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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
62
Data/scripts/weaponskill.lua
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62
Data/scripts/weaponskill.lua
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-- todo: add enums for status effects in global.lua
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--require("global")
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require("battleutils")
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--[[
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statId - see BattleTemp.cs
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modifier - Modifier.Intelligence, Modifier.Mind (see Modifier.cs)
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multiplier -
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]]
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function CalculateDamage(caster, target, skill, action)
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--http://forum.square-enix.com/ffxiv/threads/36412-STR-PIE-ATK-Testing/page2
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--DRG numbers
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--Against Level 52 Halberdiers:
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--0.8 damage/STR. Caps at 350
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--0.67=0.69 damage/PIE. Hard cap at 310
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--0.35-0.37 damage/ATK for both AA and WS.
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--^ Old?
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--http://prestigexiv.guildwork.com/forum/threads/4fecdc94205cb248b5000526-dragoon-and-other-dd-dpsbase-damage-study?page=1#4fecdc94205cb248b5000525
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--10/09/2012 http://forum.square-enix.com/ffxiv/threads/55291-DPS-Testing/page4
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-- 1 point prim: 0.8 damage
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-- ATK: .1% damage? .38 damage?
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--Possible formula for melee?:
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--local strCap = CalculateCapOfWeapon(caster.getweapon)<- not sure how this is calculated yet, just an example
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--local secondaryCap = CalculateSecondaryCapOfWeapon(caster.getweapon)
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--local cappedStr = math.min(caster.GetMod(modifiersGlobal.Strength), strCap);
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--local cappedSec = math.min(caster.GetMod(caster.secondaryStat), secCap);
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--local damageBase = skill.basePotency + (0.85 * cappedStr) + (0.65 * cappedSec);
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--The maximum deviation for weaponskills is ~8%.
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--local dev = 0.96 + (math.random() * 8);
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--damageBase = math.Clamp(damageBase * dev, 1, 9999);
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--return damageBase;
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return 100;
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end
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function HandleHealingSkill(caster, target, skill, action, statId, modifierId, multiplier, baseAmount)
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potency = potency or 1.0;
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healAmount = baseAmount;
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-- todo: shit based on mnd
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local mind = caster.GetMod(Modifier.Mind);
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end;
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function HandleAttackSkill(caster, target, skill, action, statId, modifierId, multiplier, baseAmount)
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-- todo: actually handle this
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damage = baseAmount or math.random(1,10) * 10;
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return damage;
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end;
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function HandleStoneskin(caster, target, skill, action, statId, modifierId, damage)
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--[[
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if target.statusEffects.HasStatusEffect(StatusEffect.Stoneskin) then
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-- todo: damage reduction
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return true;
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end;
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]]
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return false;
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end;
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