Combat changes and bug fixes

Added the combo and proc systems
Added scripts for most weaponskill and spells as well as some abilities and status effects
Added support for multihit attacks
Added AbilityState for abilities
Added hiteffects that change based on an attack's parameters
Added positionals

Changed how targeting works for battlecommands

Fixed bug that occurred when moving or swapping hotbar commands
Fixed bug that occurred when losing status effects
This commit is contained in:
yogurt 2018-02-15 13:20:46 -06:00
parent 837c7a9223
commit b8d6a943aa
175 changed files with 4361 additions and 1213 deletions

View file

@ -82,7 +82,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public override void OnComplete()
{
BattleAction action = new BattleAction(target.actorId, 0x765D, (uint) HitEffect.Hit, 0, (byte) HitDirection.None);
//BattleAction action = new BattleAction(target.actorId, 0x765D, (uint) HitEffect.Hit, 0, (byte) HitDirection.None);
errorResult = null;
// todo: implement auto attack damage bonus in Character.OnAttack
@ -99,16 +99,35 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
* The above damage bonus also applies to Shot attacks by archers.
*/
// handle paralyze/intimidate/sleep/whatever in Character.OnAttack
owner.OnAttack(this, action, ref errorResult);
owner.DoBattleAction((ushort)BattleActionX01PacketCommand.Attack, action.animation, errorResult == null ? action : errorResult);
List<BattleAction> actions = new List<BattleAction>();
var i = 0;
for (int hitNum = 0; hitNum < owner.GetMod((uint) Modifier.HitCount); hitNum++)
{
BattleAction action = new BattleAction(target.actorId, 0x765D, (uint)HitEffect.Hit, 100, (byte)HitDirection.None, (byte) hitNum);
action.battleActionType = BattleActionType.AttackPhysical;
// evasion, miss, dodge, etc to be handled in script, calling helpers from scripts/weaponskills.lua
// temporary evade/miss/etc function to test hit effects
utils.BattleUtils.CalcHitType(owner, target, null, action);
actions.AddRange(action.GetAllActions());
}
// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
BattleAction[] errors = (BattleAction[])actions.ToArray().Clone();
owner.OnAttack(this, actions[0], ref errorResult);
owner.DoBattleAction(22104, 0x19001000, actions);
target.SetMod((uint) Modifier.MinimumHpLock, 0);
}
public override void TryInterrupt()
{
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAttack))
{
// todo: sometimes paralyze can let you attack, calculate proc rate
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction);
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAttack);
uint statusId = 0;
if (list.Count > 0)
{
@ -124,7 +143,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
private bool IsAttackReady()
{
// todo: this enforced delay should really be changed if it's not retail..
return Program.Tick >= attackTime && Program.Tick >= owner.aiContainer.GetLastActionTime().AddSeconds(1);
return Program.Tick >= attackTime && Program.Tick >= owner.aiContainer.GetLastActionTime();
}
private bool CanAttack()