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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
25 lines
1.1 KiB
Lua
25 lines
1.1 KiB
Lua
require("modifiers");
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require("battleutils");
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--Absorb HP on next WS or ability
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function onHit(effect, attacker, defender, action, actionContainer)
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--1.21: Absorb HP amount no longer affected by player VIT rating.
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--Bloodbath seems based on both defener and attacker's stats, even after 1.21.
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--Miser's Mistriss seems to resist the effect, whereas nael gets absorbed more than 100%
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--Garuda resists a small amount
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--Unclear what it's based on.
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--Possibly magic resist? Slashing resist?
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--For now using 1.0 as baseline since that seems to be the average
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if action.commandType == CommandType.Weaponskill or action.commandType == CommandType.Ability then
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local absorbModifier = 1.0
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local absorbAmount = action.amount * absorbModifier;
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attacker.AddHP(absorbAmount);
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--30332: You absorb hp from target
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actionContainer.AddHPAction(defender.actorId, 30332, absorbAmount)
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--Bloodbath is lost after absorbing hp
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actionContainer.AddAction(defender.statusEffects.RemoveStatusEffectForBattleAction(effect));
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end
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end; |