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Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
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1823 changed files with 102704 additions and 901 deletions
107
Data/scripts/battleutils.lua
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107
Data/scripts/battleutils.lua
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CommandType =
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{
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None = 0,
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AutoAttack = 1,
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Weaponskill = 2,
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Ability = 3,
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Spell = 4
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}
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ActionType =
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{
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None = 0,
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Physical = 1,
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Magic = 2,
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Heal = 3,
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Status = 4
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}
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ActionProperty =
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{
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None = 0,
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Physical = 1,
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Magic = 2,
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Heal = 4,
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Status = 8,
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Ranged = 16
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}
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DamageTakenType =
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{
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None,
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Attack,
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Magic,
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Weaponskill,
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Ability
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}
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HitDirection =
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{
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None = 0,
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Front = 1,
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Right = 2,
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Rear = 4,
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Left = 8
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}
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HitType =
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{
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Miss = 0,
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Evade = 1,
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Parry = 2,
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Block = 3,
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Resist = 4,
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Hit = 5,
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Crit = 6
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}
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TargetFindAOEType =
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{
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None = 0,
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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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