • void set_reuse_speed(float value) { std::lock_guard<std::mutex> lk(classMutex); reuse_speed_ = value; }
  • void set_casting_speed(float value) { std::lock_guard<std::mutex> lk(classMutex); casting_speed_ = value; }
  • void set_recovery_speed(float value) { std::lock_guard<std::mutex> lk(classMutex); recovery_speed_ = value; }
  • void set_spell_reuse_speed(float value) { std::lock_guard<std::mutex> lk(classMutex); spell_reuse_speed_ = value; }
  • void set_spell_multi_attack(float value) { std::lock_guard<std::mutex> lk(classMutex); spell_multi_attack_ = value; }
  • void set_dps(float value) { std::lock_guard<std::mutex> lk(classMutex); dps_ = value; }
  • void set_dps_multiplier(float value) { std::lock_guard<std::mutex> lk(classMutex); dps_multiplier_ = value; }
  • void set_attackspeed(float value) { std::lock_guard<std::mutex> lk(classMutex); attackspeed_ = value; }
  • void set_haste(float value) { std::lock_guard<std::mutex> lk(classMutex); haste_ = value; }
  • void set_multi_attack(float value) { std::lock_guard<std::mutex> lk(classMutex); multi_attack_ = value; }
  • void set_flurry(float value) { std::lock_guard<std::mutex> lk(classMutex); flurry_ = value; }
  • void set_melee_ae(float value) { std::lock_guard<std::mutex> lk(classMutex); melee_ae_ = value; }
  • void set_strikethrough(float value) { std::lock_guard<std::mutex> lk(classMutex); strikethrough_ = value; }
  • void set_accuracy(float value) { std::lock_guard<std::mutex> lk(classMutex); accuracy_ = value; }
  • void set_offensivespeed(float value) { std::lock_guard<std::mutex> lk(classMutex); offensivespeed_ = value; }
  • void set_rain(float value) { std::lock_guard<std::mutex> lk(classMutex); if(value > 1.0f) value = 1.0f; else if(value < 0.0f) value = 0.0f; rain_ = value; }
  • void set_wind(float value) { std::lock_guard<std::mutex> lk(classMutex); if(value > 1.0f) value = 1.0f; else if(value < 0.0f) value = 0.0f; wind_ = value; }
  • void add_block_chance(float value) { std::lock_guard<std::mutex> lk(classMutex); if(block_chance_ + value < 0.0f) block_chance_ = 0.0f; else block_chance_ += value; }
  • void add_uncontested_parry(float value) { std::lock_guard<std::mutex> lk(classMutex); if(uncontested_parry_ + value < 0.0f) uncontested_parry_ = 0.0f; else uncontested_parry_ += value; }
  • void add_uncontested_block(float value) { std::lock_guard<std::mutex> lk(classMutex); if(uncontested_block_ + value < 0.0f) uncontested_block_ = 0.0f; else uncontested_block_ += value; }
  • void add_uncontested_dodge(float value) { std::lock_guard<std::mutex> lk(classMutex); if(uncontested_dodge_ + value < 0.0f) uncontested_dodge_ = 0.0f; else uncontested_dodge_ += value; }
  • void add_uncontested_riposte(float value) { std::lock_guard<std::mutex> lk(classMutex); if(uncontested_riposte_ + value < 0.0f) uncontested_riposte_ = 0.0f; else uncontested_riposte_ += value; }
  • void add_crit_chance(float value) { std::lock_guard<std::mutex> lk(classMutex); if(crit_chance_ + value < 0.0f) crit_chance_ = 0.0f; else crit_chance_ += value; }
  • void add_crit_bonus(float value) { std::lock_guard<std::mutex> lk(classMutex); if(crit_bonus_ + value < 0.0f) crit_bonus_ = 0.0f; else crit_bonus_ += value; }
  • void add_potency(float value) { std::lock_guard<std::mutex> lk(classMutex); if(potency_ + value < 0.0f) potency_ = 0.0f; else potency_ += value; }
  • void add_hate_mod(float value) { std::lock_guard<std::mutex> lk(classMutex); if(hate_mod_ + value < 0.0f) hate_mod_ = 0.0f; else hate_mod_ += value; }
  • void add_reuse_speed(float value) { std::lock_guard<std::mutex> lk(classMutex); reuse_speed_ += value; }
  • void add_casting_speed(float value) { std::lock_guard<std::mutex> lk(classMutex); casting_speed_ += value; }
  • void add_recovery_speed(float value) { std::lock_guard<std::mutex> lk(classMutex); recovery_speed_ += value; }
