project-meteor-server/data/scripts/commands/EquipAbilityCommand.lua
yogurt b8d6a943aa Combat changes and bug fixes
Added the combo and proc systems
Added scripts for most weaponskill and spells as well as some abilities and status effects
Added support for multihit attacks
Added AbilityState for abilities
Added hiteffects that change based on an attack's parameters
Added positionals

Changed how targeting works for battlecommands

Fixed bug that occurred when moving or swapping hotbar commands
Fixed bug that occurred when losing status effects
2018-02-15 13:20:46 -06:00

85 lines
3.4 KiB
Lua

require ("global")
--player: Player that called this command
--equipAbilityWidget: Widget that calls this command
--triggername: Event Starter ?
--slot: Which slot the ability will go into
--commandid: command being equipped
function onEventStarted(player, equipAbilityWidget, triggername, slot, commandid, unkown, arg1, arg2, arg3, arg4, arg5, arg6)
local worldManager = GetWorldManager();
local ability = worldManager:GetBattleCommand(commandid);
--Equip
if (commandid > 0) then
--[[]]
--Can the player equip any more cross class actions
if (player.charaWork.parameterTemp.otherClassAbilityCount[0] >= player.charaWork.parameterTemp.otherClassAbilityCount[1]) then
--"You cannot set any more actions."
player:SendGameMessage(GetWorldMaster(), 30720, 0x20, 0, 0);
player:endEvent();
return;
end
--Is the player high enough level in that class to equip the ability
if (player.charaWork.battleSave.skillLevel[ability.job - 1] < ability.level) then
--"You have not yet acquired that action."
player:SendGameMessage(GetWorldMaster(), 30742, 0x20, 0, 0);
player:endEvent();
return;
end
local oldSlot = player:FindFirstCommandSlotById(commandid);
local isEquipped = oldSlot < player.charaWork.commandBorder + 30;
--If slot is 0, find the first open slot
if (slot == 0) then
--If the ability is already equipped and slot is 0, then it can't be equipped again
--If the slot isn't 0, it's a move or a swap command
if (isEquipped == true) then
--"That action is already set to an action slot."
player:SendGameMessage(GetWorldMaster(), 30719, 0x20, 0);
player:endEvent();
return;
end
slot = player:FindFirstCommandSlotById(0) - player.charaWork.commandBorder;
--If the first open slot is outside the hotbar, then the hotbar is full
if(slot >= 30) then
--"You cannot set any more actions."
player:SendGameMessage(Server.GetWorldManager().GetActor(), 30720, 0x20, 0);
player:endEvent();
return;
end
else
slot = slot - 1;
end
if(isEquipped == true) then
player:SwapAbilities(oldSlot, slot + player.charaWork.commandBorder);
else
local tslot = slot + player.charaWork.commandBorder;
player:EquipAbility(player.GetCurrentClassOrJob(), commandid, tslot, true);
end
--Unequip
elseif (commandid == 0) then
commandid = player.charaWork.command[slot + player.charaWork.commandBorder - 1];
ability = worldManager.GetBattleCommand(commandid);
--Is the ability a part of the player's current class?
--This check isn't correct because of jobs having different ids
local classId = player:GetClass();
local jobId = player:ConvertClassIdToJobId(classId);
if(ability.job == classId or ability.job == jobId) then
--"Actions of your current class or job cannot be removed."
player:SendGameMessage(GetWorldMaster(), 30745, 0x20, 0, 0);
elseif (commandid != 0) then
player:UnequipAbility(slot);
end
end
player:endEvent();
end