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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
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
105 lines
4.8 KiB
Lua
105 lines
4.8 KiB
Lua
HitEffect =
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{
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--All HitEffects have the last byte 0x8
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HitEffectType = 134217728, --8 << 24
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--Status effects use 32 <<,24
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StatusEffectType = 536870912,--32 << 24,
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--Heal effects use 48 << 24
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MagicEffectType = 805306368,--48 << 24
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--Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
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--These are the recoil animations that play on the target, ranging from weak to strong.
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--The recoil that gets set was likely based on the percentage of HP lost from the attack.
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--These are used for resists for spells. RecoilLV1 is a full resist, RecoilLv2 is a partial resist, RecoilLv3 is no resist, CriticalHit is a crit
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RecoilLv1 = 0,
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RecoilLv2 = 1,
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RecoilLv3 = 2,
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--Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
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CriticalHit = 3,
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--Hit visual and sound effects when connecting with the target.
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--Mixing these flags together will yield different results.
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--Each visual likely relates to a specific weapon.
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--Ex: HitVisual4 flag alone appears to be the visual and sound effect for hand-to-hand attacks.
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--HitVisual is probably based on attack property.
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--HitVisual1 is for slashing attacks
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--HitVisual2 is for piercing attacks
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--HitVisual1 | Hitvisual2 is for blunt attacks
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--HitVisual3 is for projectile attacks
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--Basically, takes the attack property as defined by the weapon and shifts it left 2
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--For auto attacks attack property is weapon's damageAttributeType1
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--Still not totally sure how this works with weaponskills or what hitvisual4 or the other combinations are for
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HitVisual1 = 4,
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HitVisual2 = 8,
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HitVisual3 = 16,
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HitVisual4 = 32,
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--An additional visual effect that plays on the target when attacked if:
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--The attack is physical and they have the protect buff on.
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--The attack is magical and they have the shell buff on.
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--Special Note: Shell was removed in later versions of the game.
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--Another effect plays when both Protect and Shell flags are activated.
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--Not sure what this effect is.
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--Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied.
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Protect = 64,
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Shell = 128,
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ProtectShellSpecial = 192,-- Protect | Shell,
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Heal = 256,-- Required for heal text to be blue along with HealEffectType, not sure if that's all it's used for
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MP = 512,
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--If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
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--If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
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HitEffect1 = 512,
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HitEffect2 = 1024, --Plays the standard hit visual effect, but with no sound if used alone.
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HitEffect3 = 2048, --Yellow effect, crit?
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HitEffect4 = 4096, --Plays the blocking animation
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HitEffect5 = 8192,
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GustyHitEffect = 3072,--HitEffect3 | HitEffect2,
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GreenTintedHitEffect = 4608,-- HitEffect4 | HitEffect1,
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--For specific animations
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Miss = 0,
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Evade = 512,
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Hit = 1536, --HitEffect1 | HitEffect2,
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Parry = 3584, --Hit | HitEffect3,
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Block = 4096,
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Crit = 2048,
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--Knocks you back away from the attacker.
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KnockbackLv1 = 5632,-- HitEffect4 | HitEffect2 | HitEffect1,
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KnockbackLv2 = 6144,-- HitEffect4 | HitEffect3,
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KnockbackLv3 = 6656,-- HitEffect4 | HitEffect3 | HitEffect1,
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KnockbackLv4 = 7168,-- HitEffect4 | HitEffect3 | HitEffect2,
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KnockbackLv5 = 7680,-- HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1,
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--Knocks you away from the attacker in a counter-clockwise direction.
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KnockbackCounterClockwiseLv1 = 8192,
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KnockbackCounterClockwiseLv2 = 8704,-- HitEffect5 | HitEffect1,
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--Knocks you away from the attacker in a clockwise direction.
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KnockbackClockwiseLv1 = 9216,-- HitEffect5 | HitEffect2,
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KnockbackClockwiseLv2 = 9728,-- HitEffect5 | HitEffect2 | HitEffect1,
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--Completely drags target to the attacker, even across large distances.
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DrawIn = 10240,-- HitEffect5 | HitEffect3,
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--An additional visual effect that plays on the target based on according buff.
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UnknownShieldEffect = 12288,-- HitEffect5 | HitEffect4,
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Stoneskin = 12800,-- HitEffect5 | HitEffect4 | HitEffect1,
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--Unknown = 1 << 14, -- Not sure what this flag does; might be another HitEffect.
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--A special effect when performing appropriate skill combos in succession.
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--Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
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--Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
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SkillCombo1 = 32768,
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SkillCombo2 = 65536,
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SkillCombo3 = 98304,-- SkillCombo1 | SkillCombo2,
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SkillCombo4 = 131072
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--Flags beyond here are unknown/untested.
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} |