  • void add_spell_reuse_speed(float value) { std::lock_guard<std::mutex> lk(classMutex); spell_reuse_speed_ += value; }
  • void add_spell_multi_attack(float value) { std::lock_guard<std::mutex> lk(classMutex); spell_multi_attack_ += value; }
  • void add_dps(float value) { std::lock_guard<std::mutex> lk(classMutex); if(dps_ + value < 0.0f) dps_ = 0.0f; else dps_ += value; }
  • void add_dps_multiplier(float value) { std::lock_guard<std::mutex> lk(classMutex); if(dps_multiplier_ + value < 0.0f) dps_multiplier_ = 0.0f; else dps_multiplier_ += value; }
  • void add_attackspeed(float value) { std::lock_guard<std::mutex> lk(classMutex); if(attackspeed_ + value < 0.0f) attackspeed_ = 0.0f; else attackspeed_ += value; }
  • void add_haste(float value) { std::lock_guard<std::mutex> lk(classMutex); if(haste_ + value < 0.0f) haste_ = 0.0f; else haste_ += value; }
  • void add_multi_attack(float value) { std::lock_guard<std::mutex> lk(classMutex); if(multi_attack_ + value < 0.0f) multi_attack_ = 0.0f; else multi_attack_ += value; }
  • void add_flurry(float value) { std::lock_guard<std::mutex> lk(classMutex); if(flurry_ + value < 0.0f) flurry_ = 0.0f; else flurry_ += value; }
  • void add_melee_ae(float value) { std::lock_guard<std::mutex> lk(classMutex); if(melee_ae_ + value < 0.0f) melee_ae_ = 0.0f; else melee_ae_ += value; }
  • void add_strikethrough(float value) { std::lock_guard<std::mutex> lk(classMutex); if(strikethrough_ + value < 0.0f) strikethrough_ = 0.0f; else strikethrough_ += value; }
  • void add_accuracy(float value) { std::lock_guard<std::mutex> lk(classMutex); if(accuracy_ + value < 0.0f) accuracy_ = 0.0f; else accuracy_ += value; }
  • void add_offensivespeed(float value) { std::lock_guard<std::mutex> lk(classMutex); if(offensivespeed_ + value < 0.0f) offensivespeed_ = 0.0f; else offensivespeed_ += value; }
  • void add_rain(float value) { std::lock_guard<std::mutex> lk(classMutex); if(rain_ + value < 0.0f) rain_ = 0.0f; else rain_ += value; }
  • void add_wind(float value) { std::lock_guard<std::mutex> lk(classMutex); if(wind_ + value < 0.0f) wind_ = 0.0f; else wind_ += value; }
  • void set_alignment(int8 value) { std::lock_guard<std::mutex> lk(classMutex); alignment_ = value; }
  • void set_pet_id(int32 value) { std::lock_guard<std::mutex> lk(classMutex); pet_id_ = value; }
  • void set_pet_name(std::string value) { std::lock_guard<std::mutex> lk(classMutex); pet_name_ = value; }
  • void set_pet_movement(int8 value) { std::lock_guard<std::mutex> lk(classMutex); pet_movement_ = value; }
  • void set_pet_behavior(int8 value) { std::lock_guard<std::mutex> lk(classMutex); pet_behavior_ = value; }
  • void set_pet_health_pct(float value) { std::lock_guard<std::mutex> lk(classMutex); pet_health_pct_ = value; }
  • void set_pet_power_pct(float value) { std::lock_guard<std::mutex> lk(classMutex); pet_power_pct_ = value; }
  • void set_weight(int32 value) { std::lock_guard<std::mutex> lk(classMutex); weight_ = value; }
  • void set_max_weight(int32 value) { std::lock_guard<std::mutex> lk(classMutex); max_weight_ = value; }
  • void set_vision(int32 value) { std::lock_guard<std::mutex> lk(classMutex); vision_ = value; }
  • void set_breathe_underwater(int8 value) { std::lock_guard<std::mutex> lk(classMutex); breathe_underwater_ = value; }
  • void set_drunk(float value) { std::lock_guard<std::mutex> lk(classMutex); drunk_ = value; }
  • void set_biography(std::string value) { std::lock_guard<std::mutex> lk(classMutex); biography_ = value; }
  • void set_power_regen(sint16 value) { std::lock_guard<std::mutex> lk(classMutex); power_regen_ = value; }
  • void set_hp_regen(sint16 value) { std::lock_guard<std::mutex> lk(classMutex); hp_regen_ = value; }
  • void set_power_regen_override(int8 value) { std::lock_guard<std::mutex> lk(classMutex); power_regen_override_ = value; }
