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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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25 changed files with 426 additions and 235 deletions
30
data/scripts/effects/regen.lua
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30
data/scripts/effects/regen.lua
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require("global")
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messageId = MESSAGE_TYPE_SYSTEM_ERROR;
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sender = "regen";
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function onGain(target, effect)
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messageId = MESSAGE_TYPE_SYSTEM_ERROR;
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sender = "regen";
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target.SendMessage(messageId, sender, "dicks");
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end;
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function onTick(target, effect)
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messageId = MESSAGE_TYPE_SYSTEM_ERROR;
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sender = "regen";
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local ability = GetWorldManager().GetAbility(27346);
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local anim = bit32.bxor(bit32.lshift(ability.animationType, 24), bit32.lshift(tonumber(1), 12) , 101);
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local addHp = effect.GetMagnitude();
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target.AddHP(addHp);
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target.SendBattleActionX01Packet(anim, 101, 0, 0, addHp);
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target.SendMessage(messageId, sender, string.format("ate %u dicks", addHp));
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end;
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function onLose(target, effect)
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messageId = MESSAGE_TYPE_SYSTEM_ERROR;
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sender = "regen";
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target.SendMessage(messageId, sender, "dicks gon");
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end;
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