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	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:
		| @@ -91,7 +91,7 @@ function onEventStarted(player, actor, triggerName, isTeleport) | ||||
| 		local choice, isInn = callClientFunction(player, "delegateCommand", actor, "eventConfirm", true, false, player:GetHomePointInn(), player:GetHomePoint(), false);		 | ||||
| 		if (choice == 1) then | ||||
| 			player:PlayAnimation(0x4000FFB); | ||||
| 			player:SendGameMessage(worldMaster, 34104, 0x20);	 | ||||
| 			player:SendGameMessage(worldMaster, 34104, 0x20); | ||||
| 			if (isInn) then | ||||
| 				--Return to Inn		 | ||||
| 				if (player:GetHomePointInn() == 1) then | ||||
| @@ -108,6 +108,13 @@ function onEventStarted(player, actor, triggerName, isTeleport) | ||||
| 					randoPos = getRandomPointInBand(destination[2], destination[4], 3, 5); | ||||
| 					rotation = getAngleFacing(randoPos.x, randoPos.y, destination[2], destination[4]); | ||||
| 					GetWorldManager():DoZoneChange(player, destination[1], nil, 0, 2, randoPos.x, destination[3], randoPos.y, rotation); | ||||
|  | ||||
| 					--bandaid fix for returning while dead, missing things like weakness and the heal number | ||||
| 					if (player:GetHP() == 0) then | ||||
| 						player:SetHP(player.GetMaxHP()); | ||||
| 						player:ChangeState(0); | ||||
| 						player:PlayAnimation(0x01000066); | ||||
| 					end | ||||
| 				end | ||||
| 			end | ||||
| 		end | ||||
|   | ||||
| @@ -27,7 +27,8 @@ function onTrigger(player, argc, qty, name, lastName) | ||||
|         qty = tonumber(qty) or 1; | ||||
|         location = INVENTORY_CURRENCY; | ||||
|          | ||||
|         player:AddExp(qty, player.charaWork.parameterSave.state_mainSkill[0], 5); | ||||
|         actionList = player:AddExp(qty, player.charaWork.parameterSave.state_mainSkill[0], 0); | ||||
|         player:DoBattleAction(0, 0, actionList); | ||||
|     else | ||||
|         print(sender.."unable to add experience, ensure player name is valid."); | ||||
|     end; | ||||
|   | ||||
| @@ -20,7 +20,7 @@ function onDamageTaken(effect, attacker, defender, action, actionContainer) | ||||
|         effect.SetExtra(effect.GetExtra() + 1); | ||||
|  | ||||
|         attacker.AddMod(modifiersGlobal.Parry, parryPerDT); | ||||
|         attacker.SubtractMod(modifiersGlobal.Delay, delayMsPerDT); | ||||
|         attacker.SubtractMod(modifiersGlobal.AttackDelay, delayMsPerDT); | ||||
|     end | ||||
| end | ||||
|  | ||||
|   | ||||
| @@ -4,18 +4,9 @@ require("modifiers") | ||||
| require("hiteffect") | ||||
| require("battleutils") | ||||
|  | ||||
|  | ||||
| --todo: calculate actual mitigation value based on Source's enhancing magic. info: http://forum.square-enix.com/ffxiv/threads/40800-Enhancing-Magic | ||||
| --This should also probably be calculated when the spell is cast so it doesnt overwrite a stronger stoneskin | ||||
| function onGain(owner, effect) | ||||
|     --Going to assume its 1.34 * Enhancing Potency untraited, 1.96 * Enhancing Potency traited. | ||||
|     local potencyModifier = 1.34; | ||||
|     if effect.tier == 2 then | ||||
|         potencyModifier = 1.96; | ||||
|     end | ||||
|     local amount = potencyModifier * effect.source.GetMod(modifiersGlobal.MagicEnhancePotency); | ||||
|  | ||||
|     owner.AddMod(modifiersGlobal.Stoneskin, amount); | ||||
|     owner.AddMod(modifiersGlobal.Stoneskin, effect.GetMagnitude()); | ||||
| end | ||||
|  | ||||
| --Using extra for how much mitigation stoneskin has | ||||
|   | ||||
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