  • void set_hp_regen_override(int8 value) { std::lock_guard<std::mutex> lk(classMutex); hp_regen_override_ = value; }
  • void set_water_type(int8 value) { std::lock_guard<std::mutex> lk(classMutex); water_type_ = value; }
  • void set_flying_type(int8 value) { std::lock_guard<std::mutex> lk(classMutex); flying_type_ = value; }
  • void set_no_interrupt(int8 value) { std::lock_guard<std::mutex> lk(classMutex); no_interrupt_ = value; }
  • void set_interaction_flag(int8 value) { std::lock_guard<std::mutex> lk(classMutex); interaction_flag_ = value; }
  • void set_tag1(int8 value) { std::lock_guard<std::mutex> lk(classMutex); tag1_ = value; }
  • void set_mood(int16 value) { std::lock_guard<std::mutex> lk(classMutex); mood_ = value; }
  • void set_range_last_attack_time(int32 value) { std::lock_guard<std::mutex> lk(classMutex); range_last_attack_time_ = value; }
  • void set_primary_last_attack_time(int32 value) { std::lock_guard<std::mutex> lk(classMutex); primary_last_attack_time_ = value; }
  • void set_secondary_last_attack_time(int32 value) { std::lock_guard<std::mutex> lk(classMutex); secondary_last_attack_time_ = value; }
  • void set_primary_attack_delay(int16 value) { std::lock_guard<std::mutex> lk(classMutex); primary_attack_delay_ = value; }
  • void set_secondary_attack_delay(int16 value) { std::lock_guard<std::mutex> lk(classMutex); secondary_attack_delay_ = value; }
  • void set_ranged_attack_delay(int16 value) { std::lock_guard<std::mutex> lk(classMutex); ranged_attack_delay_ = value; }
  • void set_primary_weapon_type(int8 value) { std::lock_guard<std::mutex> lk(classMutex); primary_weapon_type_ = value; }
  • void set_secondary_weapon_type(int8 value) { std::lock_guard<std::mutex> lk(classMutex); secondary_weapon_type_ = value; }
  • void set_ranged_weapon_type(int8 value) { std::lock_guard<std::mutex> lk(classMutex); ranged_weapon_type_ = value; }
  • void set_primary_weapon_damage_low(int32 value) { std::lock_guard<std::mutex> lk(classMutex); primary_weapon_damage_low_ = value; }
  • void set_primary_weapon_damage_high(int32 value) { std::lock_guard<std::mutex> lk(classMutex); primary_weapon_damage_high_ = value; }
  • void set_secondary_weapon_damage_low(int32 value) { std::lock_guard<std::mutex> lk(classMutex); secondary_weapon_damage_low_ = value; }
  • void set_secondary_weapon_damage_high(int32 value) { std::lock_guard<std::mutex> lk(classMutex); secondary_weapon_damage_high_ = value; }
  • void set_ranged_weapon_damage_low(int32 value) { std::lock_guard<std::mutex> lk(classMutex); ranged_weapon_damage_low_ = value; }
  • void set_ranged_weapon_damage_high(int32 value) { std::lock_guard<std::mutex> lk(classMutex); ranged_weapon_damage_high_ = value; }
  • void set_wield_type(int8 value) { std::lock_guard<std::mutex> lk(classMutex); wield_type_ = value; }
  • void set_attack_type(int8 value) { std::lock_guard<std::mutex> lk(classMutex); attack_type_ = value; }
  • void set_primary_weapon_delay(int16 value) { std::lock_guard<std::mutex> lk(classMutex); primary_weapon_delay_ = value; }
  • void set_secondary_weapon_delay(int16 value) { std::lock_guard<std::mutex> lk(classMutex); secondary_weapon_delay_ = value; }
  • void set_ranged_weapon_delay(int16 value) { std::lock_guard<std::mutex> lk(classMutex); ranged_weapon_delay_ = value; }
  • void set_override_primary_weapon(int8 value) { std::lock_guard<std::mutex> lk(classMutex); override_primary_weapon_ = value; }
  • void set_override_secondary_weapon(int8 value) { std::lock_guard<std::mutex> lk(classMutex); override_secondary_weapon_ = value; }
  • void set_override_ranged_weapon(int8 value) { std::lock_guard<std::mutex> lk(classMutex); override_ranged_weapon_ = value; }
  • void set_friendly_target_npc(int8 value) { std::lock_guard<std::mutex> lk(classMutex); friendly_target_npc_ = value; }
  • void set_last_claim_time(int32 value) { std::lock_guard<std::mutex> lk(classMutex); last_claim_time_ = value; }
