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This commit is contained in:
Filip Maj 2022-02-05 18:14:23 -05:00
parent 37d04344ae
commit f374ee3be9
35 changed files with 38 additions and 38 deletions

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@ -14,6 +14,6 @@ local attackMagicHandlers = {
} }
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8) function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Ability(command.actorId, targetActor); player.Ability(command.Id, targetActor);
player:endEvent(); player:endEvent();
end end

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@ -14,7 +14,7 @@ local attackMagicHandlers = {
} }
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8) function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Ability(command.actorId, targetActor); player.Ability(command.Id, targetActor);
player:endEvent(); player:endEvent();
end end

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@ -14,6 +14,6 @@ local attackMagicHandlers = {
} }
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8) function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor); player.Cast(command.Id, targetActor);
player:endEvent(); player:endEvent();
end; end;

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@ -21,6 +21,6 @@ function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, ta
if not player.aiContainer.IsEngaged() then if not player.aiContainer.IsEngaged() then
player.Engage(targetActor); player.Engage(targetActor);
end; end;
player.WeaponSkill(command.actorId, targetActor); player.WeaponSkill(command.Id, targetActor);
player:endEvent(); player:endEvent();
end; end;

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@ -133,8 +133,8 @@ function onEventStarted(player, command, triggerName)
return; return;
end end
if (weaponskillHandlers[command.actorId] ~= nil) then if (weaponskillHandlers[command.Id] ~= nil) then
weaponskillHandlers[command.actorId](player); weaponskillHandlers[command.Id](player);
else else
player:SendMessage(0x20, "", "That weaponskill is not implemented yet."); player:SendMessage(0x20, "", "That weaponskill is not implemented yet.");
end end

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@ -1,5 +1,5 @@
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8) function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor); player.Cast(command.Id, targetActor);
player:endEvent(); player:endEvent();
end end

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@ -1,5 +1,5 @@
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8) function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor); player.Cast(command.Id, targetActor);
player:endEvent(); player:endEvent();
end end

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@ -21,6 +21,6 @@ function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, ta
if not player.aiContainer.IsEngaged() then if not player.aiContainer.IsEngaged() then
player.Engage(targetActor); player.Engage(targetActor);
end; end;
player.WeaponSkill(command.actorId, targetActor); player.WeaponSkill(command.Id, targetActor);
player:endEvent(); player:endEvent();
end; end;

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@ -1,5 +1,5 @@
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8) function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor); player.Cast(command.Id, targetActor);
player:endEvent(); player:endEvent();
end end

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@ -1,5 +1,5 @@
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8) function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor); player.Cast(command.Id, targetActor);
player:endEvent(); player:endEvent();
end end

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@ -2,6 +2,6 @@
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8) function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor); player.Cast(command.Id, targetActor);
player:endEvent(); player:endEvent();
end end

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@ -1,5 +1,5 @@
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8) function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor); player.Cast(command.Id, targetActor);
player:endEvent(); player:endEvent();
end end

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@ -10,6 +10,6 @@ Finds the correct weaponskill subscript to fire when a weaponskill actor is acti
--]] --]]
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8) function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Ability(command.actorId, targetActor); player.Ability(command.Id, targetActor);
player:endEvent(); player:endEvent();
end; end;

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@ -14,6 +14,6 @@ local attackMagicHandlers = {
} }
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8) function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
player.Cast(command.actorId, targetActor); player.Cast(command.Id, targetActor);
player:endEvent(); player:endEvent();
end; end;

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@ -24,7 +24,7 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
local amount = buff.GetExtra(); local amount = buff.GetExtra();
caster.AddMP(amount); caster.AddMP(amount);
actionContainer.AddMPAction(caster.actorId, 33007, amount); actionContainer.AddMPAction(caster.Id, 33007, amount);
caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329); caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
else else
--Blissful mind takes 25% of CURRENT HP and begins storing MP up to that point, at which point the buff changes to indicate its full --Blissful mind takes 25% of CURRENT HP and begins storing MP up to that point, at which point the buff changes to indicate its full

