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

2.9 KiB

File: Spells.h

Classes

  • LUAData
  • SpellScriptTimer
  • LevelArray
  • SpellDisplayEffect
  • SpellData
  • Spell
  • MasterSpellList

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