  • void set_engaged_encounter(int8 value) { std::lock_guard<std::mutex> lk(classMutex); engaged_encounter_ = value; }
  • void set_lockable_encounter(int8 value) { std::lock_guard<std::mutex> lk(classMutex); lockable_encounter_ = value; }
  • void set_first_world_login(int8 value) { std::lock_guard<std::mutex> lk(classMutex); first_world_login_ = value; }
  • void set_reload_player_spells(int8 value) { std::lock_guard<std::mutex> lk(classMutex); reload_player_spells_ = value; }
  • void set_group_loot_method(int8 value) { std::lock_guard<std::mutex> lk(classMutex); group_loot_method_ = value; }
  • void set_group_loot_items_rarity(int8 value) { std::lock_guard<std::mutex> lk(classMutex); group_loot_items_rarity_ = value; }
  • void set_group_auto_split(int8 value) { std::lock_guard<std::mutex> lk(classMutex); group_auto_split_ = value; }
  • void set_group_default_yell(int8 value) { std::lock_guard<std::mutex> lk(classMutex); group_default_yell_ = value; }
  • void set_group_autolock(int8 value) { std::lock_guard<std::mutex> lk(classMutex); group_autolock_ = value; }
  • void set_group_lock_method(int8 value) { std::lock_guard<std::mutex> lk(classMutex); group_lock_method_ = value; }
  • void set_group_solo_autolock(int8 value) { std::lock_guard<std::mutex> lk(classMutex); group_solo_autolock_ = value; }
  • void set_group_auto_loot_method(int8 value) { std::lock_guard<std::mutex> lk(classMutex); group_auto_loot_method_ = value; }
  • void set_assist_auto_attack(int8 value) { std::lock_guard<std::mutex> lk(classMutex); assist_auto_attack_ = value; }
  • void set_action_state(std::string value) { std::lock_guard<std::mutex> lk(classMutex); action_state_ = value; }
  • void set_combat_action_state(std::string value) { std::lock_guard<std::mutex> lk(classMutex); combat_action_state_ = value; }
  • void set_max_spell_reduction(float value) { std::lock_guard<std::mutex> lk(classMutex); max_spell_reduction_ = value; }
  • void set_max_spell_reduction_override(int8 value) { std::lock_guard<std::mutex> lk(classMutex); max_spell_reduction_override_ = value; }
  • void ResetEffects(Spawn* spawn)
  • void DeleteSpellEffects(bool removeClient = false);
  • void RemoveSpells(bool unfriendlyOnly = false);
  • void MapInfoStruct();
  • void AddDetrimentalSpell(LuaSpell* spell, int32 override_expire_timestamp = 0);
  • void RemoveDetrimentalSpell(LuaSpell* spell);
  • void SetDeity(int8 new_deity){
  • int8 GetDeity(){ return deity; }
  • bool IsEntity(){ return true; }
  • float CalculateSkillStatChance(char* skill, int16 item_stat, float max_cap = 0.0f, float modifier = 0.0f, bool add_to_skill = false);
  • float CalculateSkillWithBonus(char* skillName, int16 item_stat, bool chance_skill_increase);
  • float GetRuleSkillMaxBonus();
  • void CalculateBonuses();
  • float CalculateLevelStatBonus(int16 stat_value);
  • void CalculateApplyWeight();
  • void SetRegenValues(int16 effective_level);
  • float CalculateBonusMod();
  • float CalculateDPSMultiplier();
  • float CalculateCastingSpeedMod();
  • int16 GetStr();
  • int16 GetSta();
  • int16 GetInt();
  • int16 GetWis();
  • int16 GetAgi();
  • int16 GetPrimaryStat();
  • int16 GetHeatResistance();
  • int16 GetColdResistance();
  • int16 GetMagicResistance();
  • int16 GetMentalResistance();
  • int16 GetDivineResistance();
  • int16 GetDiseaseResistance();
  • int16 GetPoisonResistance();
  • int16 GetStrBase();
  • int16 GetStaBase();
  • int16 GetIntBase();
  • int16 GetWisBase();
  • int16 GetAgiBase();
  • int16 GetHeatResistanceBase();
  • int16 GetColdResistanceBase();
  • int16 GetMagicResistanceBase();
  • int16 GetMentalResistanceBase();
  • int16 GetDivineResistanceBase();
  • int16 GetDiseaseResistanceBase();
  • int16 GetPoisonResistanceBase();
  • int8 GetConcentrationCurrent();
  • int8 GetConcentrationMax();
