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:
yogurt
2018-05-27 14:51:39 -05:00
parent c5ce2ec771
commit 922fb80f3d
12 changed files with 30 additions and 25 deletions

View File

@@ -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);