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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
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@ -14,6 +14,6 @@ local attackMagicHandlers = {
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}
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}
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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player.Ability(command.actorId, targetActor);
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player.Ability(command.Id, targetActor);
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player:endEvent();
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player:endEvent();
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end
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end
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@ -14,7 +14,7 @@ local attackMagicHandlers = {
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}
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}
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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player.Ability(command.actorId, targetActor);
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player.Ability(command.Id, targetActor);
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player:endEvent();
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player:endEvent();
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end
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end
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@ -14,6 +14,6 @@ local attackMagicHandlers = {
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}
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}
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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player.Cast(command.actorId, targetActor);
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player.Cast(command.Id, targetActor);
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player:endEvent();
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player:endEvent();
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end;
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end;
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@ -21,6 +21,6 @@ function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, ta
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if not player.aiContainer.IsEngaged() then
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if not player.aiContainer.IsEngaged() then
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player.Engage(targetActor);
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player.Engage(targetActor);
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end;
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end;
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player.WeaponSkill(command.actorId, targetActor);
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player.WeaponSkill(command.Id, targetActor);
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player:endEvent();
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player:endEvent();
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end;
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end;
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@ -133,8 +133,8 @@ function onEventStarted(player, command, triggerName)
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return;
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return;
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end
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end
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if (weaponskillHandlers[command.actorId] ~= nil) then
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if (weaponskillHandlers[command.Id] ~= nil) then
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weaponskillHandlers[command.actorId](player);
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weaponskillHandlers[command.Id](player);
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else
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else
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player:SendMessage(0x20, "", "That weaponskill is not implemented yet.");
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player:SendMessage(0x20, "", "That weaponskill is not implemented yet.");
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end
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end
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@ -1,5 +1,5 @@
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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player.Cast(command.actorId, targetActor);
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player.Cast(command.Id, targetActor);
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player:endEvent();
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player:endEvent();
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end
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end
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@ -1,5 +1,5 @@
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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player.Cast(command.actorId, targetActor);
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player.Cast(command.Id, targetActor);
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player:endEvent();
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player:endEvent();
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end
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end
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@ -21,6 +21,6 @@ function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, ta
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if not player.aiContainer.IsEngaged() then
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if not player.aiContainer.IsEngaged() then
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player.Engage(targetActor);
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player.Engage(targetActor);
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end;
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end;
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player.WeaponSkill(command.actorId, targetActor);
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player.WeaponSkill(command.Id, targetActor);
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player:endEvent();
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player:endEvent();
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end;
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end;
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@ -1,5 +1,5 @@
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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player.Cast(command.actorId, targetActor);
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player.Cast(command.Id, targetActor);
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player:endEvent();
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player:endEvent();
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end
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end
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@ -1,5 +1,5 @@
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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player.Cast(command.actorId, targetActor);
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player.Cast(command.Id, targetActor);
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player:endEvent();
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player:endEvent();
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end
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end
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@ -2,6 +2,6 @@
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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player.Cast(command.actorId, targetActor);
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player.Cast(command.Id, targetActor);
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player:endEvent();
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player:endEvent();
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end
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end
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@ -1,5 +1,5 @@
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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player.Cast(command.actorId, targetActor);
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player.Cast(command.Id, targetActor);
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player:endEvent();
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player:endEvent();
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end
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end
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@ -10,6 +10,6 @@ Finds the correct weaponskill subscript to fire when a weaponskill actor is acti
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--]]
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--]]