  • sint8 GetAlignment();
  • void SetAlignment(sint8 new_value);
  • bool HasMoved(bool include_heading);
  • void SetHPRegen(int16 new_val);
  • int16 GetHPRegen();
  • void DoRegenUpdate();
  • int32 GetFlags() { return info_struct.get_flags(); }
  • int32 GetFlags2() { return info_struct.get_flags2(); }
  • bool query_flags(int flag) {
  • float GetMaxSpeed();
  • void SetMaxSpeed(float val);
  • int32 GetRangeLastAttackTime();
  • void SetRangeLastAttackTime(int32 time);
  • int16 GetRangeAttackDelay();
  • int16 GetRangeWeaponDelay();
  • void SetRangeWeaponDelay(int16 new_delay);
  • void SetRangeAttackDelay(int16 new_delay);
  • int32 GetPrimaryLastAttackTime();
  • int16 GetPrimaryAttackDelay();
  • void SetPrimaryAttackDelay(int16 new_delay);
  • void SetPrimaryLastAttackTime(int32 new_time);
  • void SetPrimaryWeaponDelay(int16 new_delay);
  • int32 GetSecondaryLastAttackTime();
  • int16 GetSecondaryAttackDelay();
  • void SetSecondaryAttackDelay(int16 new_delay);
  • void SetSecondaryLastAttackTime(int32 new_time);
  • void SetSecondaryWeaponDelay(int16 new_delay);
  • int32 GetPrimaryWeaponMinDamage();
  • int32 GetPrimaryWeaponMaxDamage();
  • int32 GetSecondaryWeaponMinDamage();
  • int32 GetSecondaryWeaponMaxDamage();
  • int32 GetRangedWeaponMinDamage();
  • int32 GetRangedWeaponMaxDamage();
  • int8 GetPrimaryWeaponType();
  • int8 GetSecondaryWeaponType();
  • int8 GetRangedWeaponType();
  • int8 GetWieldType();
  • int16 GetPrimaryWeaponDelay();
  • int16 GetSecondaryWeaponDelay();
  • bool IsDualWield();
  • bool BehindTarget(Spawn* target);
  • bool FlankingTarget(Spawn* target);
  • void GetWeaponDamage(Item* item, int32* low_damage, int32* high_damage);
  • void ChangePrimaryWeapon();
  • void ChangeSecondaryWeapon();
  • void ChangeRangedWeapon();
  • void UpdateWeapons();
  • int32 GetStrengthDamage();
  • bool AttackAllowed(Entity* target, float distance = 0, bool range_attack = false);
  • bool PrimaryWeaponReady();
  • bool SecondaryWeaponReady();
  • bool RangeWeaponReady();
  • void MeleeAttack(Spawn* victim, float distance, bool primary, bool multi_attack = false);
  • void RangeAttack(Spawn* victim, float distance, Item* weapon, Item* ammo, bool multi_attack = false);
  • bool SpellAttack(Spawn* victim, float distance, LuaSpell* luaspell, int8 damage_type, int32 low_damage, int32 high_damage, int8 crit_mod = 0, bool no_calcs = false, int8 override_packet_type = 0, bool take_power = false);
  • bool ProcAttack(Spawn* victim, int8 damage_type, int32 low_damage, int32 high_damage, string name, string success_msg, string effect_msg);
  • bool SpellHeal(Spawn* target, float distance, LuaSpell* luaspell, string heal_type, int32 low_heal, int32 high_heal, int8 crit_mod = 0, bool no_calcs = false, string custom_spell_name="");
  • int8 DetermineHit(Spawn* victim, int8 type, int8 damage_type, float ToHitBonus, bool is_caster_spell, LuaSpell* lua_spell = nullptr);
  • float GetDamageTypeResistPercentage(int8 damage_type);
  • bool DamageSpawn(Entity* victim, int8 type, int8 damage_type, int32 low_damage, int32 high_damage, const char* spell_name, int8 crit_mod = 0, bool is_tick = false, bool no_damage_calcs = false, bool ignore_attacker = false, bool take_power = false, LuaSpell* spell = 0);
  • float CalculateMitigation(int8 type = DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, int8 damage_type = 0, int16 attacker_level = 0, bool for_pvp = false);
  • void AddHate(Entity* attacker, sint32 hate);
  • bool CheckInterruptSpell(Entity* attacker);
  • bool CheckFizzleSpell(LuaSpell* spell);
  • void KillSpawn(Spawn* dead, int8 type = 0, int8 damage_type = 0, int16 kill_blow_type = 0);
  • void HandleDeathExperienceDebt(Spawn* killer);
  • void SetAttackDelay(bool primary = false, bool ranged = false);
  • float CalculateAttackSpeedMod();
  • bool EngagedInCombat();
  • bool IsCasting();
