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Combat fixes
Add actor update flag for hotbar to send hotbar changes all at once. Add script for equipping all actions for a class/job. Fix multiple script errors. Fix multiple status flag errors Fix battle command db errors Fix error in spawnnpc and yolo.
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a92ece58c1
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3104478263
20 changed files with 149 additions and 48 deletions
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@ -61,4 +61,47 @@ TargetFindAOEType =
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Circle = 1,
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Cone = 2,
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Box = 3
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}
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StatusEffectFlags =
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{
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None = 0,
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--Loss flags - Do we need loseonattacking/caststart? Could just be done with activate flags
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LoseOnDeath = bit32.lshift(1, 0), -- effects removed on death
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LoseOnZoning = bit32.lshift(1, 1), -- effects removed on zoning
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LoseOnEsuna = bit32.lshift(1, 2), -- effects which can be removed with esuna (debuffs)
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LoseOnDispel = bit32.lshift(1, 3), -- some buffs which player might be able to dispel from mob
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LoseOnLogout = bit32.lshift(1, 4), -- effects removed on logging out
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LoseOnAttacking = bit32.lshift(1, 5), -- effects removed when owner attacks another entity
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LoseOnCastStart = bit32.lshift(1, 6), -- effects removed when owner starts casting
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LoseOnAggro = bit32.lshift(1, 7), -- effects removed when owner gains enmity (swiftsong)
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LoseOnClassChange = bit32.lshift(1, 8), --Effect falls off whhen changing class
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--Activate flags
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ActivateOnCastStart = bit32.lshift(1, 9), --Activates when a cast starts.
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ActivateOnCommandStart = bit32.lshift(1, 10), --Activates when a command is used, before iterating over targets. Used for things like power surge, excruciate.
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ActivateOnCommandFinish = bit32.lshift(1, 11), --Activates when the command is finished, after all targets have been iterated over. Used for things like Excruciate and Resonance falling off.
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ActivateOnPreactionTarget = bit32.lshift(1, 12), --Activates after initial rates are calculated for an action against owner
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ActivateOnPreactionCaster = bit32.lshift(1, 13), --Activates after initial rates are calculated for an action by owner
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ActivateOnDamageTaken = bit32.lshift(1, 14),
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ActivateOnHealed = bit32.lshift(1, 15),
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--Should these be rolled into DamageTaken?
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ActivateOnMiss = bit32.lshift(1, 16), --Activates when owner misses
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ActivateOnEvade = bit32.lshift(1, 17), --Activates when owner evades
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ActivateOnParry = bit32.lshift(1, 18), --Activates when owner parries
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ActivateOnBlock = bit32.lshift(1, 19), --Activates when owner evades
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ActivateOnHit = bit32.lshift(1, 20), --Activates when owner hits
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ActivateOnCrit = bit32.lshift(1, 21), --Activates when owner crits
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--Prevent flags. Sleep/stun/petrify/etc combine these
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PreventSpell = bit32.lshift(1, 22), -- effects which prevent using spells, such as silence
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PreventWeaponSkill = bit32.lshift(1, 23), -- effects which prevent using weaponskills, such as pacification
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PreventAbility = bit32.lshift(1, 24), -- effects which prevent using abilities, such as amnesia
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PreventAttack = bit32.lshift(1, 25), -- effects which prevent basic attacks
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PreventMovement = bit32.lshift(1, 26), -- effects which prevent movement such as bind, still allows turning in place
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PreventTurn = bit32.lshift(1, 27), -- effects which prevent turning, such as stun
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PreventUntarget = bit32.lshift(1, 28), -- effects which prevent changing targets, such as fixation
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Stance = bit32.lshift(1, 29) -- effects that do not have a timer
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}
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@ -16,4 +16,5 @@ end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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--Need a way to get all targets with hate for player
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--target.hateContainer.UpdateHate(caster, -840);
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action.DoAction(caster, target, skill, actionContainer);
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end;
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@ -20,8 +20,7 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
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if buff ~= nil then
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--30329: Your Raging Strike removes your Raging Strike effect.
