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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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@@ -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 = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "ability", "onAbilityPrepare", owner, target, skill);
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var returnCode = skill.CallLuaFunction(owner, "ability", "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 = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "ability", "onAbilityStart", owner, target, skill);
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var returnCode = skill.CallLuaFunction(owner, "ability", "onAbilityStart", owner, target, skill);
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if (returnCode != 0)
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{
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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 = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicPrepare", owner, target, spell);
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var returnCode = spell.CallLuaFunction(owner, "magic", "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 = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicStart", owner, target, spell);
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var returnCode = spell.CallLuaFunction(owner, "magic", "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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lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onCombo", owner, target, spell);
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spell.CallLuaFunction(owner, "magic", "onCombo", owner, target, spell);
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spell.isCombo = true;
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}
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}
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@@ -20,9 +20,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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base(owner, target)
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{
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this.startTime = DateTime.Now;
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//this.target = skill.targetFind.
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this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillPrepare", owner, target, skill);
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var returnCode = skill.CallLuaFunction(owner, "weaponskill", "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 = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillStart", owner, target, skill);
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var returnCode = skill.CallLuaFunction(owner, "weaponskill", "onSkillStart", owner, target, skill);
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if (returnCode != 0)
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{
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@@ -57,8 +57,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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//If there is a position bonus
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if (skill.positionBonus != BattleCommandPositionBonus.None)
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//lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onPositional", owner, target, skill);
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skill.CallLuaFunction(owner, "onPositional", owner, target, skill);
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skill.CallLuaFunction(owner, "weaponskill", "onPositional", owner, target, skill);
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//Combo stuff
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if (owner is Player)
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@@ -70,8 +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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lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onCombo", owner, target, skill);
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skill.CallLuaFunction(owner, "onCombo", owner, target, skill);
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skill.CallLuaFunction(owner, "weaponskill", "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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