2018-02-15 13:20:46 -06:00
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HitEffect =
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{
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--All HitEffects have the last byte 0x8
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2018-04-18 16:06:41 -05:00
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HitEffectType = 134217728, --8 << 24
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--Status effects use 32 <<,24
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StatusEffectType = 536870912,--32 << 24,
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2018-02-15 13:20:46 -06:00
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--Heal effects use 48 << 24
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2018-04-18 16:06:41 -05:00
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MagicEffectType = 805306368,--48 << 24
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2018-02-15 13:20:46 -06:00
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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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2018-04-18 16:06:41 -05:00
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--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
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2018-02-15 13:20:46 -06:00
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RecoilLv1 = 0,
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2018-04-18 16:06:41 -05:00
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RecoilLv2 = 1,
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RecoilLv3 = 2,
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2018-02-15 13:20:46 -06:00
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--Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
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2018-04-18 16:06:41 -05:00
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CriticalHit = 3,
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2018-02-15 13:20:46 -06:00
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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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2018-04-18 16:06:41 -05:00
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HitVisual1 = 4,
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HitVisual2 = 8,
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HitVisual3 = 16,
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HitVisual4 = 32,
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2018-02-15 13:20:46 -06:00
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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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2018-04-18 16:06:41 -05:00
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Protect = 64,
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Shell = 128,
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ProtectShellSpecial = 192,-- Protect | Shell,
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2018-04-18 16:06:41 -05:00
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Heal = 256,-- Required for heal text to be blue along with HealEffectType, not sure if that's all it's used for
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MP = 512,
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2018-02-15 13:20:46 -06:00
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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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2018-04-18 16:06:41 -05:00
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HitEffect1 = 512,
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HitEffect2 = 1024, --Plays the standard hit visual effect, but with no sound if used alone.
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HitEffect3 = 2048, --Yellow effect, crit?
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HitEffect4 = 4096, --Plays the blocking animation
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HitEffect5 = 8192,
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GustyHitEffect = 3072,--HitEffect3 | HitEffect2,
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GreenTintedHitEffect = 4608,-- HitEffect4 | HitEffect1,
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2018-02-15 13:20:46 -06:00
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--For specific animations
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Miss = 0,
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2018-04-18 16:06:41 -05:00
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Evade = 512,
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Hit = 1536, --HitEffect1 | HitEffect2,
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Parry = 3584, --Hit | HitEffect3,
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Block = 4096,
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Crit = 2048,
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2018-02-15 13:20:46 -06:00
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--Knocks you back away from the attacker.
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2018-04-18 16:06:41 -05:00
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KnockbackLv1 = 5632,-- HitEffect4 | HitEffect2 | HitEffect1,
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KnockbackLv2 = 6144,-- HitEffect4 | HitEffect3,
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KnockbackLv3 = 6656,-- HitEffect4 | HitEffect3 | HitEffect1,
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KnockbackLv4 = 7168,-- HitEffect4 | HitEffect3 | HitEffect2,
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KnockbackLv5 = 7680,-- HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1,
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2018-02-15 13:20:46 -06:00
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--Knocks you away from the attacker in a counter-clockwise direction.
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2018-04-18 16:06:41 -05:00
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KnockbackCounterClockwiseLv1 = 8192,
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KnockbackCounterClockwiseLv2 = 8704,-- HitEffect5 | HitEffect1,
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--Knocks you away from the attacker in a clockwise direction.
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2018-04-18 16:06:41 -05:00
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KnockbackClockwiseLv1 = 9216,-- HitEffect5 | HitEffect2,
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KnockbackClockwiseLv2 = 9728,-- HitEffect5 | HitEffect2 | HitEffect1,
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2018-02-15 13:20:46 -06:00
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--Completely drags target to the attacker, even across large distances.
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2018-04-18 16:06:41 -05:00
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DrawIn = 10240,-- HitEffect5 | HitEffect3,
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2018-02-15 13:20:46 -06:00
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--An additional visual effect that plays on the target based on according buff.
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2018-04-18 16:06:41 -05:00
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UnknownShieldEffect = 12288,-- HitEffect5 | HitEffect4,
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Stoneskin = 12800,-- HitEffect5 | HitEffect4 | HitEffect1,
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2018-02-15 13:20:46 -06:00
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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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2018-04-18 16:06:41 -05:00
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SkillCombo1 = 32768,
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SkillCombo2 = 65536,
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SkillCombo3 = 98304,-- SkillCombo1 | SkillCombo2,
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SkillCombo4 = 131072
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2018-02-15 13:20:46 -06:00
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--Flags beyond here are unknown/untested.
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}
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