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https://bitbucket.org/Ioncannon/project-meteor-server.git
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105 lines
4.7 KiB
Lua
105 lines
4.7 KiB
Lua
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HitEffect =
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{
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--All HitEffects have the last byte 0x8
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HitEffectType = 8 << 24,
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--Status effects use 32 << 24
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StatusEffectType = 32 << 24,
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--Heal effects use 48 << 24
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MagicEffectType = 48 << 24,
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--Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
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--These are the recoil animations that play on the target, ranging from weak to strong.
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--The recoil that gets set was likely based on the percentage of HP lost from the attack.
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--These are used for resists for spells. RecoilLV1 is a resist, RecoilLv2 is a partial resist.
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--Don't know what CriticalHit is for but it has a larger effect than Lv1
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RecoilLv1 = 0,
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RecoilLv2 = 1 << 0,
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RecoilLv3 = 1 << 1,
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--Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
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CriticalHit = RecoilLv2 | RecoilLv3,
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--Hit visual and sound effects when connecting with the target.
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--Mixing these flags together will yield different results.
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--Each visual likely relates to a specific weapon.
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--Ex: HitVisual4 flag alone appears to be the visual and sound effect for hand-to-hand attacks.
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--HitVisual is probably based on attack property.
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--HitVisual1 is for slashing attacks
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--HitVisual2 is for piercing attacks
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--HitVisual1 | Hitvisual2 is for blunt attacks
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--HitVisual3 is for projectile attacks
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--Basically, takes the attack property as defined by the weapon and shifts it left 2
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--For auto attacks attack property is weapon's damageAttributeType1
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--Still not totally sure how this works with weaponskills or what hitvisual4 or the other combinations are for
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HitVisual1 = 1 << 2,
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HitVisual2 = 1 << 3,
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HitVisual3 = 1 << 4,
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HitVisual4 = 1 << 5,
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--An additional visual effect that plays on the target when attacked if:
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--The attack is physical and they have the protect buff on.
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--The attack is magical and they have the shell buff on.
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--Special Note: Shell was removed in later versions of the game.
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--Another effect plays when both Protect and Shell flags are activated.
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--Not sure what this effect is.
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--Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied.
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Protect = 1 << 6 | HitEffectType,
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Shell = 1 << 7 | HitEffectType,
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ProtectShellSpecial = Protect | Shell,
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Heal = 1 << 8,-- Required for heal text to be blue along with HealEffectType, not sure if that's all it's used for
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--If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
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--If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
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HitEffect1 = 1 << 9,
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HitEffect2 = 1 << 10, --Plays the standard hit visual effect, but with no sound if used alone.
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HitEffect3 = 1 << 11, --Yellow effect, crit?
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HitEffect4 = 1 << 12, --Plays the blocking animation
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HitEffect5 = 1 << 13,
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GustyHitEffect = HitEffect3 | HitEffect2,
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GreenTintedHitEffect = HitEffect4 | HitEffect1,
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--For specific animations
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Miss = 0,
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Evade = HitEffect1,
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Hit = HitEffect1 | HitEffect2,
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Parry = Hit | HitEffect3,
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Block = HitEffect4,
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Crit = HitEffect3,
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--Knocks you back away from the attacker.
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KnockbackLv1 = HitEffect4 | HitEffect2 | HitEffect1,
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KnockbackLv2 = HitEffect4 | HitEffect3,
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KnockbackLv3 = HitEffect4 | HitEffect3 | HitEffect1,
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KnockbackLv4 = HitEffect4 | HitEffect3 | HitEffect2,
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KnockbackLv5 = HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1,
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--Knocks you away from the attacker in a counter-clockwise direction.
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KnockbackCounterClockwiseLv1 = HitEffect5,
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KnockbackCounterClockwiseLv2 = HitEffect5 | HitEffect1,
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--Knocks you away from the attacker in a clockwise direction.
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KnockbackClockwiseLv1 = HitEffect5 | HitEffect2,
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KnockbackClockwiseLv2 = HitEffect5 | HitEffect2 | HitEffect1,
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--Completely drags target to the attacker, even across large distances.
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DrawIn = HitEffect5 | HitEffect3,
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--An additional visual effect that plays on the target based on according buff.
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UnknownShieldEffect = HitEffect5 | HitEffect4,
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Stoneskin = HitEffect5 | HitEffect4 | HitEffect1,
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--Unknown = 1 << 14, -- Not sure what this flag does; might be another HitEffect.
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--A special effect when performing appropriate skill combos in succession.
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--Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
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--Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
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SkillCombo1 = 1 << 15,
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SkillCombo2 = 1 << 16,
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SkillCombo3 = SkillCombo1 | SkillCombo2,
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SkillCombo4 = 1 << 17
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--Flags beyond here are unknown/untested.
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}
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