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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Refactored Demo's battle action code and cleaned things up.
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@@ -87,15 +87,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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public override void OnComplete()
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{
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// todo: possible underflow
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BattleAction action = new BattleAction();
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errorPacket = null;
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BattleAction action = new BattleAction(target.actorId, 0x765D, (uint) HitEffect.Hit, 0, (byte) HitDirection.None);
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errorResult = null;
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//var packet = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, target.actorId, (uint)0x19001000, (uint)0x8000604, (ushort)0x765D, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, (byte)0x1);
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action.animation = 0x19001000;
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action.targetId = target.actorId;
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action.effectId = (uint)HitEffect.Hit;
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action.worldMasterTextId = 0x765D;
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action.param = (byte)HitDirection.None; // HitDirection (auto attack shouldnt need this afaik)
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// HitDirection (auto attack shouldnt need this afaik)
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// todo: implement auto attack damage bonus in Character.OnAttack
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/*
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@@ -111,14 +108,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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* The above damage bonus also applies to “Shot” attacks by archers.
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*/
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owner.OnAttack(this, action, ref errorPacket);
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owner.OnAttack(this, action, ref errorResult);
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// handle paralyze/intimidate/sleep/whatever in character thing
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if (errorPacket == null)
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owner.zone.BroadcastPacketAroundActor(owner, BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, action.targetId, action.animation,
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0x8000000 | action.effectId, action.worldMasterTextId, (ushort)BattleActionX01PacketCommand.Attack, action.amount, action.param)
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);
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else
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owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
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owner.DoBattleAction((ushort)BattleActionX01PacketCommand.Attack, 0x19001000, errorResult != null ? action : errorResult);
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//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
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}
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