  • void IsCasting(bool val);
  • void SetMount(int16 mount_id, int8 red = 0xFF, int8 green = 0xFF, int8 blue = 0xFF, bool setUpdateFlags = true)
  • void SetEquipment(Item* item, int8 slot = 255);
  • void SetEquipment(int8 slot, int16 type, int8 red, int8 green, int8 blue, int8 h_r, int8 h_g, int8 h_b){
  • std::lock_guard<std::mutex> lk(MEquipment);
  • void SetHairType(int16 new_val, bool setUpdateFlags = true){
  • void SetHairColor1(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetHairColor2(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetSogaHairColor1(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetSogaHairColor2(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetHairHighlightColor(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetSogaHairHighlightColor(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetHairColor(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetSogaHairColor(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetHairTypeHighlightColor(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetSogaHairTypeHighlightColor(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetFacialHairType(int16 new_val, bool setUpdateFlags = true){
  • void SetFacialHairColor(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetSogaFacialHairColor(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetFacialHairHighlightColor(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetSogaFacialHairHighlightColor(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetWingType(int16 new_val, bool setUpdateFlags = true){
  • void SetWingColor1(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetWingColor2(EQ2_Color new_val, bool setUpdateFlags = true){
  • void SetChestType(int16 new_val, bool setUpdateFlags = true){
  • void SetLegsType(int16 new_val, bool setUpdateFlags = true){
  • void SetSogaHairType(int16 new_val, bool setUpdateFlags = true){
  • void SetSogaFacialHairType(int16 new_val, bool setUpdateFlags = true){
  • void SetSogaChestType(int16 new_val, bool setUpdateFlags = true){
  • void SetSogaLegType(int16 new_val, bool setUpdateFlags = true){
  • void SetSkinColor(EQ2_Color color){
  • void SetSogaSkinColor(EQ2_Color color){
  • void SetModelColor(EQ2_Color color){
  • void SetSogaModelColor(EQ2_Color color){
  • void SetCombatVoice(int16 val, bool setUpdateFlags = true) {
  • void SetEmoteVoice(int16 val, bool setUpdateFlags = true) {
  • int16 GetCombatVoice(){ return features.combat_voice; }
  • int16 GetEmoteVoice(){ return features.emote_voice; }
  • int16 GetMount(){ return features.mount_model_type; }
  • void SetMountSaddleColor(EQ2_Color* color){
  • void SetMountColor(EQ2_Color* color){
  • void SetEyeColor(EQ2_Color eye_color){
  • void SetSogaEyeColor(EQ2_Color eye_color){
  • int16 GetHairType(){
  • int16 GetFacialHairType(){
  • int16 GetWingType(){
  • int16 GetChestType(){
  • int16 GetLegsType(){
  • int16 GetSogaHairType(){
  • int16 GetSogaFacialHairType(){
  • int16 GetSogaChestType(){
  • int16 GetSogaLegType(){
  • void AddSpellBonus(LuaSpell* spell, int16 type, float value, int64 class_req =0, vector<int16> race_req = vector<int16>(), vector<int16> faction_req = vector<int16>());
  • bool CheckSpellBonusRemoval(LuaSpell* spell, int16 type);
  • void RemoveSpellBonus(const LuaSpell* spell, bool remove_all = false);
  • void RemoveAllSpellBonuses();
  • void CalculateSpellBonuses(ItemStatsValues* stats);
  • void AddMezSpell(LuaSpell* spell);
  • void RemoveMezSpell(LuaSpell* spell);
  • void RemoveAllMezSpells();
  • bool IsMezzed();
  • void AddStifleSpell(LuaSpell* spell);
  • void RemoveStifleSpell(LuaSpell* spell);
  • bool IsStifled();
  • void AddDazeSpell(LuaSpell* spell);
  • void RemoveDazeSpell(LuaSpell* spell);
  • bool IsDazed();
  • void AddStunSpell(LuaSpell* spell);
  • void RemoveStunSpell(LuaSpell* spell);
