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Add new HitEffect flags
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@ -12,12 +12,23 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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[Flags]
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[Flags]
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public enum HitEffect : uint
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public enum HitEffect : uint
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{
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{
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//All HitEffects have the last byte 0x8
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//This is used for physical attacks
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HitEffectType = 8 << 24,
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HitEffectType = 8 << 24,
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//This is used for additioanl effect hits. Only difference from HitEffectType is that it does not play audio.
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AdditionalEffectType = 24 << 24,
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//Status effects use 32 << 24
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//Status effects use 32 << 24
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StatusEffectType = 32 << 24,
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StatusEffectType = 32 << 24,
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//Magic effects use 48 << 24
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//When losing a status effect while using a skill, this prevents the hit effect from playing on the actor playing the animation
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StatusLossType = 40 << 24,
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//Magic effects use 48 << 24, this is also used for when statuses are lost on attack
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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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SelfHealType = 72 << 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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//but for now just keep them all under HitEffect so we don't have to change anything.
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//HitEffectType flags
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//Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
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//Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
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//These are the recoil animations that play on the target, ranging from weak to strong.
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//These are the recoil animations that play on the target, ranging from weak to strong.
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@ -61,11 +72,6 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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Shell = 1 << 7 | HitEffectType,
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Shell = 1 << 7 | HitEffectType,
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ProtectShellSpecial = Protect | Shell,
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ProtectShellSpecial = Protect | Shell,
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// Required for heal text to be blue, not sure if that's all it's used for
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Heal = 1 << 8,
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MP = 1 << 9, //Causes "MP" text to appear when used with MagicEffectType. | with Heal to make text blue
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TP = 1 << 10,//Causes "TP" text to appear when used with MagicEffectType. | with Heal to make text blue
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//If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
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//If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
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//If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
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//If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
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HitEffect1 = 1 << 9,
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HitEffect1 = 1 << 9,
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@ -106,17 +112,69 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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UnknownShieldEffect = HitEffect5 | HitEffect4,
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UnknownShieldEffect = HitEffect5 | HitEffect4,
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Stoneskin = HitEffect5 | HitEffect4 | HitEffect1,
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Stoneskin = HitEffect5 | HitEffect4 | HitEffect1,
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//Unknown = 1 << 14, -- Not sure what this flag does; might be another HitEffect.
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//A special effect when performing appropriate skill combos in succession.
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//A special effect when performing appropriate skill combos in succession.
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//Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
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//Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
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//Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
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//Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
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SkillCombo1 = 1 << 15,
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SkillCombo1 = 1 << 15,
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SkillCombo2 = 1 << 16,
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SkillCombo2 = 1 << 16,
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SkillCombo3 = SkillCombo1 | SkillCombo2,
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SkillCombo3 = SkillCombo1 | SkillCombo2,
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SkillCombo4 = 1 << 17
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SkillCombo4 = 1 << 17,
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//Flags beyond here are unknown/untested.
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//This is used in the absorb effect for some reason
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Unknown = 1 << 19,
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//AdditionalEffectType flags
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//The AdditionalEffectType is used for the additional effects some weapons have.
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//These effect ids do not repeat the effect of the attack and will not show without a preceding HitEffectType or MagicEffectType
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//It's unclear what this is for. The ifrit fight capture has a BLM using the garuda weapon
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//and this flag is set every time but has no apparent effect.
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UnknownAdditionalFlag = 1,
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//These play effects on the target
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FireEffect = 1 << 10,
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IceEffect = 2 << 10,
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WindEffect = 3 << 10,
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EarthEffect = 4 << 10,
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LightningEffect = 5 << 10,
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WaterEffect = 6 << 10,
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AstralEffect = 7 << 10, //Possibly for blind?
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UmbralEffect = 8 << 10, //Posibly for poison?
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//Unknown status effect effects
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StatusEffect1 = 12 << 10,
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StatusEffect2 = 13 << 10,
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HPAbsorbEffect = 14 << 10,
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MPAbsorbEffect = 15 << 10,
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TPAbsorbEffect = 16 << 10,
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TripleAbsorbEffect = 17 << 10, //Not sure about this
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MoogleEffect = 18 << 10,
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//MagicEffectType Flags
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//THese are used for magic effects that deal or heal damage as well as damage over time effects
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//Crit is the same as HitEffectType
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FullResist = 0,
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WeakResist = 1 << 0, //Used for level 1, 2, and 3 resists probably
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NoResist = 1 << 1,
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MagicShell = 1 << 4, //Used when casting on target with shell effects. MagicEffectType doesnt have a flag for protect or stoneskin
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MagicShield = 1 << 5, //When used with an command that has an animation, this plays a purple shield effect. DoTs also have this flag set (at least on ifrit) but they have no animations so it doesnt show
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// Required for heal text to be blue, not sure if that's all it's used for
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Heal = 1 << 8,
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MP = 1 << 9, //Causes "MP" text to appear when used with MagicEffectType. | with Heal to make text blue
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TP = 1 << 10, //Causes "TP" text to appear when used with MagicEffectType. | with Heal to make text blue
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//SelfHealType flags
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//This category causes numbers to appear on the user rather regardless of the target associated with the hit effect and do not play an animation
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//These determine the text that displays (HP has no text)
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SelfHealHP = 0,
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SelfHealMP = 1 << 0, //Shows MP text on self. | with SelfHeal to make blue
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SelfHealTP = 1 << 1, //Shows TP text on self. | with SelfHeal to make blue
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//Causes self healing numbers to be blue
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SelfHeal = 1 << 10,
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}
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}
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//Mixing some of these flags will cause the client to crash.
