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Cleaned up hotbar database stuff (slot starts at 0 now!) and fixed a few bugs in the state system.
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4 changed files with 32 additions and 36 deletions
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@ -6,13 +6,16 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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//These flags can be stacked and mixed, but the client will prioritize certain flags over others.
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[Flags]
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public enum HitEffect : uint
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{
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{
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//All HitEffects have the last byte 0x8
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HitEffectType = 8 << 24,
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//Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
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//These are the recoil animations that play on the target, ranging from weak to strong.
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//The recoil that gets set was likely based on the percentage of HP lost from the attack.
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RecoilLv1 = 0,
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RecoilLv2 = 1 << 0,
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RecoilLv3 = 1 << 1,
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RecoilLv1 = 0 | HitEffectType,
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RecoilLv2 = 1 << 0 | HitEffectType,
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RecoilLv3 = 1 << 1 | HitEffectType,
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//Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
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CriticalHit = RecoilLv2 | RecoilLv3,
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@ -21,10 +24,10 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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//Mixing these flags together will yield different results.
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//Each visual likely relates to a specific weapon.
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//Ex: HitVisual4 flag alone appears to be the visual and sound effect for hand-to-hand attacks.
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HitVisual1 = 1 << 2,
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HitVisual2 = 1 << 3,
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HitVisual3 = 1 << 4,
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HitVisual4 = 1 << 5,
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HitVisual1 = 1 << 2 | HitEffectType,
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HitVisual2 = 1 << 3 | HitEffectType,
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HitVisual3 = 1 << 4 | HitEffectType,
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HitVisual4 = 1 << 5 | HitEffectType,
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//An additional visual effect that plays on the target when attacked if:
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//The attack is physical and they have the protect buff on.
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@ -33,20 +36,20 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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//Another effect plays when both Protect and Shell flags are activated.
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//Not sure what this effect is.
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//Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied.
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Protect = 1 << 6,
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Shell = 1 << 7,
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Protect = 1 << 6 | HitEffectType,
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Shell = 1 << 7 | HitEffectType,
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ProtectShellSpecial = Protect | Shell,
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//Unknown = 1 << 8, -- Not sure what this flag does.
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//If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
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//If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
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HitEffect1 = 1 << 9,
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HitEffect2 = 1 << 10, //Plays the standard hit visual effect, but with no sound if used alone.
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HitEffect1 = 1 << 9 | HitEffectType,
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HitEffect2 = 1 << 10 | HitEffectType, //Plays the standard hit visual effect, but with no sound if used alone.
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Hit = HitEffect1 | HitEffect2, //A standard hit effect with sound effect.
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HitEffect3 = 1 << 11,
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HitEffect4 = 1 << 12,
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HitEffect5 = 1 << 13,
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HitEffect3 = 1 << 11 | HitEffectType,
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HitEffect4 = 1 << 12 | HitEffectType,
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HitEffect5 = 1 << 13 | HitEffectType,
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GustyHitEffect = HitEffect3 | HitEffect2,
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GreenTintedHitEffect = HitEffect4 | HitEffect1,
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@ -77,10 +80,10 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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//A special effect when performing appropriate skill combos in succession.
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//Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
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//Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
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SkillCombo1 = 1 << 15,
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SkillCombo2 = 1 << 16,
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SkillCombo1 = 1 << 15 | HitEffectType,
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SkillCombo2 = 1 << 16 | HitEffectType,
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SkillCombo3 = SkillCombo1 | SkillCombo2,
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SkillCombo4 = 1 << 17
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SkillCombo4 = 1 << 17 | HitEffectType
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//Flags beyond here are unknown/untested.
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}
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