abilities now use correct animation id (<3 azia)

- did stuff with magicstate/attackstate
- fixed status effect tick
- added regen status (todo: actually populate the table and use that name instead of enum's)
- added baseStats to char (todo: add bonuses and stuff on top of those, set charaWork values to the calculated ones + bonus)
This commit is contained in:
Tahir Akhlaq 2017-08-25 03:52:43 +01:00
parent 88abd59ec3
commit 11bbb023d9
25 changed files with 426 additions and 235 deletions

View file

@ -100,7 +100,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
player.QueuePacket(packet);
}
}
//target.DelHP((short)damage);
target.DelHP((short)damage);
attackTime = attackTime.AddMilliseconds(owner.GetAttackDelayMs());
owner.LookAt(target);
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
@ -150,9 +150,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
return false;
}
// todo: use a mod for melee range
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > owner.meleeRange)
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > owner.GetAttackRange())
{
//owner.aiContainer.GetpathFind?.PreparePath(target.positionX, target.positionY, target.positionZ, 2.5f, 4);
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
{
((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20);
}
return false;
}
return true;