1.9 KiB
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