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@ -15,7 +15,7 @@ function onTrigger(player, argc)
if player then if player then
if player.target then if player.target then
print("hi") print("hi")
local id = player.target.actorId local id = player.target.Id
print("hi") print("hi")
player.currentParty:AddMember(id); player.currentParty:AddMember(id);
player.target.currentParty = player.currentParty; player.target.currentParty = player.currentParty;

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@ -23,7 +23,7 @@ function onTrigger(player)
player:SendMessage(messageID, sender, string.format("Position (XYZ-O): %.3f, %.3f, %.3f - %.3f", targetActor.positionX, targetActor.positionY, targetActor.positionZ, targetActor.rotation)); player:SendMessage(messageID, sender, string.format("Position (XYZ-O): %.3f, %.3f, %.3f - %.3f", targetActor.positionX, targetActor.positionY, targetActor.positionZ, targetActor.rotation));
player:SendMessage(messageID, sender, string.format("Actor ID: 0x%X", targetActor.actorId)); player:SendMessage(messageID, sender, string.format("Actor ID: 0x%X", targetActor.Id));
player:SendMessage(messageID, sender, string.format("Class ID: %d", targetActor:GetActorClassId())); player:SendMessage(messageID, sender, string.format("Class ID: %d", targetActor:GetActorClassId()));
player:SendMessage(messageID, sender, string.format("Class Name: %s", targetActor.className)); player:SendMessage(messageID, sender, string.format("Class Name: %s", targetActor.className));
end end

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@ -46,13 +46,13 @@ function onTrigger(player, argc, command, var1, var2, var3)
q2 = GetStaticActor(var1); q2 = GetStaticActor(var1);
if q2 ~= nil then if q2 ~= nil then
q3 = q2.actorId; q3 = q2.Id;
message = ("removing quest "..var1); message = ("removing quest "..var1);
printf(q3); printf(q3);
q4 = bit32.band(q3, 0xA0F00000); q4 = bit32.band(q3, 0xA0F00000);
printf(q4); printf(q4);
--player:RemoveQuest(quest.actorName); --player:RemoveQuest(quest.Name);
end end
else else
message = ("remove error: either incorrect ID or quest "..var1.." isn't active on character"); message = ("remove error: either incorrect ID or quest "..var1.." isn't active on character");

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@ -16,7 +16,7 @@ function onTrigger(player, argc)
if player and player.currentTarget then if player and player.currentTarget then
local actor = GetWorldManager():GetActorInWorld(player.currentTarget) or nil; local actor = GetWorldManager():GetActorInWorld(player.currentTarget) or nil;
actor.Ability(23459, actor.actorId); actor.Ability(23459, actor.Id);
else else
print(sender.."unable to add experience, ensure player name is valid."); print(sender.."unable to add experience, ensure player name is valid.");

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@ -24,6 +24,6 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
if caster != target then if caster != target then
caster.AddHP(action.amount / 2) caster.AddHP(action.amount / 2)
--33012: You recover [amount] HP. --33012: You recover [amount] HP.
actionContainer.AddHPAbsorbAction(caster.actorId, 33012, (action.amount / 2)); actionContainer.AddHPAbsorbAction(caster.Id, 33012, (action.amount / 2));
end end
end; end;

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@ -39,6 +39,6 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
caster.AddMP(mpToReturn); caster.AddMP(mpToReturn);
--30452: You recover x MP. --30452: You recover x MP.
actionContainer.AddMPAbsorbAction(caster.actorId, 30452, mpToReturn); actionContainer.AddMPAbsorbAction(caster.Id, 30452, mpToReturn);
end end
end; end;

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@ -14,8 +14,8 @@ function onCreate(starterPlayer, contentArea, director)
mob1 = GetWorldManager().SpawnBattleNpcById(3, contentArea); mob1 = GetWorldManager().SpawnBattleNpcById(3, contentArea);
mob2 = GetWorldManager().SpawnBattleNpcById(4, contentArea); mob2 = GetWorldManager().SpawnBattleNpcById(4, contentArea);
mob3 = GetWorldManager().SpawnBattleNpcById(5, contentArea); mob3 = GetWorldManager().SpawnBattleNpcById(5, contentArea);
starterPlayer.currentParty:AddMember(papalymo.actorId); starterPlayer.currentParty:AddMember(papalymo.Id);
starterPlayer.currentParty:AddMember(yda.actorId); starterPlayer.currentParty:AddMember(yda.Id);
starterPlayer:SetMod(modifiersGlobal.MinimumHpLock, 1); starterPlayer:SetMod(modifiersGlobal.MinimumHpLock, 1);

