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Refactor StatusEffectContainer to better handle messages using

CommandResultContainer.

Alter Modifiers to be the same as ParamNames.

Add LoseOnClassChange flag for status effects.

Add a few missing status effects.

Fix EndTime for stance status effects to stop icon from blinking.
This commit is contained in:
Yogurt 2019-05-27 23:05:20 -07:00
parent cc07e1f453
commit 26ef649a6c
17 changed files with 586 additions and 381 deletions

View file

@ -7,6 +7,7 @@ namespace FFXIVClassic.Common
public static class Utils public static class Utils
{ {
private static readonly uint[] _lookup32 = CreateLookup32(); private static readonly uint[] _lookup32 = CreateLookup32();
private static readonly DateTime epoch = new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc);
private static uint[] CreateLookup32() private static uint[] CreateLookup32()
{ {
@ -106,6 +107,11 @@ namespace FFXIVClassic.Common
return unixTimeStamp; return unixTimeStamp;
} }
public static DateTime UnixTimeStampToDateTime(uint timestamp)
{
return epoch.AddSeconds(timestamp);
}
public static ulong SwapEndian(ulong input) public static ulong SwapEndian(ulong input)
{ {
return 0x00000000000000FF & (input >> 56) | return 0x00000000000000FF & (input >> 56) |

View file

@ -926,12 +926,12 @@ namespace FFXIVClassic_Map_Server
{ {
while (reader.Read()) while (reader.Read())
{ {
var id = reader.GetUInt32(0); var id = reader.GetUInt32("statusId");
var duration = reader.GetUInt32(1); var duration = reader.GetUInt32("duration");
var magnitude = reader.GetUInt64(2); var magnitude = reader.GetUInt64("magnitude");
var tick = reader.GetUInt32(3); var tick = reader.GetUInt32("tick");
var tier = reader.GetByte(4); var tier = reader.GetByte("tier");
var extra = reader.GetUInt64(5); var extra = reader.GetUInt64("extra");
var effect = Server.GetWorldManager().GetStatusEffect(id); var effect = Server.GetWorldManager().GetStatusEffect(id);
if (effect != null) if (effect != null)
@ -943,7 +943,7 @@ namespace FFXIVClassic_Map_Server
effect.SetExtra(extra); effect.SetExtra(extra);
// dont wanna send ton of messages on login (i assume retail doesnt) // dont wanna send ton of messages on login (i assume retail doesnt)
player.statusEffects.AddStatusEffect(effect, null, true); player.statusEffects.AddStatusEffect(effect, null);
} }
} }
} }
@ -2303,7 +2303,7 @@ namespace FFXIVClassic_Map_Server
{ {
conn.Open(); conn.Open();
var query = @"SELECT id, name, flags, overwrite, tickMs FROM server_statuseffects;"; var query = @"SELECT id, name, flags, overwrite, tickMs, hidden, silentOnGain, silentOnLoss FROM server_statuseffects;";
MySqlCommand cmd = new MySqlCommand(query, conn); MySqlCommand cmd = new MySqlCommand(query, conn);
@ -2316,7 +2316,12 @@ namespace FFXIVClassic_Map_Server
var flags = reader.GetUInt32("flags"); var flags = reader.GetUInt32("flags");
var overwrite = reader.GetByte("overwrite"); var overwrite = reader.GetByte("overwrite");
var tickMs = reader.GetUInt32("tickMs"); var tickMs = reader.GetUInt32("tickMs");
var effect = new StatusEffect(id, name, flags, overwrite, tickMs); var hidden = reader.GetBoolean("hidden");
var silentOnGain = reader.GetBoolean("silentOnGain");
var silentOnLoss = reader.GetBoolean("silentOnLoss");
var effect = new StatusEffect(id, name, flags, overwrite, tickMs, hidden, silentOnGain, silentOnLoss);
lua.LuaEngine.LoadStatusEffectScript(effect); lua.LuaEngine.LoadStatusEffectScript(effect);
effects.Add(id, effect); effects.Add(id, effect);
} }

View file

@ -481,7 +481,7 @@ namespace FFXIVClassic_Map_Server
battleNpcGenusMods.TryGetValue(battleNpc.genusId, out battleNpc.genusMods); battleNpcGenusMods.TryGetValue(battleNpc.genusId, out battleNpc.genusMods);
battleNpcSpawnMods.TryGetValue(battleNpc.GetBattleNpcId(), out battleNpc.spawnMods); battleNpcSpawnMods.TryGetValue(battleNpc.GetBattleNpcId(), out battleNpc.spawnMods);
battleNpc.SetMod((uint)Modifier.Speed, reader.GetByte("speed")); battleNpc.SetMod((uint)Modifier.MovementSpeed, reader.GetByte("speed"));
battleNpc.neutral = reader.GetByte("aggroType") == 0; battleNpc.neutral = reader.GetByte("aggroType") == 0;
battleNpc.SetDetectionType(reader.GetUInt32("detection")); battleNpc.SetDetectionType(reader.GetUInt32("detection"));
@ -606,7 +606,7 @@ namespace FFXIVClassic_Map_Server
reader.GetUInt16("actorState"), reader.GetUInt32("animationId"), ""); reader.GetUInt16("actorState"), reader.GetUInt32("animationId"), "");
battleNpc.SetBattleNpcId(reader.GetUInt32("bnpcId")); battleNpc.SetBattleNpcId(reader.GetUInt32("bnpcId"));
battleNpc.SetMod((uint)Modifier.Speed, reader.GetByte("speed")); battleNpc.SetMod((uint)Modifier.MovementSpeed, reader.GetByte("speed"));
battleNpc.neutral = reader.GetByte("aggroType") == 0; battleNpc.neutral = reader.GetByte("aggroType") == 0;
// set mob mods // set mob mods

