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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)
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88abd59ec3
commit
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25 changed files with 426 additions and 235 deletions
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@ -100,7 +100,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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player.QueuePacket(packet);
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}
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}
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//target.DelHP((short)damage);
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target.DelHP((short)damage);
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attackTime = attackTime.AddMilliseconds(owner.GetAttackDelayMs());
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owner.LookAt(target);
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//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
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@ -150,9 +150,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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return false;
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}
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// todo: use a mod for melee range
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else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > owner.meleeRange)
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else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > owner.GetAttackRange())
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{
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//owner.aiContainer.GetpathFind?.PreparePath(target.positionX, target.positionY, target.positionZ, 2.5f, 4);
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if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
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{
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((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20);
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}
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return false;
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}
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return true;
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