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

@ -0,0 +1,30 @@
require("global")
messageId = MESSAGE_TYPE_SYSTEM_ERROR;
sender = "regen";
function onGain(target, effect)
messageId = MESSAGE_TYPE_SYSTEM_ERROR;
sender = "regen";
target.SendMessage(messageId, sender, "dicks");
end;
function onTick(target, effect)
messageId = MESSAGE_TYPE_SYSTEM_ERROR;
sender = "regen";
local ability = GetWorldManager().GetAbility(27346);
local anim = bit32.bxor(bit32.lshift(ability.animationType, 24), bit32.lshift(tonumber(1), 12) , 101);
local addHp = effect.GetMagnitude();
target.AddHP(addHp);
target.SendBattleActionX01Packet(anim, 101, 0, 0, addHp);
target.SendMessage(messageId, sender, string.format("ate %u dicks", addHp));
end;
function onLose(target, effect)
messageId = MESSAGE_TYPE_SYSTEM_ERROR;
sender = "regen";
target.SendMessage(messageId, sender, "dicks gon");
end;