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More bug fixes
Fixed loading status effects on login Fixed barrage issues Added untraited version of Protect Added sanguine rite
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14 changed files with 99 additions and 43 deletions
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@ -10,11 +10,11 @@ function onAbilityStart(caster, target, ability)
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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ability.statusMagnitude = 4;
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skill.statusMagnitude = 4;
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--27242: Enhanced Barrage: Adds an additional attack to barrage ( 4 -> 5 )
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if caster.HasTrait(27242) then
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ability.statusMagnitude = 5;
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skill.statusMagnitude = 5;
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end
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--DoAction handles rates, buffs, dealing damage
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@ -10,6 +10,10 @@ function onAbilityStart(caster, target, ability)
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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--For some reason, light shot's hitNum is always 1 (or 0, idk), even with barrage.
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--If you set the hitnum like any other multi-hit WS it will play the animation repeatedly.
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action.hitNum = 1;
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action.amount = skill.basePotency;
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--DoAction handles rates, buffs, dealing damage
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action.DoAction(caster, target, skill, actionContainer);
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@ -19,10 +19,10 @@ end;
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-- A bonus from INT (2INT=1HP)
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-- An additional random integer (580 at level 50. +/- 3%)
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function onSkillFinish(caster, target, skill, action, actionContainer)
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--Base formula isn't quit known yet
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local amount = 100;
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--Heals can vary by up to ~3.5% in either direction
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amount = math.Clamp(amount * (0.965 + (math.rand() * 7.0)), 0, 9999);
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--Base amount seems to be 0.215x^2 - 0.35x + 60
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local amount = (0.215 * math.pow(caster.GetLevel(), 2)) - (0.35 * caster.GetLevel()) + 60;
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--Heals can vary by up to 3%
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amount = math.Clamp(amount * (0.97 + (math.rand() * 3.0)), 0, 9999);
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--PGL gets an INT bonus for Second Wind
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if caster.GetClass() == 2 then
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