fixed death/despawning kinda (need to figure out why hp wont tick down after respawning)

This commit is contained in:
Tahir Akhlaq 2017-09-03 01:01:19 +01:00
parent c5cc7c2f00
commit 4978813c27
16 changed files with 251 additions and 106 deletions

View file

@ -58,14 +58,16 @@ namespace FFXIVClassic_Map_Server.Actors
charaWork.battleSave.potencial = 1.0f;
charaWork.parameterSave.state_mainSkill[0] = 3;
charaWork.parameterSave.state_mainSkill[2] = 3;
charaWork.parameterSave.state_mainSkillLevel = 2;
// todo: these really need to be read from db etc
{
charaWork.parameterSave.state_mainSkill[0] = 3;
charaWork.parameterSave.state_mainSkill[2] = 3;
charaWork.parameterSave.state_mainSkillLevel = 1;
charaWork.parameterSave.hp[0] = 500;
charaWork.parameterSave.hpMax[0] = 500;
for (int i = 0; i < 32; i++ )
charaWork.parameterSave.hp[0] = 80;
charaWork.parameterSave.hpMax[0] = 80;
}
for (int i = 0; i < 32; i++ )
charaWork.property[i] = (byte)(((int)actorClass.propertyFlags >> i) & 1);
npcWork.pushCommand = actorClass.pushCommand;
@ -400,13 +402,30 @@ namespace FFXIVClassic_Map_Server.Actors
aiContainer.Update(tick);
}
//A party member list packet came, set the party
/* public void SetParty(MonsterPartyGroup group)
public override void OnSpawn()
{
if (group is MonsterPartyGroup)
currentParty = group;
base.OnSpawn();
}
*/
public override void OnDeath()
{
base.OnDeath();
}
public override void OnDespawn()
{
zone.BroadcastPacketAroundActor(this, RemoveActorPacket.BuildPacket(this.actorId));
zone.BroadcastPacketAroundActor(this, RemoveActorPacket.BuildPacket(this.actorId));
QueuePositionUpdate(spawnX, spawnY, spawnZ);
LuaEngine.CallLuaBattleFunction(this, "onDespawn", this);
}
//A party member list packet came, set the party
/* public void SetParty(MonsterPartyGroup group)
{
if (group is MonsterPartyGroup)
currentParty = group;
}
*/
}
}