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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-08 21:44:35 +02:00
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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parent
6c74222b68
commit
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25 changed files with 539 additions and 442 deletions
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@ -1,3 +1,6 @@
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require("global");
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require("magic");
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function onMagicPrepare(caster, target, spell)
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return 0;
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end;
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@ -8,13 +11,16 @@ end;
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function onMagicFinish(caster, target, spell, action)
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local damage = math.random(10, 100);
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print("fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuckkk")
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action.param = damage;
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-- todo: populate a global script with statuses and modifiers
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action.worldMasterTextId = 0x765D;
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-- todo: populate a global script with statuses and modifiers
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-- magic.HandleAttackMagic(caster, target, spell, action)
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-- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
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action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
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if target.hateContainer then
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target.hateContainer.AddBaseHate(caster);
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target.hateContainer.UpdateHate(caster, damage);
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end;
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return damage;
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@ -1,3 +1,5 @@
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require("magic");
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function onMagicPrepare(caster, target, spell)
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return 0;
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end;
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@ -8,11 +10,14 @@ end;
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function onMagicFinish(caster, target, spell, action)
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local damage = math.random(10, 100);
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print("fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuckkk")
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action.worldMasterTextId = 0x765D;
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-- todo: populate a global script with statuses and modifiers
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-- magic.HandleAttackMagic(caster, target, spell, action)
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action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636);
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if target.hateContainer then
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target.hateContainer.AddBaseHate(caster);
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target.hateContainer.UpdateHate(caster, damage);
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end;
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return damage;
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41
data/scripts/magic.lua
Normal file
41
data/scripts/magic.lua
Normal file
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@ -0,0 +1,41 @@
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-- todo: add enums for status effects in global.lua
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require("global")
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magic =
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{
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};
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--[[
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modifier - Modifier.Intelligence, Modifier.Mind (see Modifier.cs)
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multiplier -
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]]
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function magic.HandleHealingMagic(caster, target, spell, action, modifierId, multiplier, baseAmount)
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potency = potency or 1.0;
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healAmount = baseAmount;
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-- todo: shit based on mnd
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local mind = caster.GetMod(Modifier.Mind);
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end;
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function magic.HandleAttackMagic(caster, target, spell, action, modifierId, multiplier, baseAmount)
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-- todo: actually handle this
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damage = baseAmount or math.random(1,10) * 10;
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return damage;
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end;
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function magic.HandleEvasion(caster, target, spell, action, modifierId)
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return false;
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end;
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function magic.HandleStoneskin(caster, target, spell, action, modifierId, damage)
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--[[
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if target.statusEffects.HasStatusEffect(StatusEffect.Stoneskin) then
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-- todo: damage reduction
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return true;
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end;
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]]
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return false;
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end;
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