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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Target flag and bug fixes
Add new flags for MainTarget's party, which allows for Protect to buff other parties. Fixed incorrect script function calls Fixed bug causing World server to get stuck in a loop
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@@ -21,7 +21,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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this.startTime = DateTime.Now;
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this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
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var returnCode = skill.CallLuaFunction(owner, "ability", "onAbilityPrepare", owner, target, skill);
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var returnCode = skill.CallLuaFunction(owner, "onAbilityPrepare", owner, target, skill);
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this.target = (skill.mainTarget & ValidTarget.SelfOnly) != 0 ? owner : target;
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@@ -39,7 +39,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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public override void OnStart()
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{
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var returnCode = skill.CallLuaFunction(owner, "ability", "onAbilityStart", owner, target, skill);
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var returnCode = skill.CallLuaFunction(owner, "onAbilityStart", owner, target, skill);
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if (returnCode != 0)
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{
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@@ -112,8 +112,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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attackCommand.range = 5;
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attackCommand.rangeHeight = 10;
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attackCommand.worldMasterTextId = 0x765D;
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attackCommand.mainTarget = (ValidTarget)384;
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attackCommand.validTarget = (ValidTarget)384;
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attackCommand.mainTarget = (ValidTarget)768;
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attackCommand.validTarget = (ValidTarget)17152;
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attackCommand.commandType = CommandType.AutoAttack;
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attackCommand.numHits = (byte)owner.GetMod(Modifier.HitCount);
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attackCommand.basePotency = 100;
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@@ -24,7 +24,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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this.startPos = owner.GetPosAsVector3();
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this.startTime = DateTime.Now;
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this.spell = Server.GetWorldManager().GetBattleCommand(spellId);
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var returnCode = spell.CallLuaFunction(owner, "magic", "onMagicPrepare", owner, target, spell);
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var returnCode = spell.CallLuaFunction(owner, "onMagicPrepare", owner, target, spell);
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//Modify spell based on status effects. Need to do it here because they can modify cast times
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List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)(StatusEffectFlags.ActivateOnCastStart));
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@@ -49,7 +49,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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public override void OnStart()
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{
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var returnCode = spell.CallLuaFunction(owner, "magic", "onMagicStart", owner, target, spell);
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var returnCode = spell.CallLuaFunction(owner, "onMagicStart", owner, target, spell);
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if (returnCode != 0)
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{
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@@ -68,7 +68,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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Player p = (Player)owner;
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if (spell.comboStep == 1 || ((p.playerWork.comboNextCommandId[0] == spell.id || p.playerWork.comboNextCommandId[1] == spell.id)))
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{
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spell.CallLuaFunction(owner, "magic", "onCombo", owner, target, spell);
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spell.CallLuaFunction(owner, "onCombo", owner, target, spell);
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spell.isCombo = true;
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}
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}
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@@ -22,7 +22,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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this.startTime = DateTime.Now;
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this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
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var returnCode = skill.CallLuaFunction(owner, "weaponskill", "onSkillPrepare", owner, target, skill);
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var returnCode = skill.CallLuaFunction(owner, "onSkillPrepare", owner, target, skill);
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this.target = (skill.mainTarget & ValidTarget.SelfOnly) != 0 ? owner : target;
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@@ -40,7 +40,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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public override void OnStart()
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{
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var returnCode = skill.CallLuaFunction(owner, "weaponskill", "onSkillStart", owner, target, skill);
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var returnCode = skill.CallLuaFunction(owner, "onSkillStart", owner, target, skill);
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if (returnCode != 0)
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{
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@@ -69,7 +69,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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//If owner is a player and the skill being used is part of the current combo
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if (p.playerWork.comboNextCommandId[0] == skill.id || p.playerWork.comboNextCommandId[1] == skill.id)
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{
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skill.CallLuaFunction(owner, "weaponskill", "onCombo", owner, target, skill);
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skill.CallLuaFunction(owner, "onCombo", owner, target, skill);
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skill.isCombo = true;
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}
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//or if this just the start of a combo
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