Spell.h
资源名称:wow.rar [点击查看]
上传用户:jxpjxmjjw
上传日期:2009-12-07
资源大小:5877k
文件大小:4k
源码类别:
模拟服务器
开发平台:
Visual C++
- #ifndef WOWPYTHONSERVER_SPELL_H #define WOWPYTHONSERVER_SPELL_H #include "UpdateMask.h" #include "Character.h" struct SpellInformation { uint32 Id; // index 0 uint32 School; // fire, arcane, etc. uint32 C; // uint32 D; // uint32 E; // uint32 F; //index 5 uint32 G; // uint32 H; // uint32 I; // uint32 J; // uint32 K; //index 10 uint32 L; // uint32 M; // uint32 N; // uint32 CastTime; // uint32 P; //index 15 uint16 CoolDown; // uint32 R; // uint32 S; // uint32 T; // uint32 U; //index 20 uint32 V; // uint32 W; // uint32 X; // uint32 PlayerLevel;// uint32 MaxLevel; //index 25 uint32 Duration; // uint32 PowerType; // uint32 ManaCost; //Should prob. be named PowerCost, but ManaCost will do for now uint32 ManaCostPerLevel;//Should prob. be named PowerCostPerLevel, but ManaCostPerLevel will do for now uint32 AE; //index 30 uint32 AF; // uint32 Range; // uint32 AH; // uint32 AI; // uint32 AJ; //index 35 uint32 AK; // uint32 AL; // uint32 AM; // uint32 AN; // uint32 AO; //index 40 uint32 AP; // uint32 AQ; // uint32 AR; // uint32 AS; // uint32 AT; //index 45 uint32 AU; // uint32 AV; // uint32 AW; // uint32 AX; // uint32 AY; //index 50 uint32 AZ; // uint32 BA; // uint32 BB; // uint32 BC; // uint32 BD; //index 55 uint32 BE; // uint32 BF; // uint32 BG; // uint32 RandomPercentDmg;// uint32 BI; //index 60 uint32 BJ; // uint32 BK; // uint32 BL; // uint32 BM; // uint32 BN; //index 65 uint32 BO; // uint32 BP; // uint32 Speed; // uint32 BR; // uint32 BS; //index 70 uint32 DmgPlus1; // uint32 BU; // uint32 BV; // uint32 BW; // uint32 BX; //index 75 uint32 BY; // uint32 BZ; // uint32 CA; // uint32 CB; // uint32 CC; //index 80 uint32 Radius; // uint32 CE; // uint32 CF; // uint32 CG; // uint32 CH; //index 85 uint32 CI; // uint32 CJ; // uint32 CK; // uint32 CL; // uint32 CM; //index 90 uint32 CN; // uint32 CO; // uint32 CP; // uint32 CQ; // uint32 CR; //index 95 uint32 CS; // uint32 CT; // uint32 CU; // uint32 CV; // uint32 CW; //index 100 uint32 CX; // uint32 CY; // uint32 CZ; // uint32 DA; // uint32 DB; //index 105 uint32 DC; // uint32 DD; // uint32 DE; // uint32 DF; // uint32 DG; //index 110 char *Name; // uint32 DI; // uint32 DJ; // uint32 DK; // uint32 DL; //index 115 uint32 DM; // uint32 DN; // uint32 DO; // uint32 DP; // char *Rank; //index 120 uint32 DR; // uint32 DS; // uint32 DT; // uint32 DU; // uint32 DV; //index 125 uint32 DW; // uint32 DX; // uint32 DY; // char *Description; // uint32 EA; //index 130 uint32 EB; // uint32 EC; // uint32 ED; // uint32 EE; // uint32 EF; //index 135 uint32 EG; // uint32 EH; // char *EI; //Some short damage description (Ex: $s1 damage every $t1 seconds.) uint32 EJ; // uint32 EK; //index 140 uint32 EL; // uint32 EM; // uint32 EN; // uint32 EO; // uint32 EP; //index 145 uint32 EQ; // uint32 ER; // uint32 ES; // uint32 SpellId; // uint32 spell_type; //index 150 - spell_type: self-, multi-, single-target, etc. ( 1 is single target / 2 is multi target / 3 is self healing / and 4 should be damage absorb) uint32 replenish_type; //mana_type: heal life - 1 - or mana - 2 - ? used by potions and eating/drinking
- uint32 addDuration;
- uint32 addDmg;
- uint32 race;
- }; struct UnitPowerType { UnitUpdateFields UNIT_FIELD_POWER; UnitUpdateFields UNIT_FIELD_MAXPOWER; }; enum SpellType { TARGET_UNDEFINED = 0, SINGLE_TARGET = 1, MULTI_TARGET = 2, SELF_HEAL = 3, DAMAGE_ABSORB = 4, POTIONS = 5, TARGET_HEAL = 6,
- MANA_SHIELD = 7,
- AURA = 8,
- SEAL = 9,
- SUMMON = 10 }; #endif