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

@ -14,14 +14,6 @@ local attackMagicHandlers = {
}
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
print(command.actorId)
--Are they in active mode?
if (player:GetState() != 2) then
player:SendGameMessage(GetWorldMaster(), 32503, 0x20);
player:endEvent();
return;
end
player.Ability(command.actorId, targetActor);
player:endEvent();

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@ -0,0 +1,5 @@
require("global")
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
end

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@ -0,0 +1,20 @@
require ("global")
require ("utils")
--[[
AttackWeaponSkill Script
Finds the correct weaponskill subscript to fire when a weaponskill actor is activated.
--]]
local attackMagicHandlers = {
}
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Ability(command.actorId, targetActor);
player:endEvent();
end

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@ -0,0 +1,5 @@
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor);
player:endEvent();
end

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@ -0,0 +1,5 @@
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor);
player:endEvent();
end

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@ -0,0 +1,26 @@
require ("global")
require ("utils")
--[[
AttackWeaponSkill Script
Finds the correct weaponskill subscript to fire when a weaponskill actor is activated.
--]]
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
--Are they in active mode?
if (player:GetState() != 2) then
player:SendGameMessage(GetWorldMaster(), 32503, 0x20);
player:endEvent();
return;
end
if not player.aiContainer.IsEngaged() then
player.Engage(targetActor);
end;
player.WeaponSkill(command.actorId, targetActor);
player:endEvent();
end;

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@ -0,0 +1,5 @@
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor);
player:endEvent();
end

View file

@ -61,7 +61,7 @@ function onEventStarted(player, equipAbilityWidget, triggername, slot, commandid
player:SwapAbilities(oldSlot, slot + player.charaWork.commandBorder);
else
local tslot = slot + player.charaWork.commandBorder;
player:EquipAbility(player.GetJob(), commandid, tslot, true);
player:EquipAbility(player.GetCurrentClassOrJob(), commandid, tslot, true);
end
--Unequip
@ -70,7 +70,7 @@ function onEventStarted(player, equipAbilityWidget, triggername, slot, commandid
ability = worldManager.GetBattleCommand(commandid);
--Is the ability a part of the player's current class?
--This check isn't correct because of jobs having different ids
local classId = player:GetJob();
local classId = player:GetClass();
local jobId = player:ConvertClassIdToJobId(classId);
if(ability.job == classId or ability.job == jobId) then

View file

@ -145,6 +145,12 @@ function equipItem(player, equipSlot, item)
--Item Equipped message
player:SendGameMessage(player, worldMaster, 30601, 0x20, equipSlot+1, item.itemId, item.quality, 0, 0, 1);
--Load gearset for new class and begin class change
if (classId ~= nil) then
loadGearset(player, classId);
player:DoClassChange(classId);
end
player:GetEquipment():Equip(equipSlot, item);
if (equipSlot == EQUIPSLOT_MAINHAND and gItem:IsNailWeapon() == false) then graphicSlot = GRAPHICSLOT_MAINHAND;
@ -170,14 +176,7 @@ function equipItem(player, equipSlot, item)
elseif (equipSlot == EQUIPSLOT_EARS) then
player:GraphicChange(GRAPHICSLOT_R_EAR, item);
player:GraphicChange(GRAPHICSLOT_L_EAR, item);
end
--Load gearset for new class and begin class change
if (classId ~= nil) then
loadGearset(player, classId);
player:DoClassChange(classId);
end
end
end
end

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@ -0,0 +1,15 @@
require ("global")
require ("utils")
--[[
AttackWeaponSkill Script
Finds the correct weaponskill subscript to fire when a weaponskill actor is activated.
--]]
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Ability(command.actorId, targetActor);
player:endEvent();
end;

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@ -0,0 +1,19 @@
require ("global")
require ("utils")
--[[
AttackWeaponSkill Script
Finds the correct weaponskill subscript to fire when a weaponskill actor is activated.
--]]
local attackMagicHandlers = {
}
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor);
player:endEvent();
end;