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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player.Ability(command.actorId, targetActor);
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player.Ability(command.Id, targetActor);
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player:endEvent();
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player:endEvent();
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end;
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end;
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@ -14,6 +14,6 @@ local attackMagicHandlers = {
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}
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}
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
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player.Cast(command.actorId, targetActor);
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player.Cast(command.Id, targetActor);
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player:endEvent();
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player:endEvent();
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end;
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end;
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@ -24,7 +24,7 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
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local amount = buff.GetExtra();
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local amount = buff.GetExtra();
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caster.AddMP(amount);
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caster.AddMP(amount);
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actionContainer.AddMPAction(caster.actorId, 33007, amount);
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actionContainer.AddMPAction(caster.Id, 33007, amount);
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caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
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caster.statusEffects.RemoveStatusEffect(buff, actionContainer, 30329);
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else
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else
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--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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--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)
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if player then
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if player then
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if player.target then
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if player.target then
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print("hi")
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print("hi")
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local id = player.target.actorId
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local id = player.target.Id
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print("hi")
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print("hi")
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player.currentParty:AddMember(id);
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player.currentParty:AddMember(id);
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player.target.currentParty = player.currentParty;
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player.target.currentParty = player.currentParty;
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@ -23,7 +23,7 @@ function onTrigger(player)
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player:SendMessage(messageID, sender, string.format("Position (XYZ-O): %.3f, %.3f, %.3f - %.3f", targetActor.positionX, targetActor.positionY, targetActor.positionZ, targetActor.rotation));
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player:SendMessage(messageID, sender, string.format("Position (XYZ-O): %.3f, %.3f, %.3f - %.3f", targetActor.positionX, targetActor.positionY, targetActor.positionZ, targetActor.rotation));
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player:SendMessage(messageID, sender, string.format("Actor ID: 0x%X", targetActor.actorId));
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player:SendMessage(messageID, sender, string.format("Actor ID: 0x%X", targetActor.Id));
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player:SendMessage(messageID, sender, string.format("Class ID: %d", targetActor:GetActorClassId()));
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player:SendMessage(messageID, sender, string.format("Class ID: %d", targetActor:GetActorClassId()));
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player:SendMessage(messageID, sender, string.format("Class Name: %s", targetActor.className));
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player:SendMessage(messageID, sender, string.format("Class Name: %s", targetActor.className));
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end
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end
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@ -46,13 +46,13 @@ function onTrigger(player, argc, command, var1, var2, var3)
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q2 = GetStaticActor(var1);
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q2 = GetStaticActor(var1);
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if q2 ~= nil then
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if q2 ~= nil then
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q3 = q2.actorId;
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q3 = q2.Id;
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message = ("removing quest "..var1);
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message = ("removing quest "..var1);
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printf(q3);
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printf(q3);
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q4 = bit32.band(q3, 0xA0F00000);
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q4 = bit32.band(q3, 0xA0F00000);
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printf(q4);
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printf(q4);
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--player:RemoveQuest(quest.actorName);
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--player:RemoveQuest(quest.Name);
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end
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end
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else
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else
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message = ("remove error: either incorrect ID or quest "..var1.." isn't active on character");
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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)
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if player and player.currentTarget then
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if player and player.currentTarget then
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local actor = GetWorldManager():GetActorInWorld(player.currentTarget) or nil;
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local actor = GetWorldManager():GetActorInWorld(player.currentTarget) or nil;
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actor.Ability(23459, actor.actorId);
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actor.Ability(23459, actor.Id);
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else
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else
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print(sender.."unable to add experience, ensure player name is valid.");
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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)
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if caster != target then
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if caster != target then
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caster.AddHP(action.amount / 2)
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caster.AddHP(action.amount / 2)
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--33012: You recover [amount] HP.
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--33012: You recover [amount] HP.
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actionContainer.AddHPAbsorbAction(caster.actorId, 33012, (action.amount / 2));
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actionContainer.AddHPAbsorbAction(caster.Id, 33012, (action.amount / 2));
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end
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end
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end;
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end;
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@ -39,6 +39,6 @@ function onSkillFinish(caster, target, skill, action, actionContainer)
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caster.AddMP(mpToReturn);
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caster.AddMP(mpToReturn);
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--30452: You recover x MP.
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--30452: You recover x MP.