  • bool IsStunned();
  • bool IsMezzedOrStunned() {return IsMezzed() || IsStunned();}
  • void AddRootSpell(LuaSpell* spell);
  • void RemoveRootSpell(LuaSpell* spell);
  • bool IsRooted();
  • void AddFearSpell(LuaSpell* spell);
  • void RemoveFearSpell(LuaSpell* spell);
  • bool IsFeared();
  • void AddSnareSpell(LuaSpell* spell);
  • void RemoveSnareSpell(LuaSpell* spell);
  • void SetSnareValue(LuaSpell* spell, float snare_val);
  • bool IsSnared();
  • float GetHighestSnare();
  • bool HasControlEffect(int8 type);
  • void HaltMovement();
  • void SetCombatPet(Entity* pet) { this->pet = pet; }
  • void SetCharmedPet(Entity* pet) { charmedPet = pet; }
  • void SetDeityPet(Entity* pet) { deityPet = pet; }
  • void SetCosmeticPet(Entity* pet) { cosmeticPet = pet; }
  • bool HasPet() { return (pet || charmedPet) ? true : false; }
  • void HideDeityPet(bool val);
  • void HideCosmeticPet(bool val);
  • void DismissPet(Entity* pet, bool from_death = false, bool spawnListLocked = false);
  • void DismissAllPets(bool from_death = false, bool spawnListLocked = false);
  • void SetOwner(Entity* owner) { if (owner) { this->owner = owner->GetID(); } else { owner = 0; } }
  • int8 GetPetType() { return m_petType; }
  • void SetPetType(int8 val) { m_petType = val; }
  • void SetPetSpellID(int32 val) { m_petSpellID = val; }
  • int32 GetPetSpellID() { return m_petSpellID; }
  • void SetPetSpellTier(int8 val) { m_petSpellTier = val; }
  • int8 GetPetSpellTier() { return m_petSpellTier; }
  • bool IsDismissing() { return m_petDismissing; }
  • void SetDismissing(bool val) { m_petDismissing = val; }
  • void AddWard(int32 spellID, WardInfo* ward);
  • void RemoveWard(int32 spellID);
  • int32 CheckWards(Entity* attacker, int32 damage, int8 damage_type);
  • void AddProc(int8 type, float chance, Item* item = 0, LuaSpell* spell = 0, int8 damage_type = 0, int8 hp_ratio = 0, bool below_health = false, bool target_health = false, bool extended_version = false);
  • void RemoveProc(Item* item = 0, LuaSpell* spell = 0);
  • void CheckProcs(int8 type, Spawn* target);
  • void ClearProcs();
  • float GetSpeed();
  • float GetAirSpeed();
  • float GetBaseSpeed() { return base_speed; }
  • void SetSpeed(float val, bool override_ = false) { if ((base_speed == 0.0f && val > 0.0f) || override_) base_speed = val; speed = val; }
  • void SetSpeedMultiplier(float val) { speed_multiplier = val; }
  • void SetThreatTransfer(ThreatTransfer* transfer);
  • int8 GetTraumaCount();
  • int8 GetArcaneCount();
  • int8 GetNoxiousCount();
  • int8 GetElementalCount();
  • int8 GetCurseCount();
  • int8 GetDetTypeCount(int8 det_type);
  • int8 GetDetCount();
  • bool HasCurableDetrimentType(int8 det_type);
  • void ClearAllDetriments();
  • void CureDetrimentByType(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level = 0);
  • void CureDetrimentByControlEffect(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level = 0);
  • void RemoveEffectsFromLuaSpell(LuaSpell* spell);
  • void CancelAllStealth();
  • bool IsStealthed();
  • bool IsInvis();
  • void AddInvisSpell(LuaSpell* spell);
  • void AddStealthSpell(LuaSpell* spell);
  • void RemoveStealthSpell(LuaSpell* spell);
  • void RemoveInvisSpell(LuaSpell* spell);
  • void AddWaterwalkSpell(LuaSpell* spell);
  • void AddWaterjumpSpell(LuaSpell* spell);
  • void RemoveWaterwalkSpell(LuaSpell* spell);
  • void RemoveWaterjumpSpell(LuaSpell* spell);
  • void AddAOEImmunity(LuaSpell* spell);
  • bool IsAOEImmune();
  • void RemoveAOEImmunity(LuaSpell* spell);
  • void AddStunImmunity(LuaSpell* spell);
  • void RemoveStunImmunity(LuaSpell* spell);
  • bool IsStunImmune();
  • void AddStifleImmunity(LuaSpell* spell);
  • void RemoveStifleImmunity(LuaSpell* spell);
  • bool IsStifleImmune();
  • void AddMezImmunity(LuaSpell* spell);
  • void RemoveMezImmunity(LuaSpell* spell);