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@ -0,0 +1,14 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, skill)
return 0;
end;
function onAbilityStart(caster, target, skill)
return 0;
end;
function onAbilityFinish(caster, target, skill, action)
return onStatusAbilityFinish(caster, target, skill, action);
end;

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@ -0,0 +1,14 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onAbilityFinish(caster, target, skill, action)
return onAttackAbilityFinish(caster, target, skill, action);
end;

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@ -0,0 +1,14 @@
require("global");
require("Ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onAbilityFinish(caster, target, ability, action)
return onStatusAbilityFinish(caster, target, ability, action)
end;

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@ -0,0 +1,14 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onAbilityFinish(caster, target, skill, action)
return onAttackAbilityFinish(caster, target, skill, action);
end;

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@ -0,0 +1,14 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onAbilityFinish(caster, target, skill, action)
return onAttackAbilityFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,14 @@
require("global");
require("ability");
function onAbilityPrepare(caster, target, ability)
return 0;
end;
function onAbilityStart(caster, target, ability)
return 0;
end;
function onAbilityFinish(caster, target, ability, action)
return onHealAbilityFinish(caster, target, ability, action)
end;

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@ -0,0 +1,29 @@
require("global");
properties = {
permissions = 0,
parameters = "sss",
description =
[[
Adds target to party
]]
}
function onTrigger(player, argc)
local sender = "[addtoparty] ";
if player then
if player.target then
print("hi")
local id = player.target.actorId
print("hi")
player.currentParty:AddMember(id);
player.target.currentParty = player.currentParty;
print("hi")
else
print(sender.." no target")
end
else
print(sender.." no player");
end;
end;

View file

@ -11,7 +11,7 @@ Equips <commandid> in the first open slot without checking if you can.
}
function onTrigger(player, argc, commandid)
local sender = "[givegil] ";
local sender = "[eaction] ";
print(commandid);
if name then

View file

@ -21,11 +21,14 @@ function onTrigger(player, argc, slot, wId, eId, vId, cId)
cId = tonumber(cId) or 0;
if player and argc > 0 then
player:GraphicChange(slot, wId, eId, vId, cId);
if argc > 2 then
player:GraphicChange(slot, wId, eId, vId, cId);
player:SendMessage(messageID, sender, string.format("Changing appearance on slot %u", slot));
else
player:GraphicChange(slot, wId);
end
player:SendAppearance();
player:SendMessage(messageID, sender, string.format("Changing appearance on slot %u", slot));
else
player:SendMessage(messageID, sender, "No parameters sent! Usage: "..properties.description);
end;
end;

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@ -0,0 +1,25 @@
require("global");
properties = {
permissions = 0,
parameters = "s",
description =
[[
Changes appearance for equipment with given parameters.
!graphic <slot> <wID> <eID> <vID> <vID>
]],
}
function onTrigger(player, argc, appearanceId)
local messageID = MESSAGE_TYPE_SYSTEM_ERROR;
local sender = "[setappearance] ";
app = tonumber(appearanceId) or 0;
player:SendMessage(messageID, sender, string.format("appearance %u", app));
if player and player.target then
player.target.ChangeNpcAppearance(app);
player:SendMessage(messageID, sender, string.format("appearance %u", app));
end;
end;

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@ -0,0 +1,21 @@
require("global");
properties = {
permissions = 0,
parameters = "sss",
description =
[[
Adds experience <qty> to player or <targetname>.
!giveexp <qty> |
!giveexp <qty> <targetname> |
]],
}
function onTrigger(player, argc, jobId)
local sender = "[setjob] ";
jobId = tonumber(jobId)
if player then
player:SetCurrentJob(jobId);
end;
end;

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@ -0,0 +1,18 @@
require("global");
properties = {
permissions = 0,
parameters = "sss",
description =
[[
Adds experience <qty> to player or <targetname>.
!giveexp <qty> |
!giveexp <qty> <targetname> |
]],
}
function onTrigger(player, argc, procid)
local sender = "[giveexp] ";
local pid = tonumber(procid)
player:SetProc(pid, true);
end;