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actionContainer.AddMPAbsorbAction(caster.actorId, 30452, mpToReturn);
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actionContainer.AddMPAbsorbAction(caster.Id, 30452, mpToReturn);
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end
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end
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end;
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end;
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@ -14,8 +14,8 @@ function onCreate(starterPlayer, contentArea, director)
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mob1 = GetWorldManager().SpawnBattleNpcById(3, contentArea);
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mob1 = GetWorldManager().SpawnBattleNpcById(3, contentArea);
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mob2 = GetWorldManager().SpawnBattleNpcById(4, contentArea);
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mob2 = GetWorldManager().SpawnBattleNpcById(4, contentArea);
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mob3 = GetWorldManager().SpawnBattleNpcById(5, contentArea);
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mob3 = GetWorldManager().SpawnBattleNpcById(5, contentArea);
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starterPlayer.currentParty:AddMember(papalymo.actorId);
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starterPlayer.currentParty:AddMember(papalymo.Id);
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starterPlayer.currentParty:AddMember(yda.actorId);
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starterPlayer.currentParty:AddMember(yda.Id);
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starterPlayer:SetMod(modifiersGlobal.MinimumHpLock, 1);
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starterPlayer:SetMod(modifiersGlobal.MinimumHpLock, 1);
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@ -14,6 +14,6 @@ function onBlock(effect, attacker, defender, skill, action, actionContainer)
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--33008: You recover x HP from Aegis Boon
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--33008: You recover x HP from Aegis Boon
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defender.AddHP(absorbAmount);
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defender.AddHP(absorbAmount);
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actionContainer.AddHPAction(defender.actorId, 33008, absorbAmount);
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actionContainer.AddHPAction(defender.Id, 33008, absorbAmount);
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defender.statusEffects.RemoveStatusEffect(effect, actionContainer);
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defender.statusEffects.RemoveStatusEffect(effect, actionContainer);
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end;
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end;
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@ -18,7 +18,7 @@ function onHit(effect, attacker, defender, skill, action, actionContainer)
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attacker.AddHP(absorbAmount);
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attacker.AddHP(absorbAmount);
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--30332: You absorb hp from target
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--30332: You absorb hp from target
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actionContainer.AddHPAbsorbAction(defender.actorId, 30332, absorbAmount)
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actionContainer.AddHPAbsorbAction(defender.Id, 30332, absorbAmount)
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--Bloodbath is lost after absorbing hp
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--Bloodbath is lost after absorbing hp
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defender.statusEffects.RemoveStatusEffect(effect,actionContainer, 30331, false);
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defender.statusEffects.RemoveStatusEffect(effect,actionContainer, 30331, false);
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end
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end
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@ -22,7 +22,7 @@ function onDamageTaken(effect, attacker, defender, skill, action, actionContaine
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defender.AddHP(absorbAmount);
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defender.AddHP(absorbAmount);
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--30451: You recover [absorbAmount] HP.
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--30451: You recover [absorbAmount] HP.
