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https://bitbucket.org/Ioncannon/project-meteor-server.git
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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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require("modifiers");
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function onGain(target, effect)
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local currEvade = target.GetMod(modifierGlobals.Evasion);
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target.SetMod(modifierGlobals.Evasion, currEvade + 15);
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end;
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function onLose(target, effect)
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local currEvade = target.GetMod(modifierGlobals.Evasion);
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target.SetMod(modifierGlobals.Evasion, currEvade - 15);
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end;
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function onLose(target, effect)
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target:SetProc(1, false);
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end;
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function onLose(target, effect)
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target:SetCombos();
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end;
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function onLose(target, effect)
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end;
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function onLose(target, effect)
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target:SetProc(0, false);
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end;
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require("modifiers");
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function onGain(target, effect)
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local currEvade = target.GetMod(modifierGlobals.Evasion);
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target.SetMod(modifierGlobals.Evasion, currEvade + 15);
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end;
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function onLose(target, effect)
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local currEvade = target.GetMod(modifierGlobals.Evasion);
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target.SetMod(modifierGlobals.Evasion, currEvade - 15);
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end;
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function onGain(target, effect)
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target.statusEffects.RemoveStatusEffect(223209)
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target.statusEffects.RemoveStatusEffect(223211)
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end;
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function onGain(target, effect)
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target.statusEffects.RemoveStatusEffect(223210)
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target.statusEffects.RemoveStatusEffect(223211)
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end;
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function onGain(target, effect)
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target.statusEffects.RemoveStatusEffect(223210)
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target.statusEffects.RemoveStatusEffect(223209)
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end;
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function onTick(target, effect)
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target.AddTP(100);
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end;
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function onLose(target, effect)
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target:SetProc(3, false);
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end;
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function onLose(target, effect)
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target:SetProc(2, false);
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end;
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require("modifiers")
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function onGain(target, effect)
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target.SetMod(modifiersGlobal.HitCount, 3);
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end;
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function onLose(target, effect)
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target.SetMod(modifiersGlobal.HitCount, 2);
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end;
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