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@ -0,0 +1,27 @@
require("global");
properties = {
permissions = 0,
parameters = "sss",
description =
[[
Sets player or <targetname>'s maximum tp to <tp> and heals them to full.
!setmaxtp <tp> |
!setmaxtp <tp> <targetname>
]],
}
function onTrigger(player, argc, tp)
local sender = "[setmaxtp] ";
if player then
tp = tonumber(tp) or 0;
location = INVENTORY_CURRENCY;
player:SetTP(tp);
else
print(sender.."unable to add experience, ensure player name is valid.");
end;
end;

View file

@ -6,7 +6,7 @@ properties = {
description = "Spawns a actor",
}
function onTrigger(player, argc, actorClassId)
function onTrigger(player, argc, actorClassId, width, height)
if (actorClassId == nil) then
player:SendMessage(0x20, "", "No actor class id provided.");
@ -24,7 +24,16 @@ function onTrigger(player, argc, actorClassId)
if (actorClassId ~= nil) then
zone = player:GetZone();
actor = zone:SpawnActor(actorClassId, "test", pos[0], pos[1], pos[2], pos[3]);
local w = tonumber(width) or 0;
local h = tonumber(height) or 0;
printf("%f %f %f", x, y, z);
--local x, y, z = player.GetPos();
for i = 0, w do
for j = 0, h do
actor = zone:SpawnActor(actorClassId, "test", pos[0] + (i - (w / 2) * 3), pos[1], pos[2] + (j - (h / 2) * 3), pos[3]);
actor.SetAppearance(1001149)
end
end
end
if (actor == nil) then

View file

@ -128,7 +128,7 @@ function onTrigger(player, argc, id, level, weight)
end;
]]
function onTrigger(player, argc, skillName, level)
function onTrigger(player, argc, width, height, blockCount)
local messageId = MESSAGE_TYPE_SYSTEM_ERROR;
local sender = "yolo";
@ -147,24 +147,24 @@ function onTrigger(player, argc, skillName, level)
local z = tonumber(pos[2]);
local rot = tonumber(pos[3]);
local zone = pos[4];
local w = tonumber(width) or 0;
local h = tonumber(height) or 0;
printf("%f %f %f", x, y, z);
--local x, y, z = player.GetPos();
for i = 1, 1 do
local actor = player.GetZone().SpawnActor(2104001, 'ass', x, y, z, rot, 0, 0, true );
if player.currentContentGroup then
player.currentContentGroup:AddMember(actor.actorId)
for i = 0, blockCount do
for i = 0, w do
for j = 0, h do
local actor = player.GetZone().SpawnActor(2104001, 'ass', x + (i - (w / 2) * 3), y, z + (j - (h / 2) * 3), rot, 0, 0, true);
actor.ChangeNpcAppearance(1001149)
actor.SetLevel(50);
end
--actor.FollowTarget(player, 3.2);
end
x = x + 500
end
--actor.FollowTarget(player, 3.2);
end;
return;
end
level = tonumber(level) or 1;
if player then
player.SendMessage(messageId, sender, string.format("name %s | cost %d | level %u", skillName, calculateCommandCost(player, skillName, level), level));
end;
end;
function calculateCommandCost(player, skillName, level)

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@ -0,0 +1,21 @@
require("global");
properties = {
permissions = 0,
parameters = "sss",
description =
[[
Set movement speed for player. Enter no value to reset to default.
!speed <run> |
!speed <stop> <walk> <run> |
]]
}
function onTrigger(player, argc, stop, walk, run)
local message = tostring(player.zone.GetAllActors().Count);
player.SendMessage(0x20, "", message);
end

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@ -0,0 +1,14 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
magic.onMagicFinish(caster, target, spell, action)
end;

