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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
Small command fixes
fix "You learn [command]." message not printing the name of the command and enable message. Make database save the short version of command id in hotbar table
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ec85cfd590
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@ -1247,7 +1247,7 @@ namespace FFXIVClassic_Map_Server
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}
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}
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public static void EquipAbility(Player player, byte classId, ushort hotbarSlot, uint commandId, uint recastTime)
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public static void EquipAbility(Player player, byte classId, ushort hotbarSlot, uint commandId, uint recastTime)
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{
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{
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commandId ^= 0xA0F00000;
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commandId &= 0xFFFF;
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if (commandId > 0)
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if (commandId > 0)
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{
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{
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using (MySqlConnection conn = new MySqlConnection(
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using (MySqlConnection conn = new MySqlConnection(
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@ -2374,7 +2374,7 @@ namespace FFXIVClassic_Map_Server
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}
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}
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}
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}
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public static void LoadGlobalBattleCommandList(Dictionary<ushort, BattleCommand> battleCommandDict, Dictionary<Tuple<byte, short>, List<uint>> battleCommandIdByLevel)
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public static void LoadGlobalBattleCommandList(Dictionary<ushort, BattleCommand> battleCommandDict, Dictionary<Tuple<byte, short>, List<ushort>> battleCommandIdByLevel)
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{
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{
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using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
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using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
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{
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{
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@ -2469,7 +2469,7 @@ namespace FFXIVClassic_Map_Server
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}
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}
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else
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else
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{
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{
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List<uint> list = new List<uint>() { id };
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List<ushort> list = new List<ushort>() { id };
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battleCommandIdByLevel.Add(tuple, list);
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battleCommandIdByLevel.Add(tuple, list);
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}
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}
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count++;
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count++;
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@ -33,7 +33,7 @@ namespace FFXIVClassic_Map_Server
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private Dictionary<ulong, Party> currentPlayerParties = new Dictionary<ulong, Party>(); //GroupId, Party object
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private Dictionary<ulong, Party> currentPlayerParties = new Dictionary<ulong, Party>(); //GroupId, Party object
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private Dictionary<uint, StatusEffect> statusEffectList = new Dictionary<uint, StatusEffect>();
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private Dictionary<uint, StatusEffect> statusEffectList = new Dictionary<uint, StatusEffect>();
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private Dictionary<ushort, BattleCommand> battleCommandList = new Dictionary<ushort, BattleCommand>();
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private Dictionary<ushort, BattleCommand> battleCommandList = new Dictionary<ushort, BattleCommand>();
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private Dictionary<Tuple<byte, short>, List<uint>> battleCommandIdByLevel = new Dictionary<Tuple<byte, short>, List<uint>>();//Holds battle command ids keyed by class id and level (in that order)
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private Dictionary<Tuple<byte, short>, List<ushort>> battleCommandIdByLevel = new Dictionary<Tuple<byte, short>, List<ushort>>();//Holds battle command ids keyed by class id and level (in that order)
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private Dictionary<ushort, BattleTrait> battleTraitList = new Dictionary<ushort, BattleTrait>();
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private Dictionary<ushort, BattleTrait> battleTraitList = new Dictionary<ushort, BattleTrait>();
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private Dictionary<byte, List<ushort>> battleTraitIdsForClass = new Dictionary<byte, List<ushort>>();
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private Dictionary<byte, List<ushort>> battleTraitIdsForClass = new Dictionary<byte, List<ushort>>();
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private Dictionary<uint, ModifierList> battleNpcGenusMods = new Dictionary<uint, ModifierList>();
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private Dictionary<uint, ModifierList> battleNpcGenusMods = new Dictionary<uint, ModifierList>();
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@ -1967,10 +1967,10 @@ namespace FFXIVClassic_Map_Server
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return battleCommandList.TryGetValue((ushort)id, out battleCommand) ? battleCommand.Clone() : null;
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return battleCommandList.TryGetValue((ushort)id, out battleCommand) ? battleCommand.Clone() : null;
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}
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}
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public List<uint> GetBattleCommandIdByLevel(byte classId, short level)
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public List<ushort> GetBattleCommandIdByLevel(byte classId, short level)
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{
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{
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List<uint> ids;
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List<ushort> ids;
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return battleCommandIdByLevel.TryGetValue(Tuple.Create(classId, level), out ids) ? ids : new List<uint>();
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return battleCommandIdByLevel.TryGetValue(Tuple.Create(classId, level), out ids) ? ids : new List<ushort>();
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}
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}
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public BattleTrait GetBattleTrait(ushort id)
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public BattleTrait GetBattleTrait(ushort id)