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@ -143,8 +143,8 @@ namespace FFXIVClassic_Map_Server.Actors
// todo: move this somewhere more appropriate // todo: move this somewhere more appropriate
// todo: base this on equip and shit // todo: base this on equip and shit
SetMod((uint)Modifier.AttackRange, 3); SetMod((uint)Modifier.AttackRange, 3);
SetMod((uint)Modifier.AttackDelay, (Program.Random.Next(30, 60) * 100)); SetMod((uint)Modifier.Delay, (Program.Random.Next(30, 60) * 100));
SetMod((uint)Modifier.Speed, (uint)moveSpeeds[2]); SetMod((uint)Modifier.MovementSpeed, (uint)moveSpeeds[2]);
spawnX = positionX; spawnX = positionX;
spawnY = positionY; spawnY = positionY;
@ -407,6 +407,7 @@ namespace FFXIVClassic_Map_Server.Actors
if ((updateFlags & ActorUpdateFlags.Status) != 0) if ((updateFlags & ActorUpdateFlags.Status) != 0)
{ {
List<SubPacket> statusPackets = statusEffects.GetStatusPackets(); List<SubPacket> statusPackets = statusEffects.GetStatusPackets();
packets.AddRange(statusPackets); packets.AddRange(statusPackets);
statusPackets.Clear(); statusPackets.Clear();
@ -462,7 +463,7 @@ namespace FFXIVClassic_Map_Server.Actors
public virtual uint GetAttackDelayMs() public virtual uint GetAttackDelayMs()
{ {
return (uint)GetMod((uint)Modifier.AttackDelay); return (uint)GetMod((uint)Modifier.Delay);
} }
public virtual uint GetAttackRange() public virtual uint GetAttackRange()
@ -764,7 +765,7 @@ namespace FFXIVClassic_Map_Server.Actors
public virtual float GetSpeed() public virtual float GetSpeed()
{ {
// todo: for battlenpc/player calculate speed // todo: for battlenpc/player calculate speed
return (float) GetMod((uint)Modifier.Speed); return (float) GetMod((uint)Modifier.MovementSpeed);
} }
public virtual void OnAttack(State state, CommandResult action, ref CommandResult error) public virtual void OnAttack(State state, CommandResult action, ref CommandResult error)
@ -863,8 +864,8 @@ namespace FFXIVClassic_Map_Server.Actors
{ {
//TP gained on an attack is usually 100 * delay. //TP gained on an attack is usually 100 * delay.
//Store TP seems to add .1% per point. //Store TP seems to add .1% per point.
double weaponDelay = GetMod(Modifier.AttackDelay) / 1000.0; double weaponDelay = GetMod(Modifier.Delay) / 1000.0;
var storeTPPercent = 1 + (GetMod(Modifier.StoreTP) * 0.001); var storeTPPercent = 1 + (GetMod(Modifier.StoreTp) * 0.001);
AddTP((int)(weaponDelay * 100 * storeTPPercent)); AddTP((int)(weaponDelay * 100 * storeTPPercent));
} }
} }
@ -999,8 +1000,7 @@ namespace FFXIVClassic_Map_Server.Actors
{ {
StatusEffect procEffect = Server.GetWorldManager().GetStatusEffect(effectId); StatusEffect procEffect = Server.GetWorldManager().GetStatusEffect(effectId);
procEffect.SetDuration(5); procEffect.SetDuration(5);
procEffect.SetSilent(true); statusEffects.AddStatusEffect(procEffect, this);
statusEffects.AddStatusEffect(procEffect, this, true, true);
} }
//Otherwise we're reseting a proc, remove the status //Otherwise we're reseting a proc, remove the status
else else

View file

@ -11,11 +11,13 @@ namespace FFXIVClassic_Map_Server.actors.chara
//Also, 0-35 should probably match with up BattleTemp //Also, 0-35 should probably match with up BattleTemp
enum Modifier : UInt32 enum Modifier : UInt32
{ {
NAMEPLATE_SHOWN = 0, //These line up with ParamNames starting at 15001 and appear on gear
TARGETABLE = 1, //Health
NAMEPLATE_SHOWN2 = 2, Hp = 0, //Max HP
//NAMEPLATE_SHOWN2 = 3, Mp = 1, //Max MP
Tp = 2, //Max TP
//Main stats
Strength = 3, Strength = 3,
Vitality = 4, Vitality = 4,
Dexterity = 5, Dexterity = 5,
@ -23,76 +25,143 @@ namespace FFXIVClassic_Map_Server.actors.chara
Mind = 7, Mind = 7,
Piety = 8, Piety = 8,
ResistFire = 9, //Elemental Resistances
ResistIce = 10, FireResistance = 9, //Lowers Fire damage taken
ResistWind = 11, IceResistance = 10, //Lowers Ice damage taken
ResistLightning = 12, WindResistance = 11, //Lowers Wind damage taken
ResistEarth = 13, EarthResistance = 12, //Lowers Earth damage taken
ResistWater = 14, LightningResistance = 13, //Lowers Lightning damage taken
WaterResistance = 14, //Lowers Water damage taken
Accuracy = 15, //Physical Secondary stats
Evasion = 16, Accuracy = 15, //Increases chance to hit with physical attacks
Attack = 17, Evasion = 16, //Decreases chance to be hit by physical attacks
Defense = 18, //Is there a magic defense stat? 19 maybe? Attack = 17, //Increases damage done with physical attacks
MagicAttack = 23, Defense = 18, //Decreases damage taken from physical attacks
MagicHeal = 24,
MagicEnhancePotency = 25,
MagicEnfeeblingPotency = 26,
MagicAccuracy = 27, //Physical crit stats
MagicEvasion = 28, CriticalHitRating = 19, //Increases chance to crit with physical attacks
CriticalHitEvasion = 20, //Decreases chance to be crit by physical attacks
CriticalHitAttackPower = 21, //Increases damage done by critical physical attacks
CriticalHitResilience = 22, //Decreases damage taken from critical physical attacks
CraftProcessing = 30, //Magic secondary stats
CraftMagicProcessing = 31, AttackMagicPotency = 23, //Increases damage done with magical attacks
CraftProcessControl = 32, HealingMagicPotency = 24, //Increases healing done with magic healing
EnhancementMagicPotency = 25, //Increases effect of enhancement magic
EnfeeblingMagicPotency = 26, //Increases effect of enfeebling magic
MagicAccuracy = 27, //Decreases chance for magic to be evaded
MagicEvasion = 28, //Increases chance to evade magic
HarvestPotency = 33, //Crafting stats
HarvestLimit = 34, Craftsmanship = 29,
HarvestRate = 35, MagicCraftsmanship = 30,
Control = 31,
Gathering = 32,
Output = 33,
Perception = 34,
None = 36, //Magic crit stats
Hp = 37, MagicCriticalHitRating = 35, //Increases chance to crit with magical attacks
HpPercent = 38, MagicCriticalHitEvasion = 36, //Decreases chance to be crit by magical attacks
Mp = 39, MagicCriticalHitPotency = 37, //Increases damage done by critical magical attacks
MpPercent = 40, MagicCriticalHitResilience = 38, //Decreases damage taken from critical magical attacks
Tp = 41,
TpPercent = 42,
Regen = 43,
Refresh = 44,