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@ -0,0 +1,27 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
--Increased damage and conversion to single target
function onCombo(caster, target, spell)
spell.aoeType = 0;
spell.potency = spell.potency * 1.5;
end;
function onMagicFinish(caster, target, spell, action)
local damage = math.random(10, 100);
--Dispels an effect on each target.
local effects = target.statusEffects.GetStatusEffectsByFlag(16); --lose on dispel
if effects != nil then
target.statusEffects.RemoveStatusEffect(effects[0]);
end;
return damage;
end;

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@ -0,0 +1,14 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
magic.onBuffMagicFinish(caster, target, spell, action)
end;

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@ -10,15 +10,5 @@ function onMagicStart(caster, target, spell)
end;
function onMagicFinish(caster, target, spell, action)
local damage = math.random(10, 100);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
return damage;
return magic.onMagicFinish(caster, target, spell, action)
end;

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@ -9,13 +9,5 @@ function onMagicStart(caster, target, spell)
end;
function onMagicFinish(caster, target, spell, action)
local damage = math.random(10, 100);
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
return damage;
magic.onMagicFinish(caster, target, spell, action)
end;

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@ -9,16 +9,11 @@ function onMagicStart(caster, target, spell)
return 0;
end;
--Increased damage with lesser current hp
function onCombo(caster, target, spell)
end;
function onMagicFinish(caster, target, spell, action)
local damage = math.random(1000, 2500);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
return damage;
magic.onMagicFinish(caster, target, spell, action)
end;

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@ -0,0 +1,14 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
magic.onCureMagicFinish(caster, target, spell, action)
end;

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@ -0,0 +1,15 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
--http://forum.square-enix.com/ffxiv/threads/41900-White-Mage-A-Guide read
function onMagicFinish(caster, target, spell, action)
magic.onCureMagicFinish(caster, target, spell, action)
end;

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@ -0,0 +1,14 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
magic.onCureMagicFinish(caster, target, spell, action)
end;

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@ -0,0 +1,14 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
magic.onCureMagicFinish(caster, target, spell, action)
end;

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@ -9,16 +9,11 @@ function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
local damage = math.random(10, 100);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
--Increased Damage and reduced recast time in place of stun
function onCombo(caster, target, spell)
spell.castTimeMs = spell.castTimeMs / 2;
end;
return damage;
function onMagicFinish(caster, target, spell, action)
magic.onMagicFinish(caster, target, spell, action)
end;

View file

@ -9,16 +9,11 @@ function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
local damage = math.random(1000, 2500);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
--Increased critical damage
function onCombo(caster, target, spell)
spell.castTimeMs = spell.castTimeMs / 2;
end;
return damage;
function onMagicFinish(caster, target, spell, action)
magic.onMagicFinish(caster, target, spell, action)
end;

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@ -10,18 +10,5 @@ function onMagicStart(caster, target, spell)
end;
function onMagicFinish(caster, target, spell, action)
local damage = math.random(10, 100);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
magic.onMagicFinish(caster, target, spell, action)
end;

View file

@ -10,15 +10,7 @@ function onMagicStart(caster, target, spell)
end;
function onMagicFinish(caster, target, spell, action)
local damage = math.random(1000, 2500);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
return damage;
--increase potency based on proximity to target
magic.onMagicFinish(caster, target, spell, action)
end;

View file

@ -10,15 +10,5 @@ function onMagicStart(caster, target, spell)
end;
function onMagicFinish(caster, target, spell, action)
local damage = math.random(10, 100);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
return damage;
magic.onMagicFinish(caster, target, spell, action)
end;

View file

@ -10,15 +10,5 @@ function onMagicStart(caster, target, spell)
end;
function onMagicFinish(caster, target, spell, action)
local damage = math.random(1000, 2500);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
return damage;
magic.onMagicFinish(caster, target, spell, action)
end;

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@ -0,0 +1,21 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
spell.statusId = 228011;
spell.statusDuration = 25;
spell.statusChance = 1.0;
magic.onCureMagicFinish(caster, target, spell, action)
if caster != target then
action.AddHealAction(caster.actorId, (action.amount / 2));
end
end;

