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https://github.com/OpenFusionProject/OpenFusion.git
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31677e2638
Get rid of `iConditionBitFlag` in favor of a system of individual buff objects that get composited to a bitflag on-the-fly. Buff objects can have callbacks for application, expiration, and tick, making them pretty flexible. Scripting languages can eventually use these for custom behavior, too. TODO: - Get rid of bitflag in BaseNPC - Apply buffs from passive nano powers - Apply buffs from active nano powers - Move eggs to new system - ???
20 lines
403 B
C++
20 lines
403 B
C++
#pragma once
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#include "core/Core.hpp"
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struct EggType {
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int dropCrateId;
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int effectId;
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int duration;
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int regen;
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};
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namespace Eggs {
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extern std::unordered_map<int, EggType> EggTypes;
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void init();
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void eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration);
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void npcDataToEggData(int x, int y, int z, sNPCAppearanceData* npc, sShinyAppearanceData* egg);
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}
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