Combat additions

Added formulas for base EXP gain and chain experience
Added basic scripts for most player abilities and effects
Added stat gains for some abilities
Changed status flags
Fixed bug with player death
Fixed bug where auto attacks didnt work when not locked on
Added traits
This commit is contained in:
yogurt
2018-04-18 16:06:41 -05:00
parent b8d6a943aa
commit c5ce2ec771
239 changed files with 5125 additions and 1237 deletions

View File

@@ -48,15 +48,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
else
{
//owner.LookAt(target);
//If owner already has this status effect and it's a stance that gets removed on reuse, remove it and don't continue
var effect = owner.statusEffects.GetStatusEffectById(skill.statusId);
if (effect!= null && (effect.GetFlags() & (uint) StatusEffectFlags.Stance) != 0)
{
owner.statusEffects.RemoveStatusEffect(effect);
interrupt = true;
}
}
}
@@ -101,35 +92,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget);
isCompleted = true;
var targets = skill.targetFind.GetTargets();
List<BattleAction> actions = new List<BattleAction>();
List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.ActivateOnAttack);
foreach (var chara in targets)
{
for (int hitNum = 0; hitNum < skill.numHits; hitNum++)
{
//30328 - Your [ability] grants you the effect of [status]
//30320 - You use [ability]. You recover x HP.
var action = new BattleAction(chara.actorId, skill.worldMasterTextId, 0, 0, 1, 1);
//uncached
lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "ability", "onAbilityFinish", owner, target, skill, action);
//cached
//skill.CallLuaFunction(owner, "onAbilityFinish", owner, target, skill, action);
//if hit type isn't evade or miss
if (((action.hitType & HitType.Evade) | (action.hitType & HitType.Miss)) == 0)
hitTarget = true;
actions.AddRange(action.GetAllActions());
}
}
// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
BattleAction[] errors = (BattleAction[])actions.ToArray().Clone();
owner.OnAbility(this, actions.ToArray(), skill, ref errors);
owner.DoBattleAction(skill.id, skill.battleAnimation, actions);
owner.DoBattleCommand(skill, "ability");
}
public override void TryInterrupt()