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@ -0,0 +1,14 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
magic.onBuffMagicFinish(caster, target, spell, action)
end;

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@ -0,0 +1,14 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
magic.onBuffMagicFinish(caster, target, spell, action)
end;

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@ -0,0 +1,14 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
magic.onStatusMagicFinish(caster, target, spell, action)
end;

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@ -0,0 +1,14 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
magic.onMagicFinish(caster, target, spell, action)
end;

View file

@ -0,0 +1,14 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
magic.onStatusMagicFinish(caster, target, spell, action)
end;

View file

@ -0,0 +1,14 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
magic.onStatusMagicFinish(caster, target, spell, action)
end;

View file

@ -0,0 +1,14 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
magic.onMagicFinish(caster, target, spell, action)
end;

View file

@ -0,0 +1,20 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
--Increased damage and conversion to single target
function onCombo(caster, target, spell)
spell.aoeType = 0;
spell.potency = spell.potency * 1.5;
end;
function onMagicFinish(caster, target, spell, action)
magic.onMagicFinish(caster, target, spell, action)
end;

View file

@ -0,0 +1,14 @@
require("global");
require("magic");
function onMagicPrepare(caster, target, spell)
return 0;
end;
function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
magic.onStatusMagicFinish(caster, target, spell, action)
end;

View file

@ -8,14 +8,11 @@ function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
local damage = math.random(10, 100);
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
--Increased critical damage
function onCombo(caster, target, spell)
spell.critDamageModifier = 1.5;
end;
return damage;
function onMagicFinish(caster, target, spell, action)
magic.onMagicFinish(caster, target, spell, action)
end;

View file

@ -8,14 +8,13 @@ function onMagicStart(caster, target, spell)
return 0;
end;
function onMagicFinish(caster, target, spell, action)
local damage = math.random(10, 100);
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
--Increased Damage and reduced recast time in place of stun
function onCombo(caster, target, spell)
spell.statusChance = 0;
spell.basePotency = spell.basePotency * 1.5;
spell.recastTimeMs = spell.recastTimeMs / 2;
end;
return damage;
function onMagicFinish(caster, target, spell, action)
magic.onMagicFinish(caster, target, spell, action)
end;

View file

@ -9,13 +9,5 @@ function onMagicStart(caster, target, spell)
end;
function onMagicFinish(caster, target, spell, action)
local damage = math.random(10, 100);
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
return damage;
magic.onMagicFinish(caster, target, spell, action)
end;

