|  |  |  | @@ -12,6 +12,8 @@ HitEffect = | 
		
	
		
			
				|  |  |  |  |     MagicEffectType = bit32.lshift(48, 24), | 
		
	
		
			
				|  |  |  |  |     --This places the number on the user regardless of the target this hit effect is for, used for things like bloodbath | 
		
	
		
			
				|  |  |  |  |     SelfHealType = bit32.lshift(72, 24), | 
		
	
		
			
				|  |  |  |  |     --Plays the effect animation with no text or additional effects. Unsure if there are any flags. Used for things like Convert | 
		
	
		
			
				|  |  |  |  |     AnimationEffectType = bit32.lshift(96, 24), | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  |     --Each Type has it's own set of flags. These should be split into their own enums, | 
		
	
		
			
				|  |  |  |  |     --but for now just keep them all under HitEffect so we don't have to change anything. | 
		
	
	
		
			
				
					
					|  |  |  | @@ -29,7 +31,7 @@ HitEffect = | 
		
	
		
			
				|  |  |  |  |     RecoilLv3 = bit32.lshift(1, 1), | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  |     --Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect. | 
		
	
		
			
				|  |  |  |  |     CriticalHit = RecoilLv2 | RecoilLv3, | 
		
	
		
			
				|  |  |  |  |     CriticalHit = 3,                        --RecoilLv2 | RecoilLv3 | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  |     --Hit visual and sound effects when connecting with the target. | 
		
	
		
			
				|  |  |  |  |     --Mixing these flags together will yield different results. | 
		
	
	
		
			
				
					
					|  |  |  | @@ -56,56 +58,56 @@ HitEffect = | 
		
	
		
			
				|  |  |  |  |     --Another effect plays when both Protect and Shell flags are activated. | 
		
	
		
			
				|  |  |  |  |     --Not sure what this effect is. | 
		
	
		
			
				|  |  |  |  |     --Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied. | 
		
	
		
			
				|  |  |  |  |     Protect = bit32.bor(bit32.lshift(1, 6), HitEffectType), | 
		
	
		
			
				|  |  |  |  |     Shell = bit32.bor(bit32.lshift(1, 7), HitEffectType), | 
		
	
		
			
				|  |  |  |  |     ProtectShellSpecial = Protect | Shell, | 
		
	
		
			
				|  |  |  |  |     Protect = bit32.lshift(1, 6), | 
		
	
		
			
				|  |  |  |  |     Shell = bit32.lshift(1, 7), | 
		
	
		
			
				|  |  |  |  |     ProtectShellSpecial = 192,              --Protect | Shell | 
		
	
		
			
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				|  |  |  |  |     --If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual. | 
		
	
		
			
				|  |  |  |  |     --If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played. | 
		
	
		
			
				|  |  |  |  |     HitEffect1 = bit32.lshift(1, 9), | 
		
	
		
			
				|  |  |  |  |     HitEffect2 = bit32.lshift(1, 10),   --Plays the standard hit visual effect, but with no sound if used alone. | 
		
	
		
			
				|  |  |  |  |     HitEffect3 = bit32.lshift(1, 11),   --Yellow effect, crit? | 
		
	
		
			
				|  |  |  |  |     HitEffect4 = bit32.lshift(1, 12),   --Plays the blocking animation | 
		
	
		
			
				|  |  |  |  |     HitEffect2 = bit32.lshift(1, 10),       --Plays the standard hit visual effect, but with no sound if used alone. | 
		
	
		
			
				|  |  |  |  |     HitEffect3 = bit32.lshift(1, 11),       --Yellow effect, crit? | 
		
	
		
			
				|  |  |  |  |     HitEffect4 = bit32.lshift(1, 12),       --Plays the blocking animation | 
		
	
		
			
				|  |  |  |  |     HitEffect5 = bit32.lshift(1, 13), | 
		
	
		
			
				|  |  |  |  |     GustyHitEffect = bit32.bor(HitEffect3, HitEffect2), | 
		
	
		
			
				|  |  |  |  |     GreenTintedHitEffect = bit32.bor(itEffect4, HitEffect1), | 
		
	
		
			
				|  |  |  |  |     GustyHitEffect = 3072,                  --HitEffect3 | HitEffect2 | 
		
	
		
			
				|  |  |  |  |     GreenTintedHitEffect = 4608,            --HitEffect4 | HitEffect1 | 
		
	
		
			
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				|  |  |  |  |     --For specific animations | 
		
	
		
			
				|  |  |  |  |     Miss = 0, | 
		
	
		
			
				|  |  |  |  |     Evade = HitEffect1, | 
		
	
		
			
				|  |  |  |  |     Hit = HitEffect1 | HitEffect2, | 
		
	
		
			
				|  |  |  |  |     Hit = 1536,                             --HitEffect1 | HitEffect2, | 
		
