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Combat changes and bug fixes
Added the combo and proc systems Added scripts for most weaponskill and spells as well as some abilities and status effects Added support for multihit attacks Added AbilityState for abilities Added hiteffects that change based on an attack's parameters Added positionals Changed how targeting works for battlecommands Fixed bug that occurred when moving or swapping hotbar commands Fixed bug that occurred when losing status effects
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60
data/scripts/ability.lua
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60
data/scripts/ability.lua
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-- todo: add enums for status effects in global.lua
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require("global")
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require("battleutils")
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--[[
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statId - see BattleTemp.cs
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modifier - Modifier.Intelligence, Modifier.Mind (see Modifier.cs)
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multiplier -
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]]
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function HandleHealingSkill(caster, target, skill, action, statId, modifierId, multiplier, baseAmount)
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potency = potency or 1.0;
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healAmount = baseAmount;
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-- todo: shit based on mnd
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local mind = caster.GetMod(Modifier.Mind);
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end;
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function HandleAttackSkill(caster, target, skill, action, statId, modifierId, multiplier, baseAmount)
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-- todo: actually handle this
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damage = baseAmount or math.random(1,10) * 10;
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return damage;
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end;
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function HandleStoneskin(caster, target, skill, action, statId, modifierId, damage)
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--[[
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if target.statusEffects.HasStatusEffect(StatusEffect.Stoneskin) then
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-- todo: damage reduction
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return true;
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end;
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]]
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return false;
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end;
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--For abilities that inflict statuses, like aegis boon or taunt
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function onStatusAbilityFinish(caster, target, skill, action)
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action.battleActionType = BattleActionType.Status;
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action.CalcHitType(caster, target, skill);
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action.TryStatus(caster, target, skill, false);
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return action.amount;
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end;
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function onAttackAbilityFinish(caster, target, skill, action)
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action.battleActionType = BattleActionType.AttackPhysical;
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local damage = math.random(50, 150);
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action.amount = damage;
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action.CalcHitType(caster, target, skill);
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return action.amount;
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end;
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function onHealAbilityFinish(caster, target, skill, action)
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action.battleActionType = BattleActionType.Heal;
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local amount = math.random(150, 250);
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action.amount = amount;
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action.CalcHitType(caster, target, skill);
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action.TryStatus(caster, target, skill, true);
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return action.amount;
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end;
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