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renamed tables for consistency
- added magic.lua (todo: enumerate modifiers and stuff) - moved aggro handling to session position update - some cleanup
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25 changed files with 539 additions and 442 deletions
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@ -12,6 +12,7 @@ using FFXIVClassic_Map_Server.actors.chara;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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using FFXIVClassic_Map_Server.packets.send;
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using FFXIVClassic_Map_Server.actors.chara.ai.state;
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using FFXIVClassic_Map_Server.actors.chara.ai.utils;
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namespace FFXIVClassic_Map_Server.Actors
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{
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@ -473,22 +474,33 @@ namespace FFXIVClassic_Map_Server.Actors
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return moveSpeeds[2] + GetMod((uint)Modifier.Speed);
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}
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public virtual void OnAttack(State state, BattleAction action)
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public virtual void OnAttack(State state, BattleAction action, ref SubPacket errorPacket)
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{
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// todo: change animation based on equipped weapon
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action.effectId |= (uint)HitEffect.HitVisual1; // melee
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var target = state.GetTarget();
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// todo: get hitrate and shit, handle protect effect and whatever
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if (BattleUtils.TryAttack(this, target, action, ref errorPacket))
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{
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action.amount = BattleUtils.CalculateAttackDamage(this, target, action);
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//var packet = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, target.actorId, (uint)0x19001000, (uint)0x8000604, (ushort)0x765D, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, (byte)0x1);
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}
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target.DelHP(action.amount);
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}
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public virtual void OnCast(State state, BattleAction action, ref SubPacket errorPacket)
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{
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}
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public virtual void OnCast(State state, BattleAction action)
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public virtual void OnWeaponSkill(State state, BattleAction action, ref SubPacket errorPacket)
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{
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}
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public virtual void OnWeaponSkill(State state, BattleAction action)
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{
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}
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public virtual void OnAbility(State state, BattleAction action)
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public virtual void OnAbility(State state, BattleAction action, ref SubPacket errorPacket)
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{
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}
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