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actionContainer.AddHPAction(defender.actorId, 30451, absorbAmount)
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actionContainer.AddHPAction(defender.Id, 30451, absorbAmount)
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--Dread Spike is lost after absorbing hp
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--Dread Spike is lost after absorbing hp
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defender.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
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defender.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
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end
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end
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@ -20,7 +20,7 @@ function onEvade(effect, attacker, defender, skill, action, actionContainer)
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local mpToReturn = percent * action.amountMitigated;
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local mpToReturn = percent * action.amountMitigated;
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defender.AddMP(math.ceil(mpToReturn));
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defender.AddMP(math.ceil(mpToReturn));
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--33010: You recover x MP from Featherfoot
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--33010: You recover x MP from Featherfoot
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actionContainer.AddMPAction(defender.actorId, 33010, mpToReturn);
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actionContainer.AddMPAction(defender.Id, 33010, mpToReturn);
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--Featherfoot is lost after evading
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--Featherfoot is lost after evading
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defender.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
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defender.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
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end;
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end;
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@ -14,6 +14,6 @@ function onHit(effect, attacker, defender, skill, action, actionContainer)
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local amount = math.floor((healPercent * action.amount) + 1);
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local amount = math.floor((healPercent * action.amount) + 1);
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attacker.AddHP(amount);
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attacker.AddHP(amount);
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actionContainer.AddHPAbsorbAction(defender.actorId, 30332, amount);
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actionContainer.AddHPAbsorbAction(defender.Id, 30332, amount);
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end
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end
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end;
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end;
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@ -10,6 +10,6 @@ function onHit(effect, attacker, defender, skill, action, actionContainer)
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local amount = math.floor((healPercent * action.amount) + 1);
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local amount = math.floor((healPercent * action.amount) + 1);
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attacker.AddHP(amount);
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attacker.AddHP(amount);
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actionContainer.AddHPAbsorbAction(defender.actorId, 30332, amount);
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actionContainer.AddHPAbsorbAction(defender.Id, 30332, amount);
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end
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end
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end;
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end;
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@ -14,6 +14,6 @@ function onHit(effect, attacker, defender, skill, action, actionContainer)
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local amount = math.floor((healPercent * action.amount) + 1);
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local amount = math.floor((healPercent * action.amount) + 1);
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attacker.AddHP(amount);
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attacker.AddHP(amount);
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actionContainer.AddHPAbsorbAction(defender.actorId, 30332, amount);
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actionContainer.AddHPAbsorbAction(defender.Id, 30332, amount);
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end
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end
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end;
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end;
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@ -6,7 +6,7 @@ function onHit(effect, attacker, defender, skill, action, actionContainer)
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--Necrogenesis returns 75% of damage done rounded up(?) as MP.
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--Necrogenesis returns 75% of damage done rounded up(?) as MP.
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local hpToReturn = math.ceil(0.75 * action.amount);
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local hpToReturn = math.ceil(0.75 * action.amount);
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attacker.AddHP(hpToReturn);
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attacker.AddHP(hpToReturn);
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actionContainer.AddHPAbsorbAction(defender.actorId, 33012, hpToReturn);
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actionContainer.AddHPAbsorbAction(defender.Id, 33012, hpToReturn);
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attacker.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
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attacker.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
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end
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end
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end
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end
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@ -19,6 +19,6 @@ function onBlock(effect, attacker, defender, skill, action, actionContainer)
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local mpToReturn = math.ceil(0.10 * action.amount);
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local mpToReturn = math.ceil(0.10 * action.amount);
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defender.AddMP(math.ceil(mpToReturn));
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defender.AddMP(math.ceil(mpToReturn));
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--33009: You recover x MP from Outmaneuver
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--33009: You recover x MP from Outmaneuver
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actionContainer.AddMPAction(defender.actorId, 33009, mpToReturn);
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actionContainer.AddMPAction(defender.Id, 33009, mpToReturn);
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end
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end
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end;
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end;
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@ -27,7 +27,7 @@ function onCrit(effect, attacker, defender, skill, action, actionContainer)
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healAmount = math.Clamp(healAmount, 0, attacker.GetMaxHP() - attacker.GetHP());
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healAmount = math.Clamp(healAmount, 0, attacker.GetMaxHP() - attacker.GetHP());
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attacker.AddHP(healAmount);
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attacker.AddHP(healAmount);
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--33012: You recover [healAmount] HP.
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--33012: You recover [healAmount] HP.
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actionContainer.AddHPAbsorbAction(defender.actorId, 33008, healAmount);
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actionContainer.AddHPAbsorbAction(defender.Id, 33008, healAmount);
|
||||||
end;
|
end;
|
||||||
|
|
||||||
--"Effect fades over time"
|
--"Effect fades over time"
|
||||||
|
@ -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
|
@ -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
|
@ -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;
|
Loading…
Reference in New Issue
Block a user