mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Bug fixes.
Added stoneskin effect to database. Fixed Rampage not working Fixed bug where abilities didn't equip correctly when leveling up Added a temporary fix for returning while dead Added handling for abilities that don't have an actiontype set, like elusive jump
This commit is contained in:
@@ -1888,7 +1888,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
Database.EquipAbility(this, classId, (ushort) (hotbarSlot - charaWork.commandBorder), commandId, recastEnd);
|
||||
//If the class we're equipping for is the current class (need to find out if state_mainSkill is supposed to change when you're a job)
|
||||
//then equip the ability in charawork.commands and save in databse, otherwise just save in database
|
||||
if (classId == charaWork.parameterSave.state_mainSkill[0])
|
||||
if (classId == GetCurrentClassOrJob())
|
||||
{
|
||||
charaWork.command[hotbarSlot] = trueCommandId;
|
||||
charaWork.commandCategory[hotbarSlot] = 1;
|
||||
@@ -2240,6 +2240,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
//Returns BattleActions that can be sent to display the EXP gained number and level ups
|
||||
public List<BattleAction> AddExp(int exp, byte classId, byte bonusPercent = 0)
|
||||
{
|
||||
|
||||
List<BattleAction> actionList = new List<BattleAction>();
|
||||
exp += (int) Math.Ceiling((exp * bonusPercent / 100.0f));
|
||||
|
||||
@@ -2310,7 +2311,8 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
EquipAbilityInFirstOpenSlot(jobId, commandId, false);
|
||||
|
||||
//33926: You learn [command].
|
||||
actionList?.Add(new BattleAction(actorId, 33926, commandId));
|
||||
if(classId == GetCurrentClassOrJob() || jobId == GetCurrentClassOrJob())
|
||||
actionList?.Add(new BattleAction(actorId, 33926, commandId));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2405,8 +2407,8 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
var mainHandItem = equip.GetItemAtSlot(Equipment.SLOT_MAINHAND);
|
||||
var damageAttribute = 0;
|
||||
var attackDelay = 3000;
|
||||
var hitCount = 1;
|
||||
GetAttackDelayMs();
|
||||
var hitCount = 1;
|
||||
|
||||
if (mainHandItem != null)
|
||||
{
|
||||
var mainHandWeapon = (Server.GetItemGamedata(mainHandItem.itemId) as WeaponItem);
|
||||
|
Reference in New Issue
Block a user