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//Mixing some of these flags will cause the client to crash.
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@ -1,22 +1,35 @@
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HitEffect =
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HitEffect =
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{
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{
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--All HitEffects have the last byte 0x8
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--This is used for physical attacks
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HitEffectType = 134217728, --8 << 24
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HitEffectType = bit32.lshift(8,24),
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--Status effects use 32 <<,24
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--This is used for additioanl effect hits. Only difference from HitEffectType is that it does not play audio.
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StatusEffectType = 536870912,--32 << 24,
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AdditionalEffectType = bit32.lshift(24, 24),
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--Heal effects use 48 << 24
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--Status effects use 32 << 24
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MagicEffectType = 805306368,--48 << 24
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StatusEffectType = bit32.lshift(32, 24),
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--When losing a status effect while using a skill, this prevents the hit effect from playing on the actor playing the animation
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StatusLossType = bit32.lshift(40, 24),
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--Magic effects use 48 << 24, this is also used for when statuses are lost on attack
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MagicEffectType = bit32.lshift(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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SelfHealType = bit32.lshift(72, 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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--but for now just keep them all under HitEffect so we don't have to change anything.
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--HitEffectType flags
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--Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
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--Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
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--These are the recoil animations that play on the target, ranging from weak to strong.
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--These are the recoil animations that play on the target, ranging from weak to strong.
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--The recoil that gets set was likely based on the percentage of HP lost from the attack.
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--The recoil that gets set was likely based on the percentage of HP lost from the attack.
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--These are used for resists for spells. RecoilLV1 is a full resist, RecoilLv2 is a partial resist, RecoilLv3 is no resist, CriticalHit is a crit
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--These also have a visual effect with heals and spells but in reverse. RecoilLv1 has a large effect, Lv3 has none. Crit is very large
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--For spells they represent resists. Lv0 is a max resist, Lv3 is no resist. Crit is still used for crits.
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--Heals used the same effects sometimes but it isn't clear what for, it seems random? Possibly something like a trait proccing or even just a bug
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RecoilLv1 = 0,
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RecoilLv1 = 0,
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RecoilLv2 = 1,
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RecoilLv2 = bit32.lshift(1, 0),
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RecoilLv3 = 2,
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RecoilLv3 = bit32.lshift(1, 1),
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--Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
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--Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
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CriticalHit = 3,
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CriticalHit = RecoilLv2 | RecoilLv3,
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--Hit visual and sound effects when connecting with the target.
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--Hit visual and sound effects when connecting with the target.
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--Mixing these flags together will yield different results.
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--Mixing these flags together will yield different results.
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@ -28,14 +41,13 @@ HitEffect =
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--HitVisual2 is for piercing attacks
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--HitVisual2 is for piercing attacks
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--HitVisual1 | Hitvisual2 is for blunt attacks
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--HitVisual1 | Hitvisual2 is for blunt attacks
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--HitVisual3 is for projectile attacks
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--HitVisual3 is for projectile attacks
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--Basically, takes the attack property as defined by the weapon and shifts it left 2
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--Basically take the attack property of a weapon and shift it left 2
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--For auto attacks attack property is weapon's damageAttributeType1
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--For auto attacks attack property is weapon's damageAttributeType1
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--Still not totally sure how this works with weaponskills or what hitvisual4 or the other combinations are for
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--Still not totally sure how this works with weaponskills or what hitvisual4 or the other combinations are for
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HitVisual1 = 4,
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HitVisual1 = bit32.lshift(1, 2),
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HitVisual2 = 8,
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HitVisual2 = bit32.lshift(1, 3),
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HitVisual3 = 16,
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HitVisual3 = bit32.lshift(1, 4),
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HitVisual4 = 32,
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HitVisual4 = bit32.lshift(1, 5),
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--An additional visual effect that plays on the target when attacked if:
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--An additional visual effect that plays on the target when attacked if:
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--The attack is physical and they have the protect buff on.
