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More targeting changes
Added CanUse instead of CanAttack/CanWeaponSkill/CanCast since they all check the same things anyway. Fixed some bugs like mp checking against hp in AddMP.
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a458608322
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5 changed files with 41 additions and 100 deletions
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@ -232,8 +232,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public void DoBattleAction(ushort commandId, uint animationId, CommandResult[] results)
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{
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int currentIndex = 0;
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//AoE abilities only ever hit 16 people, so we probably won't need this loop anymore
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//Apparently aoe are limited to 8?
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while (true)
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{
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if (results.Length - currentIndex >= 10)
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@ -247,9 +246,6 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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else
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break;
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//I think aoe effects play on all hit enemies. Firaga does at least
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//animationId = 0; //If more than one packet is sent out, only send the animation once to avoid double playing.
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}
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}
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@ -446,20 +442,11 @@ namespace FFXIVClassic_Map_Server.Actors
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return true;
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}
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public virtual bool CanCast(Character target, BattleCommand spell)
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public virtual bool CanUse(Character target, BattleCommand skill, CommandResult error = null)
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{
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return false;
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}
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public virtual bool CanWeaponSkill(Character target, BattleCommand skill)
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{
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return false;
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}
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public virtual bool CanUseAbility(Character target, BattleCommand ability)
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{
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return false;
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}
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public virtual uint GetAttackDelayMs()
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{
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@ -628,7 +615,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public void SetMP(uint mp)
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{
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charaWork.parameterSave.mpMax = (short)mp;
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if (mp > charaWork.parameterSave.hpMax[0])
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if (mp > charaWork.parameterSave.mpMax)
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SetMaxMP(mp);
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updateFlags |= ActorUpdateFlags.HpTpMp;
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@ -1070,6 +1057,7 @@ namespace FFXIVClassic_Map_Server.Actors
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{
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnHit, "onCrit", this, defender, action, actionContainer);
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}
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//The order of messages that appears after using a command is:
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//1. Cast start messages. (ie "You begin casting... ")
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@ -1146,13 +1134,14 @@ namespace FFXIVClassic_Map_Server.Actors
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{
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if (command.isCombo && hitTarget)
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((Player)this).SetCombos(command.comboNextCommandId);
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else
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//Only reset combo if the command is a spell or weaponskill, since abilities can be used between combo skills
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else if (command.commandType == CommandType.Spell || command.commandType == CommandType.WeaponSkill)
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((Player)this).SetCombos();
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}
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CommandResult error = new CommandResult(actorId, 0, 0);
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DelMP(command.CalculateMpCost(this));
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DelTP(command.CalculateTpCost(this));
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actions.CombineLists();
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DoBattleAction(command.id, command.battleAnimation, actions.GetList());
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}
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