New scripts

New scripts for commands and effects that use the new function
signatures and work with the new statuseffectcontainer
This commit is contained in:
Yogurt 2019-05-29 23:05:40 -07:00
parent 4f80023156
commit 00017468cc
129 changed files with 884 additions and 396 deletions

View file

@ -12,8 +12,12 @@ end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--Only the bard gets the Battle Voice effect
if caster == target then
actionContainer.AddAction(caster.statusEffects.AddStatusForBattleAction(223253, 1, 0, 30));
local effect = GetWorldManager():GetStatusEffect(223253);
effect.SetDuration(30);
caster.statusEffects.AddStatusEffect(effect, caster, actionContainer);
end
action.DoAction(caster, target, skill, actionContainer);
local effect = GetWorldManager():GetStatusEffect(223029);
effect.SetDuration(60);
caster.statusEffects.AddStatusEffect(effect, caster, actionContainer);
end;

View file

@ -14,6 +14,18 @@ function onAbilityStart(caster, target, ability)
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
--223207: Berserk
--223208: Rampage
--Remove Rampage effect. I'm assuming no message is sent like LNC surges
caster.statusEffects.RemoveStatusEffect(223208);
--If caster has berserk already, remove it and send a message.
local buff = caster.statusEffects.GetStatusEffectById(223207)
if buff ~= nil then
caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
else
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end
end;

View file

@ -22,22 +22,18 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
--If we have a buff then Blissful Mind removes that buff and restores MP. Otherwise, it adds the Blissful Mind effect
if buff ~= nil then
local amount = buff.GetExtra();
local remAction = caster.statusEffects.RemoveStatusEffectForBattleAction(buff, 30329);
caster.AddMP(amount);
actionContainer.AddMPAction(caster.actorId, 33007, amount);
actionContainer.AddAction(remAction);
caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
else
--Blissful mind takes 25% of CURRENT HP and begins storing MP up to that point, at which point the buff changes to indicate its full
local amount = caster.GetHP() * 0.25;
caster.DelHP(amount);
caster.DelHP(amount, actionContainer);
skill.statusMagnitude = amount;
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end
end;

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@ -0,0 +1,17 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
action.amount = skill.basePotency;
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View file

@ -0,0 +1,17 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
action.amount = skill.basePotency;
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View file

@ -14,5 +14,6 @@ function onAbilityStart(caster, target, ability)
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
target.hateContainer.UpdateHate(caster, -840);
--Need a way to get all targets with hate for player
--target.hateContainer.UpdateHate(caster, -840);
end;

View file

@ -10,6 +10,12 @@ function onAbilityStart(caster, target, ability)
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
local buff = caster.statusEffects.GetStatusEffectById(223227)
if buff ~= nil then
caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
else
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end
end;

View file

@ -17,7 +17,7 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
coverTier = 2;
end
actionContainer.AddAction(caster.statusEffects.AddStatusForBattleAction(223063, coverTier, skill.statusDuration));
caster.statusEffects.AddStatusEffect(223063, coverTier, 0, 15, 0);
--Apply Covered to target
action.DoAction(caster, target, skill, actionContainer);

View file

@ -1,18 +1,23 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--Need a better way to do this
for i = 223212,223217 do
local remAction = caster.statusEffects.RemoveStatusEffectForBattleAction(i, 30329)
local buff = caster.statusEffects.GetStatusEffectById(i);
if remAction ~= nil then
actionContainer.AddAction(remAction);
if buff ~= nil then
caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
skill.statusTier = 2;
break;
end

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@ -0,0 +1,19 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
--27124: Enhanced Fists of Fire
if caster.HasTrait(27124) then
ability.statusTier = 2;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View file

@ -12,6 +12,6 @@ end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--Take off 1/3 of attack delay. Not sure if this is the exact amount HF reduces by
action.statusMagnitude = 0.33 * caster.GetMod(modifiersGlobal.AttackDelay);
skill.statusMagnitude = 0.33 * caster.GetMod(modifiersGlobal.Delay);
action.DoAction(caster, target, skill, actionContainer);
end;

View file

@ -20,9 +20,9 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
--223213: Power Surge II
--223212: Power Surge III
--No message is sent when PS is removed by Life Surge
caster.statusEffects.RemoveStatusEffect(223212, true);
caster.statusEffects.RemoveStatusEffect(223213, true);
caster.statusEffects.RemoveStatusEffect(223214, true);
caster.statusEffects.RemoveStatusEffect(223212);
caster.statusEffects.RemoveStatusEffect(223213);
caster.statusEffects.RemoveStatusEffect(223214);
--Using this ability moves to the next LS buff
@ -45,7 +45,6 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
end
if not (removeId == 0) then
--caster.statusEffects.RemoveStatusEffect(removeId, true);
caster.statusEffects.ReplaceEffect(caster.statusEffects.GetStatusEffectById(removeId), skill.statusId, skill.statusTier, skill.statusMagnitude, skill.statusDuration);
end
--DoAction handles rates, buffs, dealing damage