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--The attack is physical and they have the protect buff on.
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@ -44,62 +56,111 @@ HitEffect =
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--Another effect plays when both Protect and Shell flags are activated.
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--Another effect plays when both Protect and Shell flags are activated.
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--Not sure what this effect is.
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--Not sure what this effect is.
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--Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied.
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--Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied.
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Protect = 64,
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Protect = bit32.bor(bit32.lshift(1, 6), HitEffectType),
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Shell = 128,
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Shell = bit32.bor(bit32.lshift(1, 7), HitEffectType),
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ProtectShellSpecial = 192,-- Protect | Shell,
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ProtectShellSpecial = Protect | Shell,
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Heal = 256,-- Required for heal text to be blue along with HealEffectType, not sure if that's all it's used for
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MP = 512,
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--If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
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--If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
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--If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
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--If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
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HitEffect1 = 512,
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HitEffect1 = bit32.lshift(1, 9),
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HitEffect2 = 1024, --Plays the standard hit visual effect, but with no sound if used alone.
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HitEffect2 = bit32.lshift(1, 10), --Plays the standard hit visual effect, but with no sound if used alone.
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HitEffect3 = 2048, --Yellow effect, crit?
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HitEffect3 = bit32.lshift(1, 11), --Yellow effect, crit?
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HitEffect4 = 4096, --Plays the blocking animation
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HitEffect4 = bit32.lshift(1, 12), --Plays the blocking animation
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HitEffect5 = 8192,
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HitEffect5 = bit32.lshift(1, 13),
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GustyHitEffect = 3072,--HitEffect3 | HitEffect2,
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GustyHitEffect = bit32.bor(HitEffect3, HitEffect2),
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GreenTintedHitEffect = 4608,-- HitEffect4 | HitEffect1,
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GreenTintedHitEffect = bit32.bor(itEffect4, HitEffect1),
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--For specific animations
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--For specific animations
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Miss = 0,
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Miss = 0,
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Evade = 512,
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Evade = HitEffect1,
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Hit = 1536, --HitEffect1 | HitEffect2,
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Hit = HitEffect1 | HitEffect2,
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Parry = 3584, --Hit | HitEffect3,
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Crit = HitEffect3,
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Block = 4096,
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Parry = Hit | HitEffect3,
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Crit = 2048,
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Block = HitEffect4,
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--Knocks you back away from the attacker.
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--Knocks you back away from the attacker.
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KnockbackLv1 = 5632,-- HitEffect4 | HitEffect2 | HitEffect1,
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KnockbackLv1 = bit32.bor(HitEffect4, HitEffect2, HitEffect1),
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KnockbackLv2 = 6144,-- HitEffect4 | HitEffect3,
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KnockbackLv2 = bit32.bor(HitEffect4, HitEffect3),
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KnockbackLv3 = 6656,-- HitEffect4 | HitEffect3 | HitEffect1,
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KnockbackLv3 = bit32.bor(HitEffect4, HitEffect3, HitEffect1),
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KnockbackLv4 = 7168,-- HitEffect4 | HitEffect3 | HitEffect2,
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KnockbackLv4 = bit32.bor(HitEffect4, HitEffect3, HitEffect2),
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KnockbackLv5 = 7680,-- HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1,
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KnockbackLv5 = bit32.bor(HitEffect4, HitEffect3, HitEffect2, HitEffect1),
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--Knocks you away from the attacker in a counter-clockwise direction.
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--Knocks you away from the attacker in a counter-clockwise direction.
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KnockbackCounterClockwiseLv1 = 8192,
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KnockbackCounterClockwiseLv1 = HitEffect5,
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KnockbackCounterClockwiseLv2 = 8704,-- HitEffect5 | HitEffect1,
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KnockbackCounterClockwiseLv2 = bit32.bor(HitEffect5, HitEffect1),
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--Knocks you away from the attacker in a clockwise direction.
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--Knocks you away from the attacker in a clockwise direction.
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KnockbackClockwiseLv1 = 9216,-- HitEffect5 | HitEffect2,
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KnockbackClockwiseLv1 = bit32.bor(HitEffect5, HitEffect2),
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KnockbackClockwiseLv2 = 9728,-- HitEffect5 | HitEffect2 | HitEffect1,
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KnockbackClockwiseLv2 = bit32.bor(HitEffect5, HitEffect2, HitEffect1),
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--Completely drags target to the attacker, even across large distances.
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--Completely drags target to the attacker, even across large distances.
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DrawIn = 10240,-- HitEffect5 | HitEffect3,
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DrawIn = bit32.bor(HitEffect5, HitEffect3),
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--An additional visual effect that plays on the target based on according buff.
