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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
fixed death/despawning kinda (need to figure out why hp wont tick down after respawning)
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@@ -58,14 +58,16 @@ namespace FFXIVClassic_Map_Server.Actors
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charaWork.battleSave.potencial = 1.0f;
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charaWork.parameterSave.state_mainSkill[0] = 3;
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charaWork.parameterSave.state_mainSkill[2] = 3;
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charaWork.parameterSave.state_mainSkillLevel = 2;
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// todo: these really need to be read from db etc
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{
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charaWork.parameterSave.state_mainSkill[0] = 3;
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charaWork.parameterSave.state_mainSkill[2] = 3;
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charaWork.parameterSave.state_mainSkillLevel = 1;
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charaWork.parameterSave.hp[0] = 500;
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charaWork.parameterSave.hpMax[0] = 500;
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for (int i = 0; i < 32; i++ )
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charaWork.parameterSave.hp[0] = 80;
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charaWork.parameterSave.hpMax[0] = 80;
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}
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for (int i = 0; i < 32; i++ )
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charaWork.property[i] = (byte)(((int)actorClass.propertyFlags >> i) & 1);
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npcWork.pushCommand = actorClass.pushCommand;
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@@ -400,13 +402,30 @@ namespace FFXIVClassic_Map_Server.Actors
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aiContainer.Update(tick);
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}
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//A party member list packet came, set the party
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/* public void SetParty(MonsterPartyGroup group)
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public override void OnSpawn()
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{
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if (group is MonsterPartyGroup)
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currentParty = group;
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base.OnSpawn();
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}
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*/
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public override void OnDeath()
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{
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base.OnDeath();
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}
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public override void OnDespawn()
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{
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zone.BroadcastPacketAroundActor(this, RemoveActorPacket.BuildPacket(this.actorId));
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zone.BroadcastPacketAroundActor(this, RemoveActorPacket.BuildPacket(this.actorId));
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QueuePositionUpdate(spawnX, spawnY, spawnZ);
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LuaEngine.CallLuaBattleFunction(this, "onDespawn", this);
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}
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//A party member list packet came, set the party
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/* public void SetParty(MonsterPartyGroup group)
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{
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if (group is MonsterPartyGroup)
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currentParty = group;
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}
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*/
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}
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}
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