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

@ -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