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

@ -1,15 +1,40 @@
-- todo: add enums for status effects in global.lua
require("global")
--require("global")
require("battleutils")
--[[
statId - see BattleTemp.cs
modifier - Modifier.Intelligence, Modifier.Mind (see Modifier.cs)
multiplier -
]]
weaponskill =
{
}
function CalculateDamage(caster, target, skill, action)
--http://forum.square-enix.com/ffxiv/threads/36412-STR-PIE-ATK-Testing/page2
--DRG numbers
--Against Level 52 Halberdiers:
--0.8 damage/STR. Caps at 350
--0.67=0.69 damage/PIE. Hard cap at 310
--0.35-0.37 damage/ATK for both AA and WS.
--^ Old?
--http://prestigexiv.guildwork.com/forum/threads/4fecdc94205cb248b5000526-dragoon-and-other-dd-dpsbase-damage-study?page=1#4fecdc94205cb248b5000525
--10/09/2012 http://forum.square-enix.com/ffxiv/threads/55291-DPS-Testing/page4
-- 1 point prim: 0.8 damage
-- ATK: .1% damage? .38 damage?
--Possible formula for melee?:
--local strCap = CalculateCapOfWeapon(caster.getweapon)<- not sure how this is calculated yet, just an example
--local secondaryCap = CalculateSecondaryCapOfWeapon(caster.getweapon)
--local cappedStr = math.min(caster.GetMod(modifiersGlobal.Strength), strCap);
--local cappedSec = math.min(caster.GetMod(caster.secondaryStat), secCap);
--local damageBase = skill.basePotency + (0.85 * cappedStr) + (0.65 * cappedSec);
--The maximum deviation for weaponskills is ~8%.
--local dev = 0.96 + (math.random() * 8);
--damageBase = math.Clamp(damageBase * dev, 1, 9999);
--return damageBase;
return 100;
end
function HandleHealingSkill(caster, target, skill, action, statId, modifierId, multiplier, baseAmount)
potency = potency or 1.0;
@ -34,15 +59,4 @@ function HandleStoneskin(caster, target, skill, action, statId, modifierId, dama
end;
]]
return false;
end;
--The default onskillfinish for weaponskills.
function weaponskill.onSkillFinish(caster, target, skill, action)
action.battleActionType = BattleActionType.AttackPhysical;
local damage = math.random(50, 150);
action.amount = damage;
action.CalcHitType(caster, target, skill);
action.TryStatus(caster, target, skill);
return action.amount;
end;