  • bool IsMezImmune();
  • void AddRootImmunity(LuaSpell* spell);
  • void RemoveRootImmunity(LuaSpell* spell);
  • bool IsRootImmune();
  • void AddFearImmunity(LuaSpell* spell);
  • void RemoveFearImmunity(LuaSpell* spell);
  • bool IsFearImmune();
  • void AddDazeImmunity(LuaSpell* spell);
  • void RemoveDazeImmunity(LuaSpell* spell);
  • bool IsDazeImmune();
  • void AddImmunity(LuaSpell* spell, int8 type);
  • void RemoveImmunity(LuaSpell* spell, int8 type);
  • bool IsImmune(int8 type);
  • void AddFlightSpell(LuaSpell* spell);
  • void RemoveFlightSpell(LuaSpell* spell);
  • void AddSafefallSpell(LuaSpell* spell);
  • void RemoveSafefallSpell(LuaSpell* spell);
  • void AddGlideSpell(LuaSpell* spell);
  • void RemoveGlideSpell(LuaSpell* spell);
  • void SetGroupMemberInfo(GroupMemberInfo* info) { group_member_info = info; }
  • void UpdateGroupMemberInfo(bool inGroupMgrLock=false, bool groupMembersLocked=false);
  • void CustomizeAppearance(PacketStruct* packet);
  • bool IsAggroed() {
  • bool HasSeeInvisSpell() { return hasSeeInvisSpell; }
  • void SetSeeInvisSpell(bool val) { hasSeeInvisSpell = val; }
  • bool HasSeeHideSpell() { return hasSeeHideSpell; }
  • void SetSeeHideSpell(bool val) { hasSeeHideSpell = val; }
  • void SetInfoStruct(InfoStruct* struct_) { info_struct.SetInfoStruct(struct_); }
  • std::string GetInfoStructString(std::string field);
  • int8 GetInfoStructInt8(std::string field);
  • int16 GetInfoStructInt16(std::string field);
  • int32 GetInfoStructInt32(std::string field);
  • int64 GetInfoStructInt64(std::string field);
  • sint8 GetInfoStructSInt8(std::string field);
  • sint16 GetInfoStructSInt16(std::string field);
  • sint32 GetInfoStructSInt32(std::string field);
  • sint64 GetInfoStructSInt64(std::string field);
  • int64 GetInfoStructUInt(std::string field);
  • sint64 GetInfoStructSInt(std::string field);
  • float GetInfoStructFloat(std::string field);
  • bool SetInfoStructString(std::string field, std::string value);
  • bool SetInfoStructUInt(std::string field, int64 value);
  • bool SetInfoStructSInt(std::string field, sint64 value);
  • bool SetInfoStructFloat(std::string field, float value);
  • float CalculateSpellDamageReduction(float spellDamage, int16 competitorLevel);
  • sint32 CalculateHateAmount(Spawn* target, sint32 amt);
  • sint32 CalculateHealAmount(Spawn* target, sint32 amt, int8 crit_mod, bool* crit, bool skip_crit_mod = false);
  • sint32 CalculateDamageAmount(Spawn* target, sint32 damage, int8 base_type, int8 damage_type, LuaSpell* spell);
  • sint32 CalculateDamageAmount(Spawn* target, sint32 damage, int8 base_type, int8 damage_type, int8 spell_target_type);
  • sint32 CalculateFormulaByStat(sint32 value, int16 stat);
  • int32 CalculateFormulaByStat(int32 value, int16 stat);
  • int32 CalculateFormulaBonus(int32 value, float percent_bonus);
  • float CalculateSpellDamageReduction(float spellDamage, float resistancePercentage, int16 attackerLevel);
  • float GetStat(int32 item_stat) {
  • bool IsEngagedInEncounter(Spawn** res = nullptr);
  • bool IsEngagedBySpawnID(int32 id);
  • void SendControlEffectDetailsToClient(Client* client);
  • std::string GetControlEffectName(int8 control_effect_type) {
  • void TerminateTrade();
  • void CalculateMaxReduction();
  • bool CastProc(Proc* proc, int8 type, Spawn* target);

Notable Comments

  • /*
  • */
  • // neutral?
  • //mutable std::shared_mutex mutex_;
  • //SpellEffects* & get_spell_effects() { std::lock_guardstd::mutex lk(classMutex); return spell_effects_; }
  • //MaintainedEffects* & get_maintained_effects() { std::lock_guardstd::mutex lk(classMutex); return maintained_effects_; }
  • // crash client if float values above 1.0 are sent
  • // maintained via their own mutex
  • // when PacketStruct is fixed for C++17 this should become a shared_mutex and handle read/write lock
  • //class Spell;