AttackRange = 45, //Blocking stats
Speed = 46, Parry = 39, //Increases chance to parry
AttackDelay = 47, BlockRate = 40, //Increases chance to block
Block = 41, //Reduces damage taken from blocked attacks
Raise = 48, //Elemental Potencies
MinimumHpLock = 49, // hp cannot fall below this value FireMagicPotency = 42, //Increases damage done by Fire Magic
AttackType = 50, // slashing, piercing, etc IceMagicPotency = 43, //Increases damage done by Ice Magic
BlockRate = 51, WindMagicPotency = 44, //Increases damage done by Wind Magic
Block = 52, EarthMagicPotency = 45, //Increases damage done by Earth Magic
CritRating = 53, LightningMagicPotency = 46, //Increases damage done by Lightning Magic
HasShield = 54, // Need this because shields are required for blocks. Could have used BlockRate or Block but BlockRate is provided by Gallant Sollerets and Block is provided by some buffs. WaterMagicPotency = 47, //Increases damage done by Water Magic
HitCount = 55, // Amount of hits in an auto attack. Usually 1, 2 for h2h, 3 with spinning heel
//Flat percent increases to these rates. Probably a better way to do this //Miscellaneous
RawEvadeRate = 56, Regen = 48, //Restores health over time
RawParryRate = 57, Refresh = 49, //Restores MP over time
RawBlockRate = 58, StoreTp = 50, //Increases TP gained by auto attacks and damaging abiltiies
RawResistRate = 59, Enmity = 51, //Increases enmity gained from actions
RawHitRate = 60, Spikes = 52, //Deals damage or status to attacker when hit
RawCritRate = 61, Haste = 53, //Increases attack speed
//54 and 55 didn't have names and seem to be unused
ReducedDurabilityLoss = 56, //Reduces durability loss
IncreasedSpiritbondGain = 57, //Increases rate of spiritbonding
Damage = 58, //Increases damage of auto attacks
Delay = 59, //Increases rate of auto attacks
Fastcast = 60, //Increases speed of casts
MovementSpeed = 61, //Increases movement speed
Exp = 62, //Increases experience gained
RestingHp = 63, //?
RestingMp = 64, //?
DamageTakenDown = 62, // Percent damage taken down //Attack property resistances
StoreTP = 63, //.1% extra tp per point. Lancer trait is 50 StoreTP SlashingResistance = 65, //Reduces damage taken by slashing attacks
PhysicalCritRate = 64, //CritRating but only for physical attacks. Increases chance of critting. PiercingResistance = 66, //Reduces damage taken by piercing attacks
PhysicalCritEvasion = 65, //Opposite of CritRating. Reduces chance of being crit by phyiscal attacks BluntResistance = 67, //Reduces damage taken by blunt attacks
PhysicalCritAttack = 66, //Increases damage done by Physical Critical hits ProjectileResistance = 68, //Reduces damage taken by projectile attacks
PhysicalCritResilience = 67, //Decreases damage taken by Physical Critical hits SonicResistance = 69, //Reduces damage taken by sonic attacks
Parry = 68, //Increases chance to parry BreathResistance = 70, //Reduces damage taken by breath attacks
MagicCritPotency = 69, //Increases PhysicalResistance = 71, //Reduces damage taken by physical attacks
Regain = 70, //TP regen, should be -90 out of combat, Invigorate sets to 100+ depending on traits MagicResistance = 72, //Reduces damage taken by magic attacks
RegenDown = 71, //Damage over time effects. Separate from normal Regen because of how they are displayed in game
Stoneskin = 72, //Nullifies damage //Status resistances
MinimumTpLock = 73, //Don't let TP fall below this, used in openings SlowResistance = 73, //Reduces chance to be inflicted with slow by status magic
KnockbackImmune = 74 //Immune to knockback effects when above 0 PetrificationResistance = 74, //Reduces chance to be inflicted with petrification by status magic
ParalysisResistance = 75, //Reduces chance to be inflicted with paralysis by status magic
SilenceResistance = 76, //Reduces chance to be inflicted with silence by status magic
BlindResistance = 77, //Reduces chance to be inflicted with blind by status magic
PoisonResistance = 78, //Reduces chance to be inflicted with poison by status magic
StunResistance = 79, //Reduces chance to be inflicted with stun by status magic
SleepResistance = 80, //Reduces chance to be inflicted with sleep by status magic
BindResistance = 81, //Reduces chance to be inflicted with bind by status magic
HeavyResistance = 82, //Reduces chance to be inflicted with heavy by status magic
DoomResistance = 83, //Reduces chance to be inflicted with doom by status magic
//84-101 didn't have names and seem to be unused
//Miscellaneous
ConserveMp = 101, //Chance to reduce mp used by actions
SpellInterruptResistance = 102, //Reduces chance to be interrupted by damage while casting
DoubleDownOdds = 103, //Increases double down odds
HqDiscoveryRate = 104,
//Non-gear mods
None = 105,
NAMEPLATE_SHOWN = 106,
TARGETABLE = 107,
NAMEPLATE_SHOWN2 = 108,
HpPercent = 109,
MpPercent = 110,
TpPercent = 111,
AttackRange = 112, //How far away in yalms this character can attack from (probably won't need this when auto attack skills are done)
Raise = 113,
MinimumHpLock = 114, //Stops HP from falling below this value
MinimumMpLock = 115, //Stops MP from falling below this value
MinimumTpLock = 116, //Stops TP from falling below this value
AttackType = 117, //Attack property of auto attacks (might not need this when auto attack skills are done, unsure)
CanBlock = 118, //Whether the character can block attacks. (For players this is only true when they have a shield)
HitCount = 119, //Amount of hits in an auto attack. Usually 1, 2 for h2h, 3 with spinning heel
//Flat percent increases to these rates. Might not need these?
RawEvadeRate = 120,
RawParryRate = 121,
RawBlockRate = 122,
RawResistRate = 123,
RawHitRate = 124,
RawCritRate = 125,
DamageTakenDown = 126, //Percent damage taken down
Regain = 127, //TP regen, should be -90 out of combat, Invigorate sets to 100+ depending on traits
RegenDown = 128, //Damage over time effects. Separate from normal Regen because of how they are displayed in game
Stoneskin = 129, //Nullifies damage
KnockbackImmune = 130, //Immune to knockback effects when above 0
Stealth = 131, //Not visisble when above 0
} }
} }