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local remAction = caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
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actionContainer.AddAction(remAction);
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caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
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else
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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@ -1,5 +1,5 @@
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require("global");
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require("weaponskill");
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require("ability");
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function onSkillPrepare(caster, target, skill)
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return 0;
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42
data/scripts/commands/gm/equipactions.lua
Normal file
42
data/scripts/commands/gm/equipactions.lua
Normal file
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@ -0,0 +1,42 @@
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require("global");
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require("modifiers");
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properties = {
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permissions = 0,
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parameters = "s",
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description =
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[[
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equips all your class and job actions
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]],
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}
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classToActions = {
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[2] = { Start = 27100, End = 27119},
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[3] = { Start = 27140, End = 27159},
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[4] = { Start = 27180, End = 27199},
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[7] = { Start = 27220, End = 27239},
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[8] = { Start = 27260, End = 27279},
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[22] = { Start = 27300, End = 27319},
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[23] = { Start = 27340, End = 27359}
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}
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function onTrigger(player, argc)
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local messageId = MESSAGE_TYPE_SYSTEM_ERROR;
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local sender = "equipactions";
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classId = player.GetClass()
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if classToActions[classId] then
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s = classToActions[classId].Start
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e = classToActions[classId].End
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print('h')
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for i = 0, 30 do
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player.UnequipAbility(i, false)
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end
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for commandid = s, e do
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if GetWorldManager():GetBattleCommand(commandid) then
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player:EquipAbilityInFirstOpenSlot(player:GetCurrentClassOrJob(), commandid);
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end
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end
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end
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end
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@ -95,7 +95,6 @@ function onTrigger(player, argc, name, width, height, blockCount)
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local sender = "spawnnpc";
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if player and (modelIds[name] != nil) then
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print("t")
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local pos = player:GetPos();
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local x = tonumber(pos[0]);
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local y = tonumber(pos[1]);
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@ -113,11 +112,12 @@ function onTrigger(player, argc, name, width, height, blockCount)
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actor.ChangeNpcAppearance(modelIds[name]);
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actor.SetMaxHP(5000);
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actor.SetHP(5000);
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actor.SetMod(modifiersGlobal.HasShield, 1);
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actor.SetMod(modifiersGlobal.CanBlock, 1);
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actor.SetMod(modifiersGlobal.AttackRange, 3);
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actor.SetMod(modifiersGlobal.Speed, 5);
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actor.SetMod(modifiersGlobal.MovementSpeed, 5);
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actor.SetMobMod(mobModifiersGlobal.Roams, 1);
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actor.SetMobMod(mobModifiersGlobal.RoamDelay, 3);
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actor.SetMobMod(mobModifiersGlobal.RoamDelay, 10);
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actor.charaWork.parameterSave.state_mainSkillLevel = 52;
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actor.moveState = 3;
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end;
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end;
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@ -163,11 +163,12 @@ function onTrigger(player, argc, width, height, blockCount)
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actor.ChangeNpcAppearance(2200905);
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actor.SetMaxHP(5000);
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actor.SetHP(5000);
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actor.SetMod(modifiersGlobal.HasShield, 1);
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actor.SetMod(modifiersGlobal.CanBlock, 1);
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actor.SetMod(modifiersGlobal.AttackRange, 3);
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actor.SetMod(modifiersGlobal.Speed, 5);
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actor.SetMod(modifiersGlobal.MovementSpeed, 5);
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actor.SetMobMod(mobModifiersGlobal.Roams, 1);
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actor.SetMobMod(mobModifiersGlobal.RoamDelay, 3);
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actor.SetMobMod(mobModifiersGlobal.RoamDelay, 10);
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actor.charaWork.parameterSave.state_mainSkillLevel = 52;
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actor.moveState = 3;
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end
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end
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@ -5,6 +5,7 @@ require("battleutils")
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--There isn't really any information on this, but due to the fact it falls off BEFORE the target is hit,
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--I'm assuming it increases a spell's accuracy modifier instead of giving actual magic accuracy
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function onCommandStart(effect, owner, skill, actionContainer)
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print('dark seal')
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if skill.GetActionType() == ActionType.Magic then
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--50 is random guess.
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skill.accuracyModifier = skill.accuracyModifier + 50;
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@ -11,7 +11,7 @@ function onPreAction(effect, caster, target, skill, action, actionContainer)
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action.hitRate = 0.0;
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action.resistRate = 750;
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--Remove status and add message
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caster.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
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defender.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
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end
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end;
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@ -10,7 +10,7 @@ function onPreAction(effect, caster, target, skill, action, actionContainer)
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action.hitRate = 0.0;
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action.resistRate = 400;
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--Remove status and add message
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caster.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
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defender.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
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end
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end;
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@ -3,8 +3,8 @@ require("modifiers")
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--Battle Voice grants HP_Boost and it sets max hp to 125% normal amount and heals for the difference between current
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--This doesn't seem like the correct way to do this. If max HP changes between gainign and losing wont this break?
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function onGain(owner, effect, actionContainer)
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local newMaxHP = target.GetMaxHP() * 1.25;
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local healAmount = newMaxHP - target.GetMaxHP();
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local newMaxHP = owner.GetMaxHP() * 1.25;
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local healAmount = newMaxHP - owner.GetMaxHP();
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owner.SetMaxHP(newMaxHP);
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owner.AddHP(healAmount);
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@ -11,5 +11,6 @@ function onCommandStart(effect, owner, skill, actionContainer)
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end
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skill.recastTimeMs = skill.recastTimeMs - (reduction * skill.recastTimeMs);
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owner.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
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end
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end;
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@ -2,7 +2,7 @@ require("modifiers")
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require("battleutils")
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--Forces crit of a single WS action from rear.
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function onMagicCast(caster, effect, skill)
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function onMagicCast(effect, caster, skill)
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skill.mpCost = skill.mpCost / 2;
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end;
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@ -4,7 +4,7 @@ require("battleutils")
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--Increases range of a single spell, no clue by how much, 25% is a random guess
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--It isn't clear if it has an effect on the aoe portion of skills or just the normal range, i've seen people on the OF say both.
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--It also increased height of skills
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function onMagicCast(caster, effect, skill)
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function onMagicCast(effect, caster, skill)
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skill.range = skill.range * 1.25;
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skill.rangeHeight = skill.rangeHeight * 1.25;
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end;
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@ -1,8 +1,18 @@
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require("modifiers")
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require("battleutils")
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function onMagicCast(caster, effect, skill)
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skill.aoeType = TargetFindAOEType.Circle;
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skill.aoeRange = 15;
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skill.validTarget = 31
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end
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--Cure, Cura, Regen, Esuna, Enhancing spells (Hardcoded as Stoneskin and Sanguine since we dont have a good way to check what's an enhancing spell)
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supportedSpells = [27346, 27347, 27358, 27357, 27350, 27307]
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function onMagicCast(effect, caster, skill)
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if supportedSpells[skill.id] then
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skill.aoeType = TargetFindAOEType.Circle;
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skill.aoeRange = 15;
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end
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end
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function onCommandFinish(effect, owner, skill, actionContainer)
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if supportedSpells[skill.id] then
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owner.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
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end
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end;
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