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@ -14,6 +14,6 @@ function onBlock(effect, attacker, defender, skill, action, actionContainer)
--33008: You recover x HP from Aegis Boon --33008: You recover x HP from Aegis Boon
defender.AddHP(absorbAmount); defender.AddHP(absorbAmount);
actionContainer.AddHPAction(defender.actorId, 33008, absorbAmount); actionContainer.AddHPAction(defender.Id, 33008, absorbAmount);
defender.statusEffects.RemoveStatusEffect(effect, actionContainer); defender.statusEffects.RemoveStatusEffect(effect, actionContainer);
end; end;

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@ -18,7 +18,7 @@ function onHit(effect, attacker, defender, skill, action, actionContainer)
attacker.AddHP(absorbAmount); attacker.AddHP(absorbAmount);
--30332: You absorb hp from target --30332: You absorb hp from target
actionContainer.AddHPAbsorbAction(defender.actorId, 30332, absorbAmount) actionContainer.AddHPAbsorbAction(defender.Id, 30332, absorbAmount)
--Bloodbath is lost after absorbing hp --Bloodbath is lost after absorbing hp
defender.statusEffects.RemoveStatusEffect(effect,actionContainer, 30331, false); defender.statusEffects.RemoveStatusEffect(effect,actionContainer, 30331, false);
end end

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@ -22,7 +22,7 @@ function onDamageTaken(effect, attacker, defender, skill, action, actionContaine
defender.AddHP(absorbAmount); defender.AddHP(absorbAmount);
--30451: You recover [absorbAmount] HP. --30451: You recover [absorbAmount] HP.
actionContainer.AddHPAction(defender.actorId, 30451, absorbAmount) actionContainer.AddHPAction(defender.Id, 30451, absorbAmount)
--Dread Spike is lost after absorbing hp --Dread Spike is lost after absorbing hp
defender.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false); defender.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
end end

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@ -20,7 +20,7 @@ function onEvade(effect, attacker, defender, skill, action, actionContainer)
local mpToReturn = percent * action.amountMitigated; local mpToReturn = percent * action.amountMitigated;
defender.AddMP(math.ceil(mpToReturn)); defender.AddMP(math.ceil(mpToReturn));
--33010: You recover x MP from Featherfoot --33010: You recover x MP from Featherfoot
actionContainer.AddMPAction(defender.actorId, 33010, mpToReturn); actionContainer.AddMPAction(defender.Id, 33010, mpToReturn);
--Featherfoot is lost after evading --Featherfoot is lost after evading
defender.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false); defender.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
end; end;

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@ -14,6 +14,6 @@ function onHit(effect, attacker, defender, skill, action, actionContainer)
local amount = math.floor((healPercent * action.amount) + 1); local amount = math.floor((healPercent * action.amount) + 1);
attacker.AddHP(amount); attacker.AddHP(amount);
actionContainer.AddHPAbsorbAction(defender.actorId, 30332, amount); actionContainer.AddHPAbsorbAction(defender.Id, 30332, amount);
end end
end; end;

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@ -10,6 +10,6 @@ function onHit(effect, attacker, defender, skill, action, actionContainer)
local amount = math.floor((healPercent * action.amount) + 1); local amount = math.floor((healPercent * action.amount) + 1);
attacker.AddHP(amount); attacker.AddHP(amount);
actionContainer.AddHPAbsorbAction(defender.actorId, 30332, amount); actionContainer.AddHPAbsorbAction(defender.Id, 30332, amount);
end end
end; end;

