OpenFusion/src/Eggs.hpp
gsemaj 31677e2638
[refactor] New buff framework (player implementation)
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
- ???
2023-10-08 16:34:43 -04:00

20 lines
403 B
C++

#pragma once
#include "core/Core.hpp"
struct EggType {
int dropCrateId;
int effectId;
int duration;
int regen;
};
namespace Eggs {
extern std::unordered_map<int, EggType> EggTypes;
void init();
void eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration);
void npcDataToEggData(int x, int y, int z, sNPCAppearanceData* npc, sShinyAppearanceData* egg);
}