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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
opening quest stuff
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@@ -234,7 +234,7 @@ namespace FFXIVClassic_Map_Server.Actors
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charaWork.commandBorder = 0x20;
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charaWork.parameterTemp.tp = 3000;
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charaWork.parameterTemp.tp = 0;
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Database.LoadPlayerCharacter(this);
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lastPlayTimeUpdate = Utils.UnixTimeStampUTC();
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@@ -1777,9 +1777,13 @@ namespace FFXIVClassic_Map_Server.Actors
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propPacketUtil.AddProperty($"charaWork.parameterSave.state_mainSkillLevel");
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packets.AddRange(propPacketUtil.Done());
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}
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base.PostUpdate(tick, packets);
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SetActorPropetyPacket hpInfo = new SetActorPropetyPacket("charaWork/exp");
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hpInfo.AddTarget();
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QueuePacket(hpInfo.BuildPacket(actorId));
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}
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public override void Die(DateTime tick)
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@@ -1813,19 +1817,20 @@ namespace FFXIVClassic_Map_Server.Actors
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ActorPropertyPacketUtil compatibiltyUtil = new ActorPropertyPacketUtil("charaWork/commandDetailForSelf", this);
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foreach (ushort slot in slotsToUpdate)
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{
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propPacketUtil.AddProperty(String.Format("charaWork.command[{0}]", slot));
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propPacketUtil.AddProperty(String.Format("charaWork.commandCategory[{0}]", slot));
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propPacketUtil.AddProperty($"charaWork.command[{slot}]");
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propPacketUtil.AddProperty($"charaWork.commandCategory[{slot}]");
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}
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propPacketUtil.NewTarget("charaWork/commandDetailForSelf");
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//Enable or disable slots based on whether there is an ability in that slot
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foreach (ushort slot in slotsToUpdate)
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{
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charaWork.parameterSave.commandSlot_compatibility[slot - charaWork.commandBorder] = charaWork.command[slot] != 0;
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compatibiltyUtil.AddProperty(String.Format("charaWork.parameterSave.commandSlot_compatibility[{0}]", slot - charaWork.commandBorder));
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propPacketUtil.AddProperty($"charaWork.parameterSave.commandSlot_compatibility[{slot - charaWork.commandBorder}]");
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}
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QueuePackets(propPacketUtil.Done());
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QueuePackets(compatibiltyUtil.Done());
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//QueuePackets(compatibiltyUtil.Done());
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}
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//Update recast timers for the passed in hotbar slots
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@@ -1874,6 +1879,7 @@ namespace FFXIVClassic_Map_Server.Actors
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uint recastEnd = Utils.UnixTimeStampUTC() + maxRecastTime;
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List<ushort> slotsToUpdate = new List<ushort>();
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Database.EquipAbility(this, classId, (ushort) (hotbarSlot - charaWork.commandBorder), commandId, recastEnd);
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//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)
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//then equip the ability in charawork.commands and save in databse, otherwise just save in database
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if (classId == charaWork.parameterSave.state_mainSkill[0])
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@@ -1887,7 +1893,6 @@ namespace FFXIVClassic_Map_Server.Actors
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UpdateHotbar(slotsToUpdate);
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}
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Database.EquipAbility(this, classId, (ushort) (hotbarSlot - charaWork.commandBorder), commandId, recastEnd);
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if(printMessage)
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SendGameMessage(Server.GetWorldManager().GetActor(), 30603, 0x20, 0, commandId);
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@@ -2184,6 +2189,8 @@ namespace FFXIVClassic_Map_Server.Actors
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{
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((BattleNpc)target).hateContainer.UpdateHate(this, action.amount);
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}
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LuaEngine.GetInstance().OnSignal("playerAttack");
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}
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public override void OnCast(State state, BattleAction[] actions, ref BattleAction[] errors)
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@@ -2213,7 +2220,6 @@ namespace FFXIVClassic_Map_Server.Actors
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exp += (int) Math.Ceiling((exp * bonusPercent / 100.0f));
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//You earn [exp](+[bonusPercent]%) experience point(s).
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SendGameMessage(this, Server.GetWorldManager().GetActor(), 33934, 0x44, this, 0, 0, 0, 0, 0, 0, 0, 0, 0, exp, "", bonusPercent);
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bool leveled = false;
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int diff = MAXEXP[GetLevel() - 1] - charaWork.battleSave.skillPoint[classId - 1];
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//While there is enough experience to level up, keep leveling up, unlocking skills and removing experience from exp until we don't have enough to level up
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@@ -2314,5 +2320,21 @@ namespace FFXIVClassic_Map_Server.Actors
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return charaWork.parameterSave.state_mainSkill[0];
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}
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public void hpstuff(uint hp)
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{
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SetMaxHP(hp);
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SetHP(hp);
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mpMaxBase = (ushort)hp;
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charaWork.parameterSave.mpMax = (short)hp;
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charaWork.parameterSave.mp = (short)hp;
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AddTP(0);
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//SendCharaExpInfo();
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//ActorPropertyPacketUtil exp = new ActorPropertyPacketUtil("charaWork/exp", this);
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SetActorPropetyPacket hpInfo = new SetActorPropetyPacket("charaWork/exp");
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hpInfo.AddTarget();
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QueuePacket(hpInfo.BuildPacket(actorId));
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}
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}
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}
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