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New scripts
New scripts for commands and effects that use the new function signatures and work with the new statuseffectcontainer
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4f80023156
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00017468cc
129 changed files with 884 additions and 396 deletions
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@ -12,8 +12,12 @@ end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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--Only the bard gets the Battle Voice effect
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if caster == target then
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actionContainer.AddAction(caster.statusEffects.AddStatusForBattleAction(223253, 1, 0, 30));
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local effect = GetWorldManager():GetStatusEffect(223253);
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effect.SetDuration(30);
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caster.statusEffects.AddStatusEffect(effect, caster, actionContainer);
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end
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action.DoAction(caster, target, skill, actionContainer);
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local effect = GetWorldManager():GetStatusEffect(223029);
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effect.SetDuration(60);
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caster.statusEffects.AddStatusEffect(effect, caster, actionContainer);
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end;
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@ -14,6 +14,18 @@ function onAbilityStart(caster, target, ability)
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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--223207: Berserk
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--223208: Rampage
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--Remove Rampage effect. I'm assuming no message is sent like LNC surges
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caster.statusEffects.RemoveStatusEffect(223208);
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--If caster has berserk already, remove it and send a message.
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local buff = caster.statusEffects.GetStatusEffectById(223207)
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if buff ~= nil then
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caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
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else
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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end
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end;
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@ -22,22 +22,18 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
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--If we have a buff then Blissful Mind removes that buff and restores MP. Otherwise, it adds the Blissful Mind effect
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if buff ~= nil then
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local amount = buff.GetExtra();
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local remAction = caster.statusEffects.RemoveStatusEffectForBattleAction(buff, 30329);
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caster.AddMP(amount);
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actionContainer.AddMPAction(caster.actorId, 33007, amount);
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actionContainer.AddAction(remAction);
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caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
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else
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--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
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local amount = caster.GetHP() * 0.25;
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caster.DelHP(amount);
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caster.DelHP(amount, actionContainer);
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skill.statusMagnitude = amount;
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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end
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end;
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17
data/scripts/commands/ability/breath_of_the_dragon.lua
Normal file
17
data/scripts/commands/ability/breath_of_the_dragon.lua
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@ -0,0 +1,17 @@
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require("global");
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require("ability");
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function onAbilityPrepare(caster, target, ability)
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return 0;
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end;
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function onAbilityStart(caster, target, ability)
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return 0;
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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action.amount = skill.basePotency;
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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end;
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17
data/scripts/commands/ability/breath_of_the_ram.lua
Normal file
17
data/scripts/commands/ability/breath_of_the_ram.lua
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@ -0,0 +1,17 @@
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require("global");
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require("ability");
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function onAbilityPrepare(caster, target, ability)
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return 0;
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end;
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function onAbilityStart(caster, target, ability)
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return 0;
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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action.amount = skill.basePotency;
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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end;
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@ -14,5 +14,6 @@ function onAbilityStart(caster, target, ability)
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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target.hateContainer.UpdateHate(caster, -840);
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--Need a way to get all targets with hate for player
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--target.hateContainer.UpdateHate(caster, -840);
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end;
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@ -10,6 +10,12 @@ function onAbilityStart(caster, target, ability)
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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local buff = caster.statusEffects.GetStatusEffectById(223227)
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if buff ~= nil then
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caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
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else
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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end
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end;
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@ -17,7 +17,7 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
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coverTier = 2;
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end
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actionContainer.AddAction(caster.statusEffects.AddStatusForBattleAction(223063, coverTier, skill.statusDuration));
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caster.statusEffects.AddStatusEffect(223063, coverTier, 0, 15, 0);
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--Apply Covered to target
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action.DoAction(caster, target, skill, actionContainer);
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@ -1,18 +1,23 @@
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require("global");
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require("ability");
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function onAbilityPrepare(caster, target, ability)
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return 0;
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end;
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function onAbilityStart(caster, target, ability)
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return 0;
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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--Need a better way to do this
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for i = 223212,223217 do
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local remAction = caster.statusEffects.RemoveStatusEffectForBattleAction(i, 30329)
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local buff = caster.statusEffects.GetStatusEffectById(i);
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if remAction ~= nil then
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actionContainer.AddAction(remAction);
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if buff ~= nil then
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caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
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skill.statusTier = 2;
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break;
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end
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19
data/scripts/commands/ability/fists_of_wind.lua
Normal file
19
data/scripts/commands/ability/fists_of_wind.lua
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@ -0,0 +1,19 @@
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require("global");
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require("ability");
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function onAbilityPrepare(caster, target, ability)
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return 0;
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end;
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function onAbilityStart(caster, target, ability)
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--27124: Enhanced Fists of Fire
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if caster.HasTrait(27124) then
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ability.statusTier = 2;
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end
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return 0;
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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end;
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@ -12,6 +12,6 @@ end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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--Take off 1/3 of attack delay. Not sure if this is the exact amount HF reduces by