View file

@ -14,11 +14,17 @@ function onAbilityStart(caster, target, ability)
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--Need a better way to do this
actionContainer.AddAction(caster.statusEffects.RemoveStatusEffectForBattleAction(223215));
actionContainer.AddAction(caster.statusEffects.RemoveStatusEffectForBattleAction(223216));
actionContainer.AddAction(caster.statusEffects.RemoveStatusEffectForBattleAction(223217));
caster.statusEffects.RemoveStatusEffect(223215);
caster.statusEffects.RemoveStatusEffect(223216);
caster.statusEffects.RemoveStatusEffect(223217);
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
--If caster has any of the power surge effects
local buff = caster.statusEffects.GetStatusEffectById(223212) or caster.statusEffects.GetStatusEffectById(223213) or caster.statusEffects.GetStatusEffectById(223214);
if buff ~= nil then
caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
else
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end
end;

View file

@ -12,18 +12,21 @@ end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--QS gives 300 TP by default.
skill.statusMagnitude = 300;
--I'm assuming that with raging strikes, that increases to 500.
--and traited that increases again to 750 (or 450 without RS)
if caster.statusEffects.HasStatusEffect(223221) then
actionContainer.AddAction(caster.statusEffects.RemoveStatusEffectForBattleAction(223221));
skill.statusMagnitude = 500;
end
--27241: Enhanced Quelling Strike: Increases TP gained from QS by 50%
if caster.HasTrait(27241) then
skill.statusMagnitude = skill.statusMagnitude * 1.5;
end
--When raging strikes is active, Quelling Strikes removes it and immediately restores 100 TP for each tier ofr Raging Strikes.
local buff = caster.statusEffects.GetStatusEffectById(223221)
if buff ~= nil then
skill.tpCost = -100 * (buff.GetTier() - 1);
--QS doesn't send a message
caster.statusEffects.RemoveStatusEffect(buff);
end
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;

View file

@ -6,14 +6,24 @@ function onAbilityPrepare(caster, target, ability)
end;
function onAbilityStart(caster, target, ability)
ability.statusMagnitude = 100;
--27243: Enhanced Raging Strike: Increases effect of Raging Strike by 50%
if caster.HasTrait(27241) then
ability.statusTier = 2;
ability.statusMagnitude = ability.statusMagnitude * 1.5;
end
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
--If caster has raging strike, remove it and send message, otherwise apply it.
local buff = caster.statusEffects.GetStatusEffectById(223221)
if buff ~= nil then
--30329: Your Raging Strike removes your Raging Strike effect.
local remAction = caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
actionContainer.AddAction(remAction);
else
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end
end;

View file

@ -14,6 +14,18 @@ function onAbilityStart(caster, target, ability)
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
--223207: Berserk
--223208: Rampage
--Remove Berserk effect. I'm assuming no message is sent like LNC surges
caster.statusEffects.RemoveStatusEffect(223207);
--If caster has rampage already, remove it and send a message.
local buff = caster.statusEffects.GetStatusEffectById(223208)
if buff ~= nil then
caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
else
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end
end;

View file

@ -12,9 +12,9 @@ end;
function onSkillFinish(caster, target, skill, action, actionContainer)
--Is this before or after status is gained?
--Will probably need to switch to a flag for this because it might include more than just these 3 effects.
actionContainer.AddAction(caster.statusEffects.RemoveStatusEffectForBattleAction(228011));
actionContainer.AddAction(caster.statusEffects.RemoveStatusEffectForBattleAction(228013));
actionContainer.AddAction(caster.statusEffects.RemoveStatusEffectForBattleAction(228021));
caster.statusEffects.RemoveStatusEffect(228011, actionContainer, 30329);
caster.statusEffects.RemoveStatusEffect(228013, actionContainer, 30329);
caster.statusEffects.RemoveStatusEffect(228021, actionContainer, 30329);
action.DoAction(caster, target, skill, actionContainer);
end;

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@ -0,0 +1,17 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onSkillFinish(caster, target, skill, action, actionContainer)
action.amount = skill.basePotency;
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, actionContainer);
end;