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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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@@ -21,7 +21,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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this.startTime = DateTime.Now;
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// todo: lookup skill from global table
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this.skill = Server.GetWorldManager().GetAbility(skillId);
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this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillPrepare", owner, target, skill);
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// todo: check recast
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@@ -109,10 +109,11 @@ 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 = (uint)HitEffect.Hit;
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action.param = 1;
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action.param = 1; // HitDirection
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action.unknown = 1;
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action.targetId = chara.actorId;
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action.worldMasterTextId = skill.worldMasterTextId;
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action.animation = skill.battleAnimation;
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// evasion, miss, dodge, etc to be handled in script, calling helpers from scripts/weaponskills.lua
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action.amount = (ushort)lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillFinish", owner, target, skill, action);
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actions[i++] = action;
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@@ -121,7 +122,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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}
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owner.zone.BroadcastPacketAroundActor(owner,
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skill.aoeType != TargetFindAOEType.None ? (BattleActionX10Packet.BuildPacket(owner.target.actorId, owner.actorId, skill.battleAnimation, skill.id, actions)) :
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skill.aoeType != TargetFindAOEType.None ? (BattleActionX10Packet.BuildPacket(owner.target.actorId, owner.actorId, actions[0].animation, skill.id, actions)) :
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BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, target.actorId, skill.battleAnimation, actions[0].effectId, actions[0].worldMasterTextId, skill.id, actions[0].amount, actions[0].param)
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);
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}
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