View file

@ -336,17 +336,17 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
enum StatusEffectFlags : uint enum StatusEffectFlags : uint
{ {
None = 0, None = 0,
Silent = 1 << 0, // dont display effect loss message
//Loss flags //Loss flags - Do we need loseonattacking/caststart? Could just be done with activate flags
LoseOnDeath = 1 << 1, // effects removed on death LoseOnDeath = 1 << 0, // effects removed on death
LoseOnZoning = 1 << 2, // effects removed on zoning LoseOnZoning = 1 << 1, // effects removed on zoning
LoseOnEsuna = 1 << 3, // effects which can be removed with esuna (debuffs) LoseOnEsuna = 1 << 2, // effects which can be removed with esuna (debuffs)
LoseOnDispel = 1 << 4, // some buffs which player might be able to dispel from mob LoseOnDispel = 1 << 3, // some buffs which player might be able to dispel from mob
LoseOnLogout = 1 << 5, // effects removed on logging out LoseOnLogout = 1 << 4, // effects removed on logging out
LoseOnAttacking = 1 << 6, // effects removed when owner attacks another entity LoseOnAttacking = 1 << 5, // effects removed when owner attacks another entity
LoseOnCastStart = 1 << 7, // effects removed when owner starts casting LoseOnCastStart = 1 << 6, // effects removed when owner starts casting
LoseOnAggro = 1 << 8, // effects removed when owner gains enmity (swiftsong) LoseOnAggro = 1 << 7, // effects removed when owner gains enmity (swiftsong)
LoseOnClassChange = 1 << 8, //Effect falls off whhen changing class
//Activate flags //Activate flags
ActivateOnCastStart = 1 << 9, //Activates when a cast starts. ActivateOnCastStart = 1 << 9, //Activates when a cast starts.
@ -373,9 +373,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
PreventMovement = 1 << 26, // effects which prevent movement such as bind, still allows turning in place PreventMovement = 1 << 26, // effects which prevent movement such as bind, still allows turning in place
PreventTurn = 1 << 27, // effects which prevent turning, such as stun PreventTurn = 1 << 27, // effects which prevent turning, such as stun
PreventUntarget = 1 << 28, // effects which prevent changing targets, such as fixation PreventUntarget = 1 << 28, // effects which prevent changing targets, such as fixation
Stance = 1 << 29 // effects that do not have a timer
Stealth = 1 << 29, // sneak/invis
Stance = 1 << 30, // effects that do not have a timer
} }
enum StatusEffectOverwrite : byte enum StatusEffectOverwrite : byte
@ -403,8 +401,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
private double extra; // optional value private double extra; // optional value
private StatusEffectFlags flags; // death/erase/dispel etc private StatusEffectFlags flags; // death/erase/dispel etc
private StatusEffectOverwrite overwrite; // how to handle adding an effect with same id (see StatusEfectOverwrite) private StatusEffectOverwrite overwrite; // how to handle adding an effect with same id (see StatusEfectOverwrite)
private bool silent = false; // do i send a message on losing effect private bool silentOnGain = false; //Whether a message is sent when the status is gained
private bool hidden = false; private bool silentOnLoss = false; //Whether a message is sent when the status is lost
private bool hidden = false; //Whether this status is shown. Used for things that aren't really status effects like exp chains and procs
private ushort statusGainTextId; //The text id used when the status is gained
private ushort statusLossTextId; //The text id used when the status effect falls off when its time runs out
public LuaScript script; public LuaScript script;
HitEffect animationEffect; HitEffect animationEffect;
@ -438,26 +439,34 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
this.name = effect.name; this.name = effect.name;
this.flags = effect.flags; this.flags = effect.flags;
this.overwrite = effect.overwrite; this.overwrite = effect.overwrite;
this.statusGainTextId = effect.statusGainTextId;
this.statusLossTextId = effect.statusLossTextId;
this.extra = effect.extra; this.extra = effect.extra;
this.script = effect.script; this.script = effect.script;
this.silentOnGain = effect.silentOnGain;
this.silentOnLoss = effect.silentOnLoss;
this.hidden = effect.hidden;
} }
public StatusEffect(uint id, string name, uint flags, uint overwrite, uint tickMs) public StatusEffect(uint id, string name, uint flags, uint overwrite, uint tickMs, bool hidden, bool silentOnGain, bool silentOnLoss)
{ {
this.id = (StatusEffectId)id; this.id = (StatusEffectId)id;
this.name = name; this.name = name;
this.flags = (StatusEffectFlags)flags; this.flags = (StatusEffectFlags)flags;
this.overwrite = (StatusEffectOverwrite)overwrite; this.overwrite = (StatusEffectOverwrite)overwrite;
this.tickMs = tickMs; this.tickMs = tickMs;
this.hidden = hidden;
this.silentOnGain = silentOnGain;
this.silentOnLoss = silentOnLoss;
} }
// return true when duration has elapsed // return true when duration has elapsed
public bool Update(DateTime tick) public bool Update(DateTime tick, CommandResultContainer resultContainer = null)
{ {
if (tickMs != 0 && (tick - lastTick).TotalMilliseconds >= tickMs) if (tickMs != 0 && (tick - lastTick).TotalMilliseconds >= tickMs)
{ {
lastTick = tick; lastTick = tick;
if (LuaEngine.CallLuaStatusEffectFunction(this.owner, this, "onTick", this.owner, this) > 0) if (LuaEngine.CallLuaStatusEffectFunction(this.owner, this, "onTick", this.owner, this, resultContainer) > 0)
return true; return true;
} }
@ -553,9 +562,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
return (byte)overwrite; return (byte)overwrite;
} }
public bool GetSilent() public bool GetSilentOnGain()
{ {
return silent; return silentOnGain;
}
public bool GetSilentOnLoss()
{
return silentOnLoss;
} }
public bool GetHidden() public bool GetHidden()
@ -563,6 +577,17 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
return hidden; return hidden;
} }
public ushort GetStatusGainTextId()
{
return 30328;
return statusGainTextId;
}
public ushort GetStatusLossTextId()
{
return statusLossTextId;
}
public void SetStartTime(DateTime time) public void SetStartTime(DateTime time)
{ {
this.startTime = time; this.startTime = time;
@ -570,9 +595,17 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
} }
public void SetEndTime(DateTime time) public void SetEndTime(DateTime time)
{
//If it's a stance, just set endtime to highest number possible for XIV
if ((flags & StatusEffectFlags.Stance) != 0)
{
endTime = Utils.UnixTimeStampToDateTime(4294967295);
}
else
{ {
endTime = time; endTime = time;
} }
}
//Refresh the status, updating the end time based on the duration of the status and broadcasts the new time //Refresh the status, updating the end time based on the duration of the status and broadcasts the new time
public void RefreshTime() public void RefreshTime()
@ -634,9 +667,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
this.overwrite = (StatusEffectOverwrite)overwrite; this.overwrite = (StatusEffectOverwrite)overwrite;
} }
public void SetSilent(bool silent) public void SetSilentOnGain(bool silent)
{ {
this.silent = silent; this.silentOnGain = silent;
}
public void SetSilentOnLoss(bool silent)
{
this.silentOnLoss = silent;
} }
public void SetHidden(bool hidden) public void SetHidden(bool hidden)
@ -644,6 +682,17 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
this.hidden = hidden; this.hidden = hidden;
} }
public void SetStatusGainTextId(ushort textId)
{
this.statusGainTextId = textId;
}
public void SetStatusLossTextId(ushort textId)
{
this.statusLossTextId = textId;
}
public void SetAnimation(uint hitEffect) public void SetAnimation(uint hitEffect)
{ {
animationEffect = (HitEffect)hitEffect; animationEffect = (HitEffect)hitEffect;