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action.statusMagnitude = 0.33 * caster.GetMod(modifiersGlobal.AttackDelay);
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skill.statusMagnitude = 0.33 * caster.GetMod(modifiersGlobal.Delay);
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action.DoAction(caster, target, skill, actionContainer);
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end;
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@ -20,9 +20,9 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
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--223213: Power Surge II
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--223212: Power Surge III
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--No message is sent when PS is removed by Life Surge
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caster.statusEffects.RemoveStatusEffect(223212, true);
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caster.statusEffects.RemoveStatusEffect(223213, true);
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caster.statusEffects.RemoveStatusEffect(223214, true);
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caster.statusEffects.RemoveStatusEffect(223212);
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caster.statusEffects.RemoveStatusEffect(223213);
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caster.statusEffects.RemoveStatusEffect(223214);
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--Using this ability moves to the next LS buff
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@ -45,7 +45,6 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
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end
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if not (removeId == 0) then
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--caster.statusEffects.RemoveStatusEffect(removeId, true);
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caster.statusEffects.ReplaceEffect(caster.statusEffects.GetStatusEffectById(removeId), skill.statusId, skill.statusTier, skill.statusMagnitude, skill.statusDuration);
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end
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--DoAction handles rates, buffs, dealing damage
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@ -14,11 +14,17 @@ function onAbilityStart(caster, target, ability)
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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--Need a better way to do this
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actionContainer.AddAction(caster.statusEffects.RemoveStatusEffectForBattleAction(223215));
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actionContainer.AddAction(caster.statusEffects.RemoveStatusEffectForBattleAction(223216));
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actionContainer.AddAction(caster.statusEffects.RemoveStatusEffectForBattleAction(223217));
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caster.statusEffects.RemoveStatusEffect(223215);
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caster.statusEffects.RemoveStatusEffect(223216);
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caster.statusEffects.RemoveStatusEffect(223217);
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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--If caster has any of the power surge effects
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local buff = caster.statusEffects.GetStatusEffectById(223212) or caster.statusEffects.GetStatusEffectById(223213) or caster.statusEffects.GetStatusEffectById(223214);
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if buff ~= nil then
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caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
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else
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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end
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end;
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@ -12,18 +12,21 @@ end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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--QS gives 300 TP by default.
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skill.statusMagnitude = 300;
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--I'm assuming that with raging strikes, that increases to 500.
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--and traited that increases again to 750 (or 450 without RS)
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if caster.statusEffects.HasStatusEffect(223221) then
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actionContainer.AddAction(caster.statusEffects.RemoveStatusEffectForBattleAction(223221));
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skill.statusMagnitude = 500;
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end
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--27241: Enhanced Quelling Strike: Increases TP gained from QS by 50%
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if caster.HasTrait(27241) then
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skill.statusMagnitude = skill.statusMagnitude * 1.5;
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end
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--When raging strikes is active, Quelling Strikes removes it and immediately restores 100 TP for each tier ofr Raging Strikes.
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local buff = caster.statusEffects.GetStatusEffectById(223221)
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if buff ~= nil then
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skill.tpCost = -100 * (buff.GetTier() - 1);
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--QS doesn't send a message
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caster.statusEffects.RemoveStatusEffect(buff);
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end
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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end;
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@ -6,14 +6,24 @@ function onAbilityPrepare(caster, target, ability)
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end;
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function onAbilityStart(caster, target, ability)
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ability.statusMagnitude = 100;
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--27243: Enhanced Raging Strike: Increases effect of Raging Strike by 50%
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if caster.HasTrait(27241) then
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ability.statusTier = 2;
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ability.statusMagnitude = ability.statusMagnitude * 1.5;
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end
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return 0;
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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--If caster has raging strike, remove it and send message, otherwise apply it.
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local buff = caster.statusEffects.GetStatusEffectById(223221)
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if buff ~= nil then
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--30329: Your Raging Strike removes your Raging Strike effect.
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local remAction = caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
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actionContainer.AddAction(remAction);
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else
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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end
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end;
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@ -14,6 +14,18 @@ function onAbilityStart(caster, target, ability)
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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--223207: Berserk
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--223208: Rampage
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--Remove Berserk effect. I'm assuming no message is sent like LNC surges
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caster.statusEffects.RemoveStatusEffect(223207);
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--If caster has rampage already, remove it and send a message.
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local buff = caster.statusEffects.GetStatusEffectById(223208)
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if buff ~= nil then
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caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
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else
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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end
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end;
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@ -12,9 +12,9 @@ end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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--Is this before or after status is gained?
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--Will probably need to switch to a flag for this because it might include more than just these 3 effects.
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actionContainer.AddAction(caster.statusEffects.RemoveStatusEffectForBattleAction(228011));
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actionContainer.AddAction(caster.statusEffects.RemoveStatusEffectForBattleAction(228013));
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actionContainer.AddAction(caster.statusEffects.RemoveStatusEffectForBattleAction(228021));
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caster.statusEffects.RemoveStatusEffect(228011, actionContainer, 30329);
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caster.statusEffects.RemoveStatusEffect(228013, actionContainer, 30329);
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caster.statusEffects.RemoveStatusEffect(228021, actionContainer, 30329);
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action.DoAction(caster, target, skill, actionContainer);
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end;
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17
data/scripts/commands/ability/voice_of_the_dragon.lua
Normal file
17
data/scripts/commands/ability/voice_of_the_dragon.lua
Normal file
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require("global");
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require("ability");
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function onAbilityPrepare(caster, target, ability)
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return 0;
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end;
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function onAbilityStart(caster, target, ability)
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return 0;
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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action.amount = skill.basePotency;
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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end;
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