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--An additional visual effect that plays on the target based on according buff.
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UnknownShieldEffect = 12288,-- HitEffect5 | HitEffect4,
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UnknownShieldEffect = bit32.bor(HitEffect5, HitEffect4),
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Stoneskin = 12800,-- HitEffect5 | HitEffect4 | HitEffect1,
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Stoneskin = bit32.bor(HitEffect5, HitEffect4, HitEffect1),
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--Unknown = 1 << 14, -- Not sure what this flag does; might be another HitEffect.
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--A special effect when performing appropriate skill combos in succession.
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--A special effect when performing appropriate skill combos in succession.
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--Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
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--Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
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--Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
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--Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
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SkillCombo1 = 32768,
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SkillCombo1 = bit32.lshift(1, 15),
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SkillCombo2 = 65536,
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SkillCombo2 = bit32.lshift(1, 16),
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SkillCombo3 = 98304,-- SkillCombo1 | SkillCombo2,
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SkillCombo3 = bit32.bor(SkillCombo1, SkillCombo2),
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SkillCombo4 = 131072
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SkillCombo4 = bit32.lshift(1, 17),
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--Flags beyond here are unknown/untested.
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--This is used in the absorb effect for some reason
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Unknown = bit32.lshift(1, 19),
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--AdditionalEffectType flags
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--The AdditionalEffectType is used for the additional effects some weapons have.
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--These effect ids do not repeat the effect of the attack and will not show without a preceding HitEffectType or MagicEffectType
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--It's unclear what this is for. The ifrit fight capture has a BLM using the garuda weapon
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--and this flag is set every time but has no apparent effect.
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UnknownAdditionalFlag = 1,
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--These play effects on the target
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FireEffect = bit32.lshift(1, 10),
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IceEffect = bit32.lshift(2, 10),
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WindEffect = bit32.lshift(3, 10),
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EarthEffect = bit32.lshift(4, 10),
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LightningEffect = bit32.lshift(5, 10),
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WaterEffect = bit32.lshift(6, 10),
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AstralEffect = bit32.lshift(7, 10), --Possibly for blind?
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UmbralEffect = bit32.lshift(8, 10), --Posibly for poison?
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--Unknown status effect effects
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StatusEffect1 = bit32.lshift(12, 10),
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StatusEffect2 = bit32.lshift(13, 10),
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HPAbsorbEffect = bit32.lshift(14, 10),
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MPAbsorbEffect = bit32.lshift(15, 10),
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TPAbsorbEffect = bit32.lshift(16, 10),
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TripleAbsorbEffect = bit32.lshift(17, 10), --Not sure about this
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MoogleEffect = bit32.lshift(18, 10),
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--MagicEffectType Flags
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--THese are used for magic effects that deal or heal damage as well as damage over time effects
|
||||||
|
--Crit is the same as HitEffectType
|
||||||
|
FullResist = 0,
|
||||||
|
WeakResist = bit32.lshift(1, 0), --Used for level 1, 2, and 3 resists probably
|
||||||
|
NoResist = bit32.lshift(1, 1),
|
||||||
|
|
||||||
|
MagicShell = bit32.lshift(1, 4), --Used when casting on target with shell effects. MagicEffectType doesnt have a flag for protect or stoneskin
|
||||||
|
MagicShield = bit32.lshift(1, 5), --When used with an command that has an animation, this plays a purple shield effect. DoTs also have this flag set (at least on ifrit) but they have no animations so it doesnt show
|
||||||
|
|
||||||
|
-- Required for heal text to be blue, not sure if that's all it's used for
|
||||||
|
Heal = bit32.lshift(1, 8),
|
||||||
|
MP = bit32.lshift(1, 9), --Causes "MP" text to appear when used with MagicEffectType. | with Heal to make text blue
|
||||||
|
TP = bit32.lshift(1, 10), --Causes "TP" text to appear when used with MagicEffectType. | with Heal to make text blue
|
||||||
|
|
||||||
|
--SelfHealType flags
|
||||||
|
--This category causes numbers to appear on the user rather regardless of the target associated with the hit effect and do not play an animation
|
||||||
|
--These determine the text that displays (HP has no text)
|
||||||
|
SelfHealHP = 0,
|
||||||
|
SelfHealMP = bit32.lshift(1, 0), --Shows MP text on self. | with SelfHeal to make blue
|
||||||
|
SelfHealTP = bit32.lshift(1, 1), --Shows TP text on self. | with SelfHeal to make blue
|
||||||
|
|
||||||
|
--Causes self healing numbers to be blue
|
||||||
|
SelfHeal = bit32.lshift(1, 10),
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user