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https://bitbucket.org/Ioncannon/project-meteor-server.git
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Add new hit effect flag for hit effects that only show animations
Fix SetMP setting MaxMP instead of MP Fix substate updates not being sent
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e00bb48386
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@ -393,7 +393,7 @@ namespace FFXIVClassic_Map_Server.Actors
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if ((updateFlags & ActorUpdateFlags.SubState) != 0)
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if ((updateFlags & ActorUpdateFlags.SubState) != 0)
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{
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{
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//packets.Add(SetActorSubStatePacket.BuildPacket(actorId, currentSubState));
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packets.Add(SetActorSubStatePacket.BuildPacket(actorId, currentSubState));
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//packets.Add(CommandResultX00Packet.BuildPacket(actorId, 0x72000062, 0));
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//packets.Add(CommandResultX00Packet.BuildPacket(actorId, 0x72000062, 0));
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//packets.Add(CommandResultX01Packet.BuildPacket(actorId, 0x7C000062, 21001, new CommandResult(actorId, 0, 1)));
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//packets.Add(CommandResultX01Packet.BuildPacket(actorId, 0x7C000062, 21001, new CommandResult(actorId, 0, 1)));
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@ -614,7 +614,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public void SetMP(uint mp)
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public void SetMP(uint mp)
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{
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{
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charaWork.parameterSave.mpMax = (short)mp;
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charaWork.parameterSave.mp = (short)mp;
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if (mp > charaWork.parameterSave.mpMax)
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if (mp > charaWork.parameterSave.mpMax)
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SetMaxMP(mp);
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SetMaxMP(mp);
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@ -464,6 +464,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.utils
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FinishActionStatus(caster, target, skill, action, actionContainer);
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FinishActionStatus(caster, target, skill, action, actionContainer);
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break;
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break;
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default:
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default:
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action.effectId = (uint) HitEffect.AnimationEffectType;
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actionContainer.AddAction(action);
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actionContainer.AddAction(action);
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break;
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break;
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}
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}
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@ -24,6 +24,8 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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MagicEffectType = 48 << 24,
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MagicEffectType = 48 << 24,
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//This places the number on the user regardless of the target this hit effect is for, used for things like bloodbath
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//This places the number on the user regardless of the target this hit effect is for, used for things like bloodbath
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SelfHealType = 72 << 24,
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SelfHealType = 72 << 24,
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//Plays the effect animation with no text or additional effects. Unsure if there are any flags. Used for things like Convert
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AnimationEffectType = 96 << 24,
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//Each Type has it's own set of flags. These should be split into their own enums,
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//Each Type has it's own set of flags. These should be split into their own enums,
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//but for now just keep them all under HitEffect so we don't have to change anything.
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//but for now just keep them all under HitEffect so we don't have to change anything.
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5
data/scripts/commands/EsunaMagic.lua
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5
data/scripts/commands/EsunaMagic.lua
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@ -0,0 +1,5 @@
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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player.Cast(command.actorId, targetActor);
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player:endEvent();
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end
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22
data/scripts/commands/magic/esuna.lua
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22
data/scripts/commands/magic/esuna.lua
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@ -0,0 +1,22 @@
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require("global");
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require("magic");
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require("battleutils");
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function onMagicPrepare(caster, target, spell)
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if not target.statusEffects.HasStatusEffectsByFlag(StatusEffectFlags.LoseOnDeath) then
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return -1
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end
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return 0;
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end;
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function onMagicStart(caster, target, spell)
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return 0;
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end;
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function onSkillFinish(caster, target, skill, action, actionContainer)
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removeEffect = target.statusEffects.GetRandomEffectByFlag(StatusEffectFlags.LoseOnDeath)
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target.statusEffects.RemoveStatusEffect(removeEffect, actionContainer, 30331);
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end;
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