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
This commit is contained in:
yogurt 2018-04-18 16:06:41 -05:00
parent b8d6a943aa
commit c5ce2ec771
239 changed files with 5125 additions and 1237 deletions

View file

@ -0,0 +1,44 @@
require("global");
require("weaponskill");
require("battleutils");
require("hiteffect");
function onSkillPrepare(caster, target, skill)
return 0;
end;
function onSkillStart(caster, target, skill)
return 0;
end;
--
function onSkillFinish(caster, target, skill, action, actionContainer)
--calculate ws damage
action.amount = skill.basePotency;
--DoAction handles rates, buffs, dealing damage
action.DoAction(caster, target, skill, action);
--additional effect
--Restores MP
--Comboed formula seems to be (0.40 * damage) + 180
--Uncomboed formula seems to be 0.30 * damage
--These may be wrong. It seems like max mp might influence the slope
--1.21: Equation used to calculate amount of MP adjusted.
--fug
--This might mean max MP isn't involved and the difference was between patches. need to recheck videos
if action.GetHitType() > HitType.Evade and (action.param == HitDirection.Right or action.param == HitDirection.Left) then
local mpToReturn = 0;
if skill.isCombo then
mpToReturn = (0.40 * action.amount) + 180;
else
mpToReturn = (0.30 * action.amount);
end
caster.AddMP(mpToReturn);
--30452: You recover x MP.
actionContainer.AddMPAction(caster.actorId, 30452, mpToReturn);
end
end;