	
		
			
				|  |  |  |  |     Crit = HitEffect3, | 
		
	
		
			
				|  |  |  |  |     Parry = Hit | HitEffect3, | 
		
	
		
			
				|  |  |  |  |     Parry = 3584,                           --Hit | HitEffect3, | 
		
	
		
			
				|  |  |  |  |     Block = HitEffect4, | 
		
	
		
			
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				|  |  |  |  |     --Knocks you back away from the attacker. | 
		
	
		
			
				|  |  |  |  |     KnockbackLv1 = bit32.bor(HitEffect4, HitEffect2, HitEffect1), | 
		
	
		
			
				|  |  |  |  |     KnockbackLv2 = bit32.bor(HitEffect4, HitEffect3), | 
		
	
		
			
				|  |  |  |  |     KnockbackLv3 = bit32.bor(HitEffect4, HitEffect3, HitEffect1), | 
		
	
		
			
				|  |  |  |  |     KnockbackLv4 = bit32.bor(HitEffect4, HitEffect3, HitEffect2), | 
		
	
		
			
				|  |  |  |  |     KnockbackLv5 = bit32.bor(HitEffect4, HitEffect3, HitEffect2, HitEffect1), | 
		
	
		
			
				|  |  |  |  |     KnockbackLv1 = 5632,                    --HitEffect4 | HitEffect2 | HitEffect1 | 
		
	
		
			
				|  |  |  |  |     KnockbackLv2 = 6144,                    --HitEffect4 | HitEffect3 | 
		
	
		
			
				|  |  |  |  |     KnockbackLv3 = 6656,                    --HitEffect4 | HitEffect3 | HitEffect1 | 
		
	
		
			
				|  |  |  |  |     KnockbackLv4 = 7168,                    --HitEffect4 | HitEffect3 | HitEffect2 | 
		
	
		
			
				|  |  |  |  |     KnockbackLv5 = 7680,                    --HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1 | 
		
	
		
			
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				|  |  |  |  |     --Knocks you away from the attacker in a counter-clockwise direction. | 
		
	
		
			
				|  |  |  |  |     KnockbackCounterClockwiseLv1 = HitEffect5, | 
		
	
		
			
				|  |  |  |  |     KnockbackCounterClockwiseLv2 = bit32.bor(HitEffect5, HitEffect1), | 
		
	
		
			
				|  |  |  |  |     KnockbackCounterClockwiseLv2 = 8704,    --HitEffect5 | HitEffect1 | 
		
	
		
			
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				|  |  |  |  |     --Knocks you away from the attacker in a clockwise direction. | 
		
	
		
			
				|  |  |  |  |     KnockbackClockwiseLv1 = bit32.bor(HitEffect5, HitEffect2), | 
		
	
		
			
				|  |  |  |  |     KnockbackClockwiseLv2 = bit32.bor(HitEffect5, HitEffect2, HitEffect1), | 
		
	
		
			
				|  |  |  |  |     KnockbackClockwiseLv1 = 9216,           --HitEffect5 | HitEffect2 | 
		
	
		
			
				|  |  |  |  |     KnockbackClockwiseLv2 = 9728,           --HitEffect5 | HitEffect2 | HitEffect1 | 
		
	
		
			
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				|  |  |  |  |     --Completely drags target to the attacker, even across large distances. | 
		
	
		
			
				|  |  |  |  |     DrawIn = bit32.bor(HitEffect5, HitEffect3), | 
		
	
		
			
				|  |  |  |  |     DrawIn = 10240,                         --HitEffect5 | HitEffect3 | 
		
	
		
			
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				|  |  |  |  |     --An additional visual effect that plays on the target based on according buff. | 
		
	
		
			
				|  |  |  |  |     UnknownShieldEffect = bit32.bor(HitEffect5, HitEffect4), | 
		
	
		
			
				|  |  |  |  |     Stoneskin = bit32.bor(HitEffect5, HitEffect4, HitEffect1), | 
		
	
		
			
				|  |  |  |  |     UnknownShieldEffect = 12288,            --HitEffect5 | HitEffect4 | 
		
	
		
			
				|  |  |  |  |     Stoneskin = 12800,                      --HitEffect5 | HitEffect4 | HitEffect1 | 
		
	
		
			
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				|  |  |  |  |     --A special effect when performing appropriate skill combos in succession. | 
		
	
		
			
				|  |  |  |  |     --Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect) | 
		
	
		
			
				|  |  |  |  |     --Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum. | 
		
	
		
			
				|  |  |  |  |     SkillCombo1 = bit32.lshift(1, 15), | 
		
	
		
			
				|  |  |  |  |     SkillCombo2 = bit32.lshift(1, 16), | 
		
	
		
			
				|  |  |  |  |     SkillCombo3 = bit32.bor(SkillCombo1, SkillCombo2), | 
		
	
		
			
				|  |  |  |  |     SkillCombo3 = 98304,                    --SkillCombo1 | SkillCombo2 | 
		
	
		
			
				|  |  |  |  |     SkillCombo4 = bit32.lshift(1, 17), | 
		
	
		
			
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				|  |  |  |  |     --This is used in the absorb effect for some reason | 
		
	
	
		
			
				
					
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