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New scripts for commands and effects that use the new function signatures and work with the new statuseffectcontainer
29 lines
1.3 KiB
Lua
29 lines
1.3 KiB
Lua
require("modifiers")
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require("battleutils")
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--Dread spike completely nullifies a physical action and absorbs how much damage it would have done (when it's powered up)
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--I'm going to assume it only absorbs half damage without LS/PS up
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--When I say it nullifies an attack, it even gets rid of the message. It's as if the damage action didn't happen.
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--It still shows the enemy's "Enemy used [command]." message but there is no 0 damage dealt message.
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--Don't know how this works with multi-hit attacks or even how it works with stoneskin or other buffs that respond to damage
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-- I dont really know how this should work...
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function onDamageTaken(effect, attacker, defender, skill, action, actionContainer)
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if skill.GetActionType() == ActionType.Physical then
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--maybe this works?
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local absorbPercent = 0.5;
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if effect.GetTier() == 2 then
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absorbPercent = 1;
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end
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local absorbAmount = action.amount * absorbPercent;
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action.amount = 0;
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action.worldMasterTextId = 0;
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defender.AddHP(absorbAmount);
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--30451: You recover [absorbAmount] HP.
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actionContainer.AddHPAction(defender.actorId, 30451, absorbAmount)
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--Dread Spike is lost after absorbing hp
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defender.statusEffects.RemoveStatusEffect(effect, actionContainer, 30331, false);
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end
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end; |