View file

@ -109,55 +109,44 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
return effects.ContainsKey((uint)id); return effects.ContainsKey((uint)id);
} }
public CommandResult AddStatusForCommandResult(uint id, byte tier = 1, ulong magnitude = 0, uint duration = 0) public bool AddStatusEffect(uint id, CommandResultContainer actionContainer = null, ushort worldmasterTextId = 30328)
{
CommandResult action = null;
if (AddStatusEffect(id, tier, magnitude, duration))
action = new CommandResult(owner.actorId, 30328, id | (uint)HitEffect.StatusEffectType);
return action;
}
public bool AddStatusEffect(uint id)
{ {
var se = Server.GetWorldManager().GetStatusEffect(id); var se = Server.GetWorldManager().GetStatusEffect(id);
return AddStatusEffect(se, owner); return AddStatusEffect(se, owner, actionContainer, worldmasterTextId);
} }
public bool AddStatusEffect(uint id, byte tier) public bool AddStatusEffect(uint id, byte tier, CommandResultContainer actionContainer = null, ushort worldmasterTextId = 30328)
{ {
var se = Server.GetWorldManager().GetStatusEffect(id); var se = Server.GetWorldManager().GetStatusEffect(id);
se.SetTier(tier); se.SetTier(tier);
return AddStatusEffect(se, owner); return AddStatusEffect(se, owner, actionContainer, worldmasterTextId);
} }
public bool AddStatusEffect(uint id, byte tier, double magnitude) public bool AddStatusEffect(uint id, byte tier, double magnitude, CommandResultContainer actionContainer = null, ushort worldmasterTextId = 30328)
{ {
var se = Server.GetWorldManager().GetStatusEffect(id); var se = Server.GetWorldManager().GetStatusEffect(id);
se.SetMagnitude(magnitude); se.SetMagnitude(magnitude);
se.SetTier(tier); se.SetTier(tier);
return AddStatusEffect(se, owner); return AddStatusEffect(se, owner, actionContainer, worldmasterTextId);
} }
public bool AddStatusEffect(uint id, byte tier, double magnitude, uint duration, int tickMs = 3000) public bool AddStatusEffect(uint id, byte tier, double magnitude, uint duration, int tickMs, CommandResultContainer actionContainer = null, ushort worldmasterTextId = 30328)
{ {
var se = Server.GetWorldManager().GetStatusEffect(id); var se = Server.GetWorldManager().GetStatusEffect(id);
if (se != null) if (se != null)
{ {
se.SetDuration(duration); se.SetDuration(duration);
se.SetStartTime(DateTime.Now);
se.SetOwner(owner); se.SetOwner(owner);
} }
return AddStatusEffect(se ?? new StatusEffect(this.owner, id, magnitude, 3000, duration, tier), owner); return AddStatusEffect(se ?? new StatusEffect(this.owner, id, magnitude, 3000, duration, tier), owner, actionContainer, worldmasterTextId);
} }
public bool AddStatusEffect(StatusEffect newEffect, Character source, bool silent = false, bool hidden = false) public bool AddStatusEffect(StatusEffect newEffect, Character source, CommandResultContainer actionContainer = null, ushort worldmasterTextId = 30328)
{ {
/* /*
worldMasterTextId worldMasterTextId
@ -179,9 +168,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
if (canOverwrite || effect == null) if (canOverwrite || effect == null)
{ {
// send packet to client with effect added message // send packet to client with effect added message
if (effect != null && (!silent || !effect.GetSilent() || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)) if (newEffect != null && !newEffect.GetSilentOnGain())
{ {
// todo: send packet to client with effect added message if (actionContainer != null)
actionContainer.AddAction(new CommandResult(owner.actorId, worldmasterTextId, newEffect.GetStatusEffectId() | (uint)HitEffect.StatusEffectType));
} }
// wont send a message about losing effect here // wont send a message about losing effect here
@ -194,13 +184,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
if (effects.Count < MAX_EFFECTS) if (effects.Count < MAX_EFFECTS)
{ {
if(newEffect.script != null) newEffect.CallLuaFunction(this.owner, "onGain", this.owner, newEffect, actionContainer);
newEffect.CallLuaFunction(this.owner, "onGain", this.owner, newEffect);
else
LuaEngine.CallLuaStatusEffectFunction(this.owner, newEffect, "onGain", this.owner, newEffect);
effects.Add(newEffect.GetStatusEffectId(), newEffect); effects.Add(newEffect.GetStatusEffectId(), newEffect);
//newEffect.SetSilent(silent);
newEffect.SetHidden(hidden);
if (!newEffect.GetHidden()) if (!newEffect.GetHidden())
{ {
@ -225,15 +211,19 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
return false; return false;
} }
public bool RemoveStatusEffect(StatusEffect effect, bool silent = false) //playEffect determines whether the effect of the animation that's going to play with actionContainer is going to play on owner
//Generally, for abilities removing an effect, this is true and for effects removing themselves it's false.
public bool RemoveStatusEffect(StatusEffect effect, CommandResultContainer actionContainer = null, ushort worldmasterTextId = 30331, bool playEffect = true)
{ {
bool removedEffect = false; bool removedEffect = false;
if (effect != null && effects.ContainsKey(effect.GetStatusEffectId())) if (effect != null && effects.ContainsKey(effect.GetStatusEffectId()))
{ {
// send packet to client with effect remove message // send packet to client with effect remove message
if (!silent && !effect.GetSilent() && (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0) if (!effect.GetSilentOnLoss())
{ {
owner.DoBattleAction(0, 0, new CommandResult(owner.actorId, 30331, effect.GetStatusEffectId())); //Only send a message if we're using an actioncontainer and the effect normally sends a message when it's lost
if (actionContainer != null)
actionContainer.AddAction(new CommandResult(owner.actorId, worldmasterTextId, effect.GetStatusEffectId() | (playEffect ? 0 : (uint)HitEffect.StatusLossType)));
} }
//hidden effects not in charawork //hidden effects not in charawork
@ -243,54 +233,20 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
SetStatusAtIndex(index, 0); SetStatusAtIndex(index, 0);
SetTimeAtIndex(index, 0); SetTimeAtIndex(index, 0);
} }
// function onLose(actor, effect) // function onLose(actor, effect)
effects.Remove(effect.GetStatusEffectId()); effects.Remove(effect.GetStatusEffectId());
if(effect.script != null) effect.CallLuaFunction(owner, "onLose", owner, effect, actionContainer);
effect.CallLuaFunction(owner, "onLose", owner, effect);
else
LuaEngine.CallLuaStatusEffectFunction(this.owner, effect, "onLose", this.owner, effect);
owner.RecalculateStats(); owner.RecalculateStats();
sendUpdate = true;
removedEffect = true; removedEffect = true;
} }
return removedEffect; return removedEffect;
} }
public bool RemoveStatusEffect(uint effectId, bool silent = false) public bool RemoveStatusEffect(uint effectId, CommandResultContainer resultContainer = null, ushort worldmasterTextId = 30331, bool playEffect = true)
{ {
bool removedEffect = false; return RemoveStatusEffect(GetStatusEffectById(effectId), resultContainer, worldmasterTextId, playEffect);
foreach (var effect in effects.Values)
{
if (effect.GetStatusEffectId() == effectId)
{
RemoveStatusEffect(effect, effect.GetSilent() || silent);
removedEffect = true;
break;
}
}
return removedEffect;
}
//Remove status effect and return the CommandResult message instead of sending it immediately
public CommandResult RemoveStatusEffectForCommandResult(uint effectId, ushort worldMasterTextId = 30331)
{
CommandResult action = null;
if (RemoveStatusEffect(effectId, true))
action = new CommandResult(owner.actorId, worldMasterTextId, effectId);
return action;
}
//Remove status effect and return the CommandResult message instead of sending it immediately
public CommandResult RemoveStatusEffectForCommandResult(StatusEffect effect, ushort worldMasterTextId = 30331)
{
CommandResult action = null;
if (RemoveStatusEffect(effect, true))
action = new CommandResult(owner.actorId, worldMasterTextId, effect.GetStatusEffectId());
return action;
} }
public StatusEffect CopyEffect(StatusEffect effect) public StatusEffect CopyEffect(StatusEffect effect)
@ -301,14 +257,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
return AddStatusEffect(newEffect, effect.GetSource()) ? newEffect : null; return AddStatusEffect(newEffect, effect.GetSource()) ? newEffect : null;
} }
public bool RemoveStatusEffectsByFlags(uint flags, bool silent = false) public bool RemoveStatusEffectsByFlags(uint flags, CommandResultContainer resultContainer = null)
{ {
// build list of effects to remove // build list of effects to remove
var removeEffects = GetStatusEffectsByFlag(flags); var removeEffects = GetStatusEffectsByFlag(flags);
// remove effects from main list // remove effects from main list
foreach (var effect in removeEffects) foreach (var effect in removeEffects)
RemoveStatusEffect(effect, silent); RemoveStatusEffect(effect, resultContainer, effect.GetStatusLossTextId(), true);
// removed an effect with one of these flags // removed an effect with one of these flags
return removeEffects.Count > 0; return removeEffects.Count > 0;
@ -334,6 +290,16 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
return list; return list;
} }
public StatusEffect GetRandomEffectByFlag(uint flag)
{
var list = GetStatusEffectsByFlag(flag);
if (list.Count > 0)
return list[Program.Random.Next(list.Count)];
return null;
}
// todo: why the fuck cant c# convert enums/ // todo: why the fuck cant c# convert enums/
public bool HasStatusEffectsByFlag(StatusEffectFlags flags) public bool HasStatusEffectsByFlag(StatusEffectFlags flags)
{ {
@ -442,7 +408,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
SetStatusAtIndex(index, (ushort) (newEffectId - 200000)); SetStatusAtIndex(index, (ushort) (newEffectId - 200000));
SetTimeAtIndex(index, time); SetTimeAtIndex(index, time);
return new CommandResult(owner.actorId, 30328, (uint) HitEffect.StatusEffectType | newEffectId); return new CommandResult(owner.actorId, 30330, (uint) HitEffect.StatusEffectType | newEffectId);
} }
} }
} }

