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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Pass BattleCommand to scripts.
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@@ -872,8 +872,8 @@ namespace FFXIVClassic_Map_Server.Actors
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break;
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}
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnDamageTaken, "onDamageTaken", attacker, this, action);
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnDamageTaken, "onDamageTaken", attacker, this, skill, action, actionContainer);
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//TP gain formula seems to be something like 5 * e ^ ( -0.667 * [defender's level] ) * damage taken, rounded up
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//This should be completely accurate at level 50, but isn't totally accurate at lower levels.
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//Don't know if store tp impacts this
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@@ -1024,38 +1024,38 @@ namespace FFXIVClassic_Map_Server.Actors
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public void OnEvade(Character attacker, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
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{
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SetProc((ushort)HitType.Evade);
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnEvade, "onEvade", attacker, this, action, actionContainer);
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnEvade, "onEvade", attacker, this, skill, action, actionContainer);
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}
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//Called when this character blocks attacker's action
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public void OnBlock(Character attacker, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
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{
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SetProc((ushort)HitType.Block);
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnBlock, "onBlock", attacker, this, action, actionContainer);
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnBlock, "onBlock", attacker, this, skill, action, actionContainer);
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}
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//Called when this character parries attacker's action
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public void OnParry(Character attacker, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
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{
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SetProc((ushort)HitType.Parry);
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnParry, "onParry", attacker, this, action, actionContainer);
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnParry, "onParry", attacker, this, skill, action, actionContainer);
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}
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//Called when this character misses
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public void OnMiss(Character defender, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
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{
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SetProc((ushort)HitType.Miss);
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnMiss, "onMiss", this, defender, action, actionContainer);
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnMiss, "onMiss", this, defender, skill, action, actionContainer);
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}
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public void OnHit(Character defender, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
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{
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnHit, "onHit", this, defender, action, actionContainer);
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnHit, "onHit", this, defender, skill, action, actionContainer);
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}
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public void OnCrit(Character defender, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
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{
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnHit, "onCrit", this, defender, action, actionContainer);
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnCrit, "onCrit", this, defender, skill, action, actionContainer);
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}
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//The order of messages that appears after using a command is:
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