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Combat additions
Added formulas for base EXP gain and chain experience Added basic scripts for most player abilities and effects Added stat gains for some abilities Changed status flags Fixed bug with player death Fixed bug where auto attacks didnt work when not locked on Added traits
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239 changed files with 5125 additions and 1237 deletions
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@ -64,6 +64,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onCombo", owner, target, spell);
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spell.isCombo = true;
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}
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//Modify spell based on status effects. Need to do it here because they can modify cast times
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List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint) (StatusEffectFlags.ActivateOnCastStart));
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//modify skill based on status effects
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foreach (var effect in effects)
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lua.LuaEngine.CallLuaStatusEffectFunction(owner, effect, "onMagicCast", owner, effect, spell);
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if (!spell.IsInstantCast())
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{
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// command casting duration
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@ -124,50 +132,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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isCompleted = true;
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var targets = spell.targetFind.GetTargets();
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List<BattleAction> actions = new List<BattleAction>();
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if (targets.Count > 0)
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{
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List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.ActivateOnSpell);
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//modify skill based on status effects
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foreach (var effect in effects)
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lua.LuaEngine.CallLuaStatusEffectFunction(owner, effect, "onWeaponSkill", owner, effect, spell);
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//Now that combos and positionals bonuses are done, we can calculate hits/crits/etc and damage
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foreach (var chara in targets)
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{
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for (int hitNum = 0; hitNum < spell.numHits; hitNum++)
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{
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var action = new BattleAction(chara.actorId, spell.worldMasterTextId, 0, 0, (byte) hitDir, (byte) hitNum);
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lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicFinish", owner, chara, spell, action);
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//if hit type isn't evade or miss
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if (action.hitType > HitType.Evade)
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hitTarget = true;
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actions.AddRange(action.GetAllActions());
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}
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}
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}
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else
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{
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//No targets hit, cast failed
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actions.Add(new BattleAction(target.actorId, 30202, (uint) (0)));
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}
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// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
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BattleAction[] errors = (BattleAction[])actions.ToArray().Clone();
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owner.OnCast(this, actions.ToArray(), spell, ref errors);
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owner.DoBattleAction(spell.id, spell.battleAnimation, actions);
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owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnCasting);
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//Now that we know if we hit the target we can check if the combo continues
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if (owner is Player player)
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if (spell.isCombo && hitTarget)
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player.SetCombos(spell.comboNextCommandId);
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else
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player.SetCombos();
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owner.DoBattleCommand(spell, "magic");
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}
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public override void TryInterrupt()
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