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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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129 changed files with 884 additions and 396 deletions
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@ -1,11 +1,27 @@
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require("global");
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require("weaponskill");
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require("modifiers")
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function onSkillPrepare(caster, target, skill)
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return 0;
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end;
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--Resets rampage to increase damage
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function onSkillStart(caster, target, skill)
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--Get Rampage statuseffect
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local rampage = caster.statusEffects.GetStatusEffectById(223208);
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--if it isn't nil, remove the AP and Defense mods and reset extra to 0, increase potency
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if rampage != nil then
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local parryPerDT = 20;
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local delayMsPerDT = 100;
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caster.SubtractMod(modifiersGlobal.Parry, parryPerDT * rampage.GetExtra());
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caster.AddMod(modifiersGlobal.Delay, delayMsPerDT * rampage.GetExtra());
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rampage.SetExtra(0);
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skill.basePotency = skill.basePotency * 1.5;
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end;
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return 0;
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end;
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@ -15,6 +31,10 @@ function onCombo(caster, target, skill)
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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if target.target == caster then
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skill.statusId = 223015
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end;
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--calculate ws damage
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action.amount = skill.basePotency;
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@ -23,4 +43,6 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
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--Try to apply status effect
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action.TryStatus(caster, target, skill, actionContainer, true);
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skill.statusId = 0;
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end;
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