View file

@ -210,7 +210,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
Disengage(); Disengage();
return; return;
} }
owner.SetMod((uint)Modifier.Speed, 5); owner.SetMod((uint)Modifier.MovementSpeed, 5);
if ((tick - lastCombatTickScript).TotalSeconds > 3) if ((tick - lastCombatTickScript).TotalSeconds > 3)
{ {
Move(); Move();
@ -363,7 +363,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
// todo: seems ffxiv doesnt even differentiate between sneak/invis? // todo: seems ffxiv doesnt even differentiate between sneak/invis?
{ {
hasSneak = target.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.Stealth); hasSneak = target.GetMod(Modifier.Stealth) > 0;
hasInvisible = hasSneak; hasInvisible = hasSneak;
} }

View file

@ -16,7 +16,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{ {
owner.Disengage(); owner.Disengage();
owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD); owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD);
owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnDeath, true); owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnDeath);
//var deathStatePacket = SetActorStatePacket.BuildPacket(owner.actorId, SetActorStatePacket.MAIN_STATE_DEAD2, owner.currentSubState); //var deathStatePacket = SetActorStatePacket.BuildPacket(owner.actorId, SetActorStatePacket.MAIN_STATE_DEAD2, owner.currentSubState);
//owner.zone.BroadcastPacketAroundActor(owner, deathStatePacket); //owner.zone.BroadcastPacketAroundActor(owner, deathStatePacket);
canInterrupt = false; canInterrupt = false;

View file

@ -303,7 +303,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.utils
public static double GetParryRate(Character attacker, Character defender, BattleCommand skill, CommandResult action) public static double GetParryRate(Character attacker, Character defender, BattleCommand skill, CommandResult action)
{ {
//Can't parry with shield, can't parry rear attacks //Can't parry with shield, can't parry rear attacks
if (defender.GetMod((uint)Modifier.HasShield) != 0 || action.param == (byte) HitDirection.Rear) if (defender.GetMod((uint)Modifier.CanBlock) != 0 || action.param == (byte) HitDirection.Rear)
return 0; return 0;
double parryRate = 10.0; double parryRate = 10.0;
@ -348,7 +348,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.utils
public static double GetBlockRate(Character attacker, Character defender, BattleCommand skill, CommandResult action) public static double GetBlockRate(Character attacker, Character defender, BattleCommand skill, CommandResult action)
{ {
//Shields are required to block and can't block from rear. //Shields are required to block and can't block from rear.
if (defender.GetMod((uint)Modifier.HasShield) == 0 || action.param == (byte)HitDirection.Rear) if (defender.GetMod((uint)Modifier.CanBlock) == 0 || action.param == (byte)HitDirection.Rear)
return 0; return 0;
short dlvl = (short)(defender.GetLevel() - attacker.GetLevel()); short dlvl = (short)(defender.GetLevel() - attacker.GetLevel());
@ -894,10 +894,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.utils
totalBonus += GetChainBonus(expChainNumber); totalBonus += GetChainBonus(expChainNumber);
StatusEffect newChain = Server.GetWorldManager().GetStatusEffect((uint)StatusEffectId.EXPChain); StatusEffect newChain = Server.GetWorldManager().GetStatusEffect((uint)StatusEffectId.EXPChain);
newChain.SetSilent(true);
newChain.SetDuration(timeLimit); newChain.SetDuration(timeLimit);
newChain.SetTier((byte)(Math.Min(expChainNumber + 1, 255))); newChain.SetTier((byte)(Math.Min(expChainNumber + 1, 255)));
attacker.statusEffects.AddStatusEffect(newChain, attacker, true, true); attacker.statusEffects.AddStatusEffect(newChain, attacker);
actionContainer?.AddEXPActions(attacker.AddExp(baseExp, (byte)attacker.GetClass(), (byte)(totalBonus.Min(255)))); actionContainer?.AddEXPActions(attacker.AddExp(baseExp, (byte)attacker.GetClass(), (byte)(totalBonus.Min(255))));
} }

View file

@ -455,11 +455,11 @@ namespace FFXIVClassic_Map_Server.Actors
mobModifiers.Add((MobModifier)mobModId, val); mobModifiers.Add((MobModifier)mobModId, val);
} }
public override void OnDamageTaken(Character attacker, CommandResult action, CommandResultContainer actionContainer = null) public override void OnDamageTaken(Character attacker, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
{ {
if (GetMobMod((uint)MobModifier.DefendScript) != 0) if (GetMobMod((uint)MobModifier.DefendScript) != 0)
lua.LuaEngine.CallLuaBattleFunction(this, "onDamageTaken", this, attacker, action.amount); lua.LuaEngine.CallLuaBattleFunction(this, "onDamageTaken", this, attacker, action.amount);
base.OnDamageTaken(attacker, action, actionContainer); base.OnDamageTaken(attacker, skill, action, actionContainer);
} }
} }
} }