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@ -14,6 +14,6 @@ function onHit(effect, attacker, defender, skill, action, actionContainer)
local amount = math.floor((healPercent * action.amount) + 1); local amount = math.floor((healPercent * action.amount) + 1);
attacker.AddHP(amount); attacker.AddHP(amount);
actionContainer.AddHPAbsorbAction(defender.actorId, 30332, amount); actionContainer.AddHPAbsorbAction(defender.Id, 30332, amount);
end end
end; end;

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@ -6,7 +6,7 @@ function onHit(effect, attacker, defender, skill, action, actionContainer)
--Necrogenesis returns 75% of damage done rounded up(?) as MP. --Necrogenesis returns 75% of damage done rounded up(?) as MP.
local hpToReturn = math.ceil(0.75 * action.amount); local hpToReturn = math.ceil(0.75 * action.amount);
attacker.AddHP(hpToReturn); attacker.AddHP(hpToReturn);
actionContainer.AddHPAbsorbAction(defender.actorId, 33012, hpToReturn); actionContainer.AddHPAbsorbAction(defender.Id, 33012, hpToReturn);
attacker.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false); attacker.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
end end
end end

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@ -19,6 +19,6 @@ function onBlock(effect, attacker, defender, skill, action, actionContainer)
local mpToReturn = math.ceil(0.10 * action.amount); local mpToReturn = math.ceil(0.10 * action.amount);
defender.AddMP(math.ceil(mpToReturn)); defender.AddMP(math.ceil(mpToReturn));
--33009: You recover x MP from Outmaneuver --33009: You recover x MP from Outmaneuver
actionContainer.AddMPAction(defender.actorId, 33009, mpToReturn); actionContainer.AddMPAction(defender.Id, 33009, mpToReturn);
end end
end; end;

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@ -27,7 +27,7 @@ function onCrit(effect, attacker, defender, skill, action, actionContainer)
healAmount = math.Clamp(healAmount, 0, attacker.GetMaxHP() - attacker.GetHP()); healAmount = math.Clamp(healAmount, 0, attacker.GetMaxHP() - attacker.GetHP());
attacker.AddHP(healAmount); attacker.AddHP(healAmount);
--33012: You recover [healAmount] HP. --33012: You recover [healAmount] HP.
actionContainer.AddHPAbsorbAction(defender.actorId, 33008, healAmount); actionContainer.AddHPAbsorbAction(defender.Id, 33008, healAmount);
end; end;
--"Effect fades over time" --"Effect fades over time"

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@ -4,5 +4,5 @@ require("modifiers")
function onDamageTaken(effect, attacker, defender, skill, action, actionContainer) function onDamageTaken(effect, attacker, defender, skill, action, actionContainer)
local mpToRestore = action.amount * 0.30; local mpToRestore = action.amount * 0.30;
defender.AddMP(mpToRestore); defender.AddMP(mpToRestore);
actionContainer.AddMPAction(defender.actorId, 33011, mpToRestore); actionContainer.AddMPAction(defender.Id, 33011, mpToRestore);
end end

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@ -18,5 +18,5 @@ end;
function onDamageTaken(effect, attacker, defender, skill, action, actionContainer) function onDamageTaken(effect, attacker, defender, skill, action, actionContainer)
local mpToRestore = action.amount * 0.30; local mpToRestore = action.amount * 0.30;
defender.AddMP(mpToRestore); defender.AddMP(mpToRestore);
actionContainer.AddMPAction(defender.actorId, 33011, mpToRestore); actionContainer.AddMPAction(defender.Id, 33011, mpToRestore);
end end

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@ -10,6 +10,6 @@ function onDamageTaken(effect, attacker, defender, skill, action, actionContaine
--30350: Counter! You hit target for x points of damage --30350: Counter! You hit target for x points of damage
--There are counter messages for blocks, can Vengeance be blocked/parried? --There are counter messages for blocks, can Vengeance be blocked/parried?
attacker.DelHP(amount, actionContainer); attacker.DelHP(amount, actionContainer);
actionContainer.AddHitAction(attacker.actorId, 30350, amount); actionContainer.AddHitAction(attacker.Id, 30350, amount);
end; end;
end; end;