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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
renamed tables for consistency
- added magic.lua (todo: enumerate modifiers and stuff) - moved aggro handling to session position update - some cleanup
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@@ -24,7 +24,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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this.startPos = owner.GetPosAsVector3();
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this.startTime = DateTime.Now;
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// todo: lookup spell from global table
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this.spell = Server.GetWorldManager().GetAbility(spellId);
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this.spell = Server.GetWorldManager().GetBattleCommand(spellId);
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicPrepare", owner, target, spell);
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// todo: check recast
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@@ -125,20 +125,21 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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var action = new BattleAction();
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action.effectId = spell.effectAnimation;
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action.param = 1;
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action.param = (byte)HitDirection.None; // HitDirection (magic shouldnt need this afaik)
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action.unknown = 1;
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action.targetId = chara.actorId;
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action.worldMasterTextId = spell.worldMasterTextId;
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action.animation = spell.battleAnimation;
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action.amount = (ushort)lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicFinish", owner, chara, spell, action);
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actions[i++] = action;
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//packets.Add(BattleActionX01Packet.BuildPacket(chara.actorId, owner.actorId, action.targetId, spell.battleAnimation, action.effectId, action.worldMasterTextId, spell.id, action.amount, action.param));
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}
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owner.zone.BroadcastPacketAroundActor(owner,
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spell.aoeType != TargetFindAOEType.None ? (BattleActionX10Packet.BuildPacket(owner.target.actorId, owner.actorId, spell.battleAnimation, spell.id, actions)) :
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spell.aoeType != TargetFindAOEType.None ? (BattleActionX10Packet.BuildPacket(owner.actorId, owner.actorId, actions[0].animation, spell.id, actions)) :
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BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, target.actorId, spell.battleAnimation, actions[0].effectId, actions[0].worldMasterTextId, spell.id, actions[0].amount, actions[0].param)
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);
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owner.zone.BroadcastPacketsAroundActor(owner, packets);
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//owner.zone.BroadcastPacketsAroundActor(owner, packets);
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}
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public override void TryInterrupt()
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