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https://bitbucket.org/Ioncannon/project-meteor-server.git
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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
48 lines
1.3 KiB
Lua
48 lines
1.3 KiB
Lua
-- todo: add enums for status effects in global.lua
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require("global")
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require("battleutils")
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--[[
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statId - see BattleTemp.cs
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modifier - Modifier.Intelligence, Modifier.Mind (see Modifier.cs)
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multiplier -
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]]
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weaponskill =
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{
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}
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function HandleHealingSkill(caster, target, skill, action, statId, modifierId, multiplier, baseAmount)
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potency = potency or 1.0;
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healAmount = baseAmount;
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-- todo: shit based on mnd
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local mind = caster.GetMod(Modifier.Mind);
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end;
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function HandleAttackSkill(caster, target, skill, action, statId, modifierId, multiplier, baseAmount)
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-- todo: actually handle this
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damage = baseAmount or math.random(1,10) * 10;
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return damage;
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end;
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function HandleStoneskin(caster, target, skill, action, statId, modifierId, damage)
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--[[
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if target.statusEffects.HasStatusEffect(StatusEffect.Stoneskin) then
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-- todo: damage reduction
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return true;
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end;
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]]
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return false;
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end;
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--The default onskillfinish for weaponskills.
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function weaponskill.onSkillFinish(caster, target, skill, action)
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action.battleActionType = BattleActionType.AttackPhysical;
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local damage = math.random(50, 150);
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action.amount = damage;
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action.CalcHitType(caster, target, skill);
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action.TryStatus(caster, target, skill);
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return action.amount;
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end; |