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@ -2060,7 +2060,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public void EquipAbility(byte classId, uint commandId, ushort hotbarSlot, bool printMessage = true)
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public void EquipAbility(byte classId, uint commandId, ushort hotbarSlot, bool printMessage = true)
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{
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{
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var ability = Server.GetWorldManager().GetBattleCommand(commandId);
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var ability = Server.GetWorldManager().GetBattleCommand(commandId);
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uint trueCommandId = 0xA0F00000 + commandId;
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uint trueCommandId = 0xA0F00000 | commandId;
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ushort lowHotbarSlot = (ushort)(hotbarSlot - charaWork.commandBorder);
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ushort lowHotbarSlot = (ushort)(hotbarSlot - charaWork.commandBorder);
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ushort maxRecastTime = (ushort)(ability != null ? ability.maxRecastTimeSeconds : 5);
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ushort maxRecastTime = (ushort)(ability != null ? ability.maxRecastTimeSeconds : 5);
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uint recastEnd = Utils.UnixTimeStampUTC() + maxRecastTime;
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uint recastEnd = Utils.UnixTimeStampUTC() + maxRecastTime;
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@ -2441,7 +2441,7 @@ namespace FFXIVClassic_Map_Server.Actors
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while (exp >= diff && GetLevel() < charaWork.battleSave.skillLevelCap[classId])
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while (exp >= diff && GetLevel() < charaWork.battleSave.skillLevelCap[classId])
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{
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{
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//Level up
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//Level up
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LevelUp(classId);
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LevelUp(classId, actionList);
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leveled = true;
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leveled = true;
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//Reduce exp based on how much exp is needed to level
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//Reduce exp based on how much exp is needed to level
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exp -= diff;
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exp -= diff;
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@ -2459,8 +2459,6 @@ namespace FFXIVClassic_Map_Server.Actors
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expPropertyPacket2.AddProperty("charaWork.parameterSave.state_mainSkillLevel");
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expPropertyPacket2.AddProperty("charaWork.parameterSave.state_mainSkillLevel");
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QueuePackets(expPropertyPacket2.Done());
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QueuePackets(expPropertyPacket2.Done());
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QueuePackets(expPropertyPacket3.Done());
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QueuePackets(expPropertyPacket3.Done());
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//play levelup animation (do this outside LevelUp so that it only plays once if multiple levels are earned
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//also i dunno how to do this
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Database.SetLevel(this, classId, GetLevel());
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Database.SetLevel(this, classId, GetLevel());
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Database.SavePlayerCurrentClass(this);
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Database.SavePlayerCurrentClass(this);
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@ -2486,13 +2484,13 @@ namespace FFXIVClassic_Map_Server.Actors
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charaWork.battleSave.skillLevel[classId - 1]++;
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charaWork.battleSave.skillLevel[classId - 1]++;
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charaWork.parameterSave.state_mainSkillLevel++;
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charaWork.parameterSave.state_mainSkillLevel++;
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//33909: You gain level [level]
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//33909: You attain level [level].
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if (actionList != null)
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if (actionList != null)
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actionList.Add(new CommandResult(actorId, 33909, 0, (ushort) charaWork.battleSave.skillLevel[classId - 1]));
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actionList.Add(new CommandResult(actorId, 33909, 0, (ushort)charaWork.battleSave.skillLevel[classId - 1]));
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//If there's any abilites that unlocks at this level, equip them.
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//If there's any abilites that unlocks at this level, equip them.
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List<uint> commandIds = Server.GetWorldManager().GetBattleCommandIdByLevel(classId, GetLevel());
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List<ushort> commandIds = Server.GetWorldManager().GetBattleCommandIdByLevel(classId, GetLevel());
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foreach(uint commandId in commandIds)
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foreach (ushort commandId in commandIds)
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{
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{
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EquipAbilityInFirstOpenSlot(classId, commandId, false);
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EquipAbilityInFirstOpenSlot(classId, commandId, false);
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byte jobId = ConvertClassIdToJobId(classId);
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byte jobId = ConvertClassIdToJobId(classId);
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@ -2502,8 +2500,8 @@ namespace FFXIVClassic_Map_Server.Actors
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//33926: You learn [command].
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//33926: You learn [command].
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if (actionList != null)
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if (actionList != null)
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{
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{
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if(classId == GetCurrentClassOrJob() || jobId == GetCurrentClassOrJob())
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if (classId == GetCurrentClassOrJob() || jobId == GetCurrentClassOrJob())
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actionList.Add(new CommandResult(actorId, 33926, commandId));
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actionList.Add(new CommandResult(actorId, 33926, 0, commandId));
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}
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}
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}
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}
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}
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}
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