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:
yogurt 2018-05-27 14:51:39 -05:00
parent c5ce2ec771
commit 922fb80f3d
12 changed files with 30 additions and 25 deletions

View file

@ -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

View file

@ -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;

View file

@ -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

View file

@ -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