View file

@ -706,10 +706,11 @@ namespace FFXIVClassic_Map_Server.Actors
this.positionZ = destinationZ; this.positionZ = destinationZ;
this.rotation = destinationRot; this.rotation = destinationRot;
this.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnZoning);
//Save Player //Save Player
Database.SavePlayerPlayTime(this); Database.SavePlayerPlayTime(this);
Database.SavePlayerPosition(this); Database.SavePlayerPosition(this);
this.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnZoning, true);
Database.SavePlayerStatusEffects(this); Database.SavePlayerStatusEffects(this);
} }
@ -2476,7 +2477,7 @@ namespace FFXIVClassic_Map_Server.Actors
StatusEffect comboEffect = new StatusEffect(this, Server.GetWorldManager().GetStatusEffect((uint) StatusEffectId.Combo)); StatusEffect comboEffect = new StatusEffect(this, Server.GetWorldManager().GetStatusEffect((uint) StatusEffectId.Combo));
comboEffect.SetDuration(13); comboEffect.SetDuration(13);
comboEffect.SetOverwritable(1); comboEffect.SetOverwritable(1);
statusEffects.AddStatusEffect(comboEffect, this, true); statusEffects.AddStatusEffect(comboEffect, this);
playerWork.comboCostBonusRate = 1; playerWork.comboCostBonusRate = 1;
} }
//Otherwise we're ending a combo, remove the status //Otherwise we're ending a combo, remove the status
@ -2512,10 +2513,10 @@ namespace FFXIVClassic_Map_Server.Actors
} }
var hasShield = equip.GetItemAtSlot(Equipment.SLOT_OFFHAND) != null ? 1 : 0; var hasShield = equip.GetItemAtSlot(Equipment.SLOT_OFFHAND) != null ? 1 : 0;
SetMod((uint)Modifier.HasShield, hasShield); SetMod((uint)Modifier.CanBlock, hasShield);
SetMod((uint)Modifier.AttackType, damageAttribute); SetMod((uint)Modifier.AttackType, damageAttribute);
SetMod((uint)Modifier.AttackDelay, attackDelay); SetMod((uint)Modifier.Delay, attackDelay);
SetMod((uint)Modifier.HitCount, hitCount); SetMod((uint)Modifier.HitCount, hitCount);
//These stats all correlate in a 3:2 fashion //These stats all correlate in a 3:2 fashion
@ -2525,13 +2526,13 @@ namespace FFXIVClassic_Map_Server.Actors
AddMod((uint)Modifier.Defense, (long)(GetMod(Modifier.Vitality) * 0.667)); AddMod((uint)Modifier.Defense, (long)(GetMod(Modifier.Vitality) * 0.667));
//These stats correlate in a 4:1 fashion. (Unsure if MND is accurate but it would make sense for it to be) //These stats correlate in a 4:1 fashion. (Unsure if MND is accurate but it would make sense for it to be)
AddMod((uint)Modifier.MagicAttack, (long)((float)GetMod(Modifier.Intelligence) * 0.25)); AddMod((uint)Modifier.AttackMagicPotency, (long)((float)GetMod(Modifier.Intelligence) * 0.25));
AddMod((uint)Modifier.MagicAccuracy, (long)((float)GetMod(Modifier.Mind) * 0.25)); AddMod((uint)Modifier.MagicAccuracy, (long)((float)GetMod(Modifier.Mind) * 0.25));
AddMod((uint)Modifier.MagicHeal, (long)((float)GetMod(Modifier.Mind) * 0.25)); AddMod((uint)Modifier.HealingMagicPotency, (long)((float)GetMod(Modifier.Mind) * 0.25));
AddMod((uint)Modifier.MagicEvasion, (long)((float)GetMod(Modifier.Piety) * 0.25)); AddMod((uint)Modifier.MagicEvasion, (long)((float)GetMod(Modifier.Piety) * 0.25));
AddMod((uint)Modifier.MagicEnfeeblingPotency, (long)((float)GetMod(Modifier.Piety) * 0.25)); AddMod((uint)Modifier.EnfeeblingMagicPotency, (long)((float)GetMod(Modifier.Piety) * 0.25));
//VIT correlates to HP in a 1:1 fashion //VIT correlates to HP in a 1:1 fashion
AddMod((uint)Modifier.Hp, (long)((float)Modifier.Vitality)); AddMod((uint)Modifier.Hp, (long)((float)Modifier.Vitality));

View file

@ -0,0 +1,11 @@
require("modifiers")
function onGain(target, effect)
local newMaxHP = target.GetMaxHP() * 0.75;
target.SetMaxHP(newMaxHP);
end;
function onLose(target, effect)
target.SetMaxHP(target.GetMaxHP() / 0.75);
end;

View file

@ -0,0 +1,23 @@
require("modifiers")
require("battleutils")
function onCommandStart(effect, attacker, command, actionContainer)
--Random guess
command.enmityModifier += 0.25;
end
function onHit(effect, attacker, defender, action, actionContainer)
if skill.id == 27259 then
--Effect stacks up to 3 times
if effect.GetTier() < 3 then
effect.SetTier(effect.GetTier() + 1);
end
end
end
function onMiss(effect, attacker, defender, action, actionContainer)
if skill.id == 27259 then
effect.SetTier(0);
end
end

View file

@ -36,13 +36,13 @@ function onTick(owner, effect)
--Enduring march prevents fading of rampage effect --Enduring march prevents fading of rampage effect
if not owner.statusEffects.HasStatusEffect(223078) and (effect.GetExtra() > 0) then if not owner.statusEffects.HasStatusEffect(223078) and (effect.GetExtra() > 0) then
--Going to assume that every 5 seconds a single hits worth of rampage is lost. --Going to assume that every 5 seconds a single hits worth of rampage is lost.
attacker.SubtractMod(modifiersGlobal.Parry, parryPerDT); owner.SubtractMod(modifiersGlobal.Parry, parryPerDT);
attacker.AddMod(modifiersGlobal.Delay, delayMsPerDT); owner.AddMod(modifiersGlobal.Delay, delayMsPerDT);
effect.SetExtra(effect.GetExtra() - 1); effect.SetExtra(effect.GetExtra() - 1);
end end
end end
function onLose(owner, effect) function onLose(owner, effect)
attacker.SubtractMod(modifiersGlobal.Parry, effect.GetExtra() * parryPerDT); owner.SubtractMod(modifiersGlobal.Parry, effect.GetExtra() * parryPerDT);
attacker.AddMod(modifiersGlobal.Delay, effect.GetExtra() * delayMsPerDT); owner.AddMod(modifiersGlobal.Delay, effect.GetExtra() * delayMsPerDT);
end end

