mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-08 21:44:35 +02:00
Bug fixes.
Added stoneskin effect to database. Fixed Rampage not working Fixed bug where abilities didn't equip correctly when leveling up Added a temporary fix for returning while dead Added handling for abilities that don't have an actiontype set, like elusive jump
This commit is contained in:
parent
c5ce2ec771
commit
922fb80f3d
12 changed files with 30 additions and 25 deletions
|
@ -91,7 +91,7 @@ function onEventStarted(player, actor, triggerName, isTeleport)
|
|||
local choice, isInn = callClientFunction(player, "delegateCommand", actor, "eventConfirm", true, false, player:GetHomePointInn(), player:GetHomePoint(), false);
|
||||
if (choice == 1) then
|
||||
player:PlayAnimation(0x4000FFB);
|
||||
player:SendGameMessage(worldMaster, 34104, 0x20);
|
||||
player:SendGameMessage(worldMaster, 34104, 0x20);
|
||||
if (isInn) then
|
||||
--Return to Inn
|
||||
if (player:GetHomePointInn() == 1) then
|
||||
|
@ -108,6 +108,13 @@ function onEventStarted(player, actor, triggerName, isTeleport)
|
|||
randoPos = getRandomPointInBand(destination[2], destination[4], 3, 5);
|
||||
rotation = getAngleFacing(randoPos.x, randoPos.y, destination[2], destination[4]);
|
||||
GetWorldManager():DoZoneChange(player, destination[1], nil, 0, 2, randoPos.x, destination[3], randoPos.y, rotation);
|
||||
|
||||
--bandaid fix for returning while dead, missing things like weakness and the heal number
|
||||
if (player:GetHP() == 0) then
|
||||
player:SetHP(player.GetMaxHP());
|
||||
player:ChangeState(0);
|
||||
player:PlayAnimation(0x01000066);
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -27,7 +27,8 @@ function onTrigger(player, argc, qty, name, lastName)
|
|||
qty = tonumber(qty) or 1;
|
||||
location = INVENTORY_CURRENCY;
|
||||
|
||||
player:AddExp(qty, player.charaWork.parameterSave.state_mainSkill[0], 5);
|
||||
actionList = player:AddExp(qty, player.charaWork.parameterSave.state_mainSkill[0], 0);
|
||||
player:DoBattleAction(0, 0, actionList);
|
||||
else
|
||||
print(sender.."unable to add experience, ensure player name is valid.");
|
||||
end;
|
||||
|
|
|
@ -20,7 +20,7 @@ function onDamageTaken(effect, attacker, defender, action, actionContainer)
|
|||
effect.SetExtra(effect.GetExtra() + 1);
|
||||
|
||||
attacker.AddMod(modifiersGlobal.Parry, parryPerDT);
|
||||
attacker.SubtractMod(modifiersGlobal.Delay, delayMsPerDT);
|
||||
attacker.SubtractMod(modifiersGlobal.AttackDelay, delayMsPerDT);
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -4,18 +4,9 @@ require("modifiers")
|
|||
require("hiteffect")
|
||||
require("battleutils")
|
||||
|
||||
|
||||
--todo: calculate actual mitigation value based on Source's enhancing magic. info: http://forum.square-enix.com/ffxiv/threads/40800-Enhancing-Magic
|
||||
--This should also probably be calculated when the spell is cast so it doesnt overwrite a stronger stoneskin
|
||||
function onGain(owner, effect)
|
||||
--Going to assume its 1.34 * Enhancing Potency untraited, 1.96 * Enhancing Potency traited.
|
||||
local potencyModifier = 1.34;
|
||||
if effect.tier == 2 then
|
||||
potencyModifier = 1.96;
|
||||
end
|
||||
local amount = potencyModifier * effect.source.GetMod(modifiersGlobal.MagicEnhancePotency);
|
||||
|
||||
owner.AddMod(modifiersGlobal.Stoneskin, amount);
|
||||
owner.AddMod(modifiersGlobal.Stoneskin, effect.GetMagnitude());
|
||||
end
|
||||
|
||||
--Using extra for how much mitigation stoneskin has
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue