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project-meteor-server/data/scripts/hiteffect.lua

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