View file

@ -0,0 +1,19 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Chance to inflict slow
function onCombo(caster, target, skill)
skill.statusChance = 0.50;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,20 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Inflicts additional damage when bleed ends
--Note for later, going to set bleed tier to 2, when bleed get scripted, check if tier is 2 and add additional damage at the end
function onCombo(caster, target, skill)
skill.statusTier = 2;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,19 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Increased damage
function onPositional(caster, target, skill)
skill.basePotency = skill.basePotency * 1.5;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -1,4 +1,5 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
@ -8,19 +9,11 @@ function onSkillStart(caster, target, skill)
return 0;
end;
--Increased crit hit rating
function onCombo(caster, target, skill)
skill.critRateModifier = 1.5;
end;
function onSkillFinish(caster, target, skill, action)
local damage = math.random(100, 200);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
--action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,25 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Chance to inflict blind on flank
function onPositional(caster, target, skill)
skill.statusChance = 0.50;
skill.statusDuration = 10;
end;
function onCombo(caster, target, skill)
skill.basePotency = skill.basePotency * 1.5;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -1,4 +1,5 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
@ -9,18 +10,5 @@ function onSkillStart(caster, target, skill)
end;
function onSkillFinish(caster, target, skill, action)
local damage = math.random(100, 200);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
action.effectId = bit32.bxor(0x8000000, skill.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,23 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Dispel
--Does dispel have a text id?
function onCombo(caster, target, skill)
local effects = target.statusEffects.GetStatusEffectsByFlag(16); --lose on dispel
if effects != nil then
target.statusEffects.RemoveStatusEffect(effects[0]);
end;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,19 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Increased paralysis duration
function onCombo(caster, target, skill)
skill.statusDuration = skill.statusDuration * 2;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -1,4 +1,5 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
@ -8,19 +9,11 @@ function onSkillStart(caster, target, skill)
return 0;
end;
--Increased accuracy
function onCombo(caster, target, skill)
skill.accuracyModifier = 1.25;
end;
function onSkillFinish(caster, target, skill, action)
local damage = math.random(100, 200);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
--action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,19 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Chance to render target unable to use weaponskills (pacification)
function onPositional(caster, target, skill)
skill.statusChance = 0.50;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -1,4 +1,5 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
@ -9,18 +10,5 @@ function onSkillStart(caster, target, skill)
end;
function onSkillFinish(caster, target, skill, action)
local damage = math.random(100, 200);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
--action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -1,27 +1,18 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, spell)
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, spell)
function onSkillStart(caster, target, skill)
return 0;
end;
function onSkillFinish(caster, target, spell, action)
local damage = math.random(10, 100);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackSkill(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
function onPositional(caster, target, skill)
skill.basePotency = skill.basePotency * 1.25;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -1,4 +1,5 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
@ -9,18 +10,5 @@ function onSkillStart(caster, target, skill)
end;
function onSkillFinish(caster, target, skill, action)
local damage = math.random(100, 200);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
--action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -1,4 +1,5 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
@ -8,19 +9,10 @@ function onSkillStart(caster, target, skill)
return 0;
end;
function onCombo(caster, target, skill)
skill.enmityModifier = skill.enmityModifier * 2
end;
function onSkillFinish(caster, target, skill, action)
local damage = math.random(100, 200);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,14 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, spell)
return 0;
end;
function onSkillStart(caster, target, spell)
return 0;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -1,4 +1,5 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
@ -8,19 +9,7 @@ function onSkillStart(caster, target, skill)
return 0;
end;
function onSkillFinish(caster, target, skill, action)
local damage = math.random(100, 200);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
--action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
function onSkillFinish(caster, target, skill, action)
caster.AddTP(1000);
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,19 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Chance to inflict blind
function onCombo(caster, target, skill)
skill.statusChance = 0.90;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,20 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Increased crit rate
function onCombo(caster, target, skill)
--Get Berserk statuseffect
skill.critRateModifier = 1.5;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,24 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Chance to increase defense when executed from behind the target
function onPositional(caster, target, skill)
skill.statusChance = 0.90;
end;
--Increases bleed damage
function onCombo(caster, target, skill)
skill.statusTier = 2;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,14 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,14 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,20 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Increased accuracy
function onCombo(caster, target, skill)
skill.accuracyModifier = 1.5;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -1,4 +1,5 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
@ -8,20 +9,11 @@ function onSkillStart(caster, target, skill)
return 0;
end;
function onSkillFinish(caster, target, skill, action)
local damage = math.random(100, 200);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
--Increased stun duration
function onCombo(caster, target, skill)
skill.statusDuration = 10;
end;
action.effectId = bit32.bxor(0x8000000, skill.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,24 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Increased accuracy
function onCombo(caster, target, skill)
skill.accuracyModifier = 1;
end;
--Increased damage
function onCombo(caster, target, skill)
skill.potency = skill.potency * 1.5;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -1,4 +1,5 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
@ -8,19 +9,16 @@ function onSkillStart(caster, target, skill)
return 0;
end;
--Increased damage
function onPositional(caster, target, skill)
skill.potency = skill.potency * 1.25
end;
--Increased crit hit rating
function onCombo(caster, target, skill)
skill.critRateModifier = 1.25;
end;
function onSkillFinish(caster, target, skill, action)
local damage = math.random(100, 200);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
--action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,19 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Increased Heavy duration, becomes 60 seconds
function onCombo(caster, target, skill)
skill.statusDuration = 60;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -1,4 +1,5 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
@ -8,19 +9,11 @@ function onSkillStart(caster, target, skill)
return 0;
end;
--Chance to inflict stun
function onCombo(caster, target, skill)
skill.statusChance = 0.50;
end;
function onSkillFinish(caster, target, skill, action)
local damage = math.random(100, 200);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
--action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,18 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
function onCombo(caster, target, skill)
skill.accuracyModifier = 1.5;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,20 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Chance to inflict heavy when executed from behind
function onPositional(caster, target, skill)
skill.statusChance = 0.50;
skill.statusDuration = 5;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,14 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,19 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
function onPositional(caster, target, skill)
skill.statusChance = 0.50;
skill.statusDuration = 5;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -1,4 +1,5 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
@ -8,19 +9,10 @@ function onSkillStart(caster, target, skill)
return 0;
end;
function onPositional(caster, target, skill)
skill.basePotency = skill.basePotency * 1.25;
end;
function onSkillFinish(caster, target, skill, action)
local damage = math.random(100, 200);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
--action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
return weaponskill.onSkillFinish(caster, target, skill, action)
end;