View file

@ -1,10 +1,12 @@
modifiersGlobal = modifiersGlobal =
{ {
NAMEPLATE_SHOWN = 0, --These line up with ParamNames starting at 15001 and appear on gear
TARGETABLE = 1, --Health
NAMEPLATE_SHOWN2 = 2, Hp = 0, --Max HP
--NAMEPLATE_SHOWN2 = 3, Mp = 1, --Max MP
Tp = 2, --Max TP
--Main stats
Strength = 3, Strength = 3,
Vitality = 4, Vitality = 4,
Dexterity = 5, Dexterity = 5,
@ -12,77 +14,144 @@ modifiersGlobal =
Mind = 7, Mind = 7,
Piety = 8, Piety = 8,
ResistFire = 9, --Elemental Resistances
ResistIce = 10, FireResistance = 9, --Lowers Fire damage taken
ResistWind = 11, IceResistance = 10, --Lowers Ice damage taken
ResistLightning = 12, WindResistance = 11, --Lowers Wind damage taken
ResistEarth = 13, EarthResistance = 12, --Lowers Earth damage taken
ResistWater = 14, LightningResistance = 13, --Lowers Lightning damage taken
WaterResistance = 14, --Lowers Water damage taken
Accuracy = 15, --Physical Secondary stats
Evasion = 16, Accuracy = 15, --Increases chance to hit with physical attacks
Attack = 17, Evasion = 16, --Decreases chance to be hit by physical attacks
Defense = 18, --Is there a magic defense stat? 19 maybe? Attack = 17, --Increases damage done with physical attacks
MagicAttack = 23, Defense = 18, --Decreases damage taken from physical attacks
MagicHeal = 24,
MagicEnhancePotency = 25,
MagicEnfeeblingPotency = 26,
MagicAccuracy = 27, --Physical crit stats
MagicEvasion = 28, CriticalHitRating = 19, --Increases chance to crit with physical attacks
CriticalHitEvasion = 20, --Decreases chance to be crit by physical attacks
CriticalHitAttackPower = 21, --Increases damage done by critical physical attacks
CriticalHitResilience = 22, --Decreases damage taken from critical physical attacks
CraftProcessing = 30, --Magic secondary stats
CraftMagicProcessing = 31, AttackMagicPotency = 23, --Increases damage done with magical attacks
CraftProcessControl = 32, HealingMagicPotency = 24, --Increases healing done with magic healing
EnhancementMagicPotency = 25, --Increases effect of enhancement magic
EnfeeblingMagicPotency = 26, --Increases effect of enfeebling magic
MagicAccuracy = 27, --Decreases chance for magic to be evaded
MagicEvasion = 28, --Increases chance to evade magic
HarvestPotency = 33, --Crafting stats
HarvestLimit = 34, Craftsmanship = 29,
HarvestRate = 35, MagicCraftsmanship = 30,
Control = 31,
Gathering = 32,
Output = 33,
Perception = 34,
None = 36, --Magic crit stats
Hp = 37, MagicCriticalHitRating = 35, --Increases chance to crit with magical attacks
HpPercent = 38, MagicCriticalHitEvasion = 36, --Decreases chance to be crit by magical attacks
Mp = 39, MagicCriticalHitPotency = 37, --Increases damage done by critical magical attacks
MpPercent = 40, MagicCriticalHitResilience = 38, --Decreases damage taken from critical magical attacks
Tp = 41,
TpPercent = 42,
Regen = 43,
Refresh = 44,
AttackRange = 45, --Blocking stats
Speed = 46, Parry = 39, --Increases chance to parry
AttackDelay = 47, BlockRate = 40, --Increases chance to block
Block = 41, --Reduces damage taken from blocked attacks
Raise = 48, --Elemental Potencies
MinimumHpLock = 49, -- hp cannot fall below this value FireMagicPotency = 42, --Increases damage done by Fire Magic
AttackType = 50, -- slashing, piercing, etc IceMagicPotency = 43, --Increases damage done by Ice Magic
BlockRate = 51, WindMagicPotency = 44, --Increases damage done by Wind Magic
Block = 52, EarthMagicPotency = 45, --Increases damage done by Earth Magic
CritRating = 53, LightningMagicPotency = 46, --Increases damage done by Lightning Magic
HasShield = 54, -- Need this because shields are required for blocks. Could have used BlockRate or Block but BlockRate is provided by Gallant Sollerets and Block is provided by some buffs. WaterMagicPotency = 47, --Increases damage done by Water Magic
HitCount = 55, -- Amount of hits in an auto attack. Usually 1, 2 for h2h, 3 with spinning heel
--Flat percent increases to these rates. Probably a better way to do this --Miscellaneous
RawEvadeRate = 56, Regen = 48, --Restores health over time
RawParryRate = 57, Refresh = 49, --Restores MP over time
RawBlockRate = 58, StoreTp = 50, --Increases TP gained by auto attacks and damaging abiltiies
RawResistRate = 59, Enmity = 51, --Increases enmity gained from actions
RawHitRate = 60, Spikes = 52, --Deals damage or status to attacker when hit
RawCritRate = 61, Haste = 53, --Increases attack speed
--54 and 55 didn't have names and seem to be unused
ReducedDurabilityLoss = 56, --Reduces durability loss
IncreasedSpiritbondGain = 57, --Increases rate of spiritbonding
Damage = 58, --Increases damage of auto attacks
Delay = 59, --Increases rate of auto attacks
Fastcast = 60, --Increases speed of casts
MovementSpeed = 61, --Increases movement speed
Exp = 62, --Increases experience gained
RestingHp = 63, --?
RestingMp = 64, --?
DamageTakenDown = 62, -- Percent damage taken down --Attack property resistances
StoreTP = 63, --.1% extra tp per point. Lancer trait is 50 StoreTP SlashingResistance = 65, --Reduces damage taken by slashing attacks
PhysicalCritRate = 64, --CritRating but only for physical attacks. Increases chance of critting. PiercingResistance = 66, --Reduces damage taken by piercing attacks
PhysicalCritEvasion = 65, --Opposite of CritRating. Reduces chance of being crit by phyiscal attacks BluntResistance = 67, --Reduces damage taken by blunt attacks
PhysicalCritAttack = 66, --Increases damage done by Physical Critical hits ProjectileResistance = 68, --Reduces damage taken by projectile attacks
PhysicalCritResilience = 67, --Decreases damage taken by Physical Critical hits SonicResistance = 69, --Reduces damage taken by sonic attacks
Parry = 68, --Increases chance to parry BreathResistance = 70, --Reduces damage taken by breath attacks
MagicCritPotency = 69, --Increases PhysicalResistance = 71, --Reduces damage taken by physical attacks
Regain = 70, --TP regen, should be -90 out of combat, Invigorate sets to 100+ depending on traits MagicResistance = 72, --Reduces damage taken by magic attacks
RegenDown = 71, --Damage over time effects. Separate from normal Regen because of how they are displayed in game
Stoneskin = 72, --Nullifies damage --Status resistances
MinimumTpLock = 73, --Don't let TP fall below this, used in openings SlowResistance = 73, --Reduces chance to be inflicted with slow by status magic
KnockbackImmune = 74 --Immune to knockback effects when above 0 PetrificationResistance = 74, --Reduces chance to be inflicted with petrification by status magic
ParalysisResistance = 75, --Reduces chance to be inflicted with paralysis by status magic
SilenceResistance = 76, --Reduces chance to be inflicted with silence by status magic
BlindResistance = 77, --Reduces chance to be inflicted with blind by status magic
PoisonResistance = 78, --Reduces chance to be inflicted with poison by status magic
StunResistance = 79, --Reduces chance to be inflicted with stun by status magic
SleepResistance = 80, --Reduces chance to be inflicted with sleep by status magic
BindResistance = 81, --Reduces chance to be inflicted with bind by status magic
HeavyResistance = 82, --Reduces chance to be inflicted with heavy by status magic
DoomResistance = 83, --Reduces chance to be inflicted with doom by status magic
--84-101 didn't have names and seem to be unused
--Miscellaneous
ConserveMp = 101, --Chance to reduce mp used by actions
SpellInterruptResistance = 102, --Reduces chance to be interrupted by damage while casting
DoubleDownOdds = 103, --Increases double down odds
HqDiscoveryRate = 104,
--Non-gear mods
None = 105,
NAMEPLATE_SHOWN = 106,
TARGETABLE = 107,
NAMEPLATE_SHOWN2 = 108,
HpPercent = 109,
MpPercent = 110,
TpPercent = 111,
AttackRange = 112, --How far away in yalms this character can attack from (probably won't need this when auto attack skills are done)
Raise = 113,
MinimumHpLock = 114, --Stops HP from falling below this value
MinimumMpLock = 115, --Stops MP from falling below this value
MinimumTpLock = 116, --Stops TP from falling below this value
AttackType = 117, --Attack property of auto attacks (might not need this when auto attack skills are done, unsure)
CanBlock = 118, --Whether the character can block attacks. (For players this is only true when they have a shield)
HitCount = 119, --Amount of hits in an auto attack. Usually 1, 2 for h2h, 3 with spinning heel
--Flat percent increases to these rates. Might not need these?
RawEvadeRate = 120,
RawParryRate = 121,
RawBlockRate = 122,
RawResistRate = 123,
RawHitRate = 124,
RawCritRate = 125,
DamageTakenDown = 126, --Percent damage taken down
Regain = 127, --TP regen, should be -90 out of combat, Invigorate sets to 100+ depending on traits
RegenDown = 128, --Damage over time effects. Separate from normal Regen because of how they are displayed in game
Stoneskin = 129, --Nullifies damage
KnockbackImmune = 130, --Immune to knockback effects when above 0
Stealth = 131,
} }
mobModifiersGlobal = mobModifiersGlobal =

View file

@ -1,8 +1,8 @@
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-- Dump completed on 2018-06-25 23:30:50 -- Dump completed on 2019-05-27 23:04:30