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@ -0,0 +1,22 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--fivefold attack/conversion
function onCombo(caster, target, skill)
skill.numHits = 5;
skill.aoeType = 0;
skill.aoeTarget = 2;
--animation change?
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

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@ -0,0 +1,19 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Accuracy increase
function onCombo(caster, target, skill)
skill.accuracyModifier = 1;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,19 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Chance to inflict stun
function onCombo(caster, target, skill)
skill.statusChance = 0.90
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,19 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Increased critical hit rate
function onCombo(caster, target, skill)
skill.critRateModifier = 1.5;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,19 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Chance to decrease defense when executed from behind the target
function onPositional(caster, target, skill)
skill.statusChance = 0.75;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,19 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
function onCombo(caster, target, skill)
skill.basePotency = skill.basePotency * 1.25;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,20 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Increased Bind duration
function onCombo(caster, target, skill)
skill.statusDuration = 10;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,15 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,18 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
function onSkillFinish(caster, target, skill, action)
--chance to influct stun only when target has no enmity towards you
if !(target.hateContainer.HasHateForTarget(caster)) then
skill.statusChance = 0.50;
end
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -1,4 +1,5 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
@ -8,19 +9,11 @@ function onSkillStart(caster, target, skill)
return 0;
end;
--Increased accuracy
function onCombo(caster, target, skill)
skill.basePotency = skill.basePotency * 1.5;
end;
function onSkillFinish(caster, target, skill, action)
local damage = math.random(0, 0);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackMagic(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
--action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -9,19 +9,11 @@ function onSkillStart(caster, target, spell)
return 0;
end;
function onSkillFinish(caster, target, spell, action)
local damage = math.random(10, 100);
-- todo: populate a global script with statuses and modifiers
action.worldMasterTextId = 0x765D;
-- todo: populate a global script with statuses and modifiers
-- magic.HandleAttackSkill(caster, target, spell, action)
-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
if target.hateContainer then
target.hateContainer.UpdateHate(caster, damage);
end;
return damage;
--Increased enmity
function onCombo(caster, target, skill)
skill.enmityModifier = 1.5;
end;
function onSkillFinish(caster, target, skill, action)
return weaponskill.onSkillFinish(caster, target, skill, action);
end;

View file

@ -0,0 +1,23 @@
require("global");
require("weaponskill");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--Increased enmity
function onCombo(caster, target, skill)
skill.enmityModifier = 1.5;
end;
function onSkillFinish(caster, target, skill, action)
local damage = math.random(10, 100);
--Increased damage with higher hp
local potencyModifier = caster:GetHPP() + 25;
skill.basePotency = skill.basePotency * (potencyModifier / 100);
return weaponskill.onSkillFinish(caster, target, skill, action)
end;

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