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Add new functions for absorbs in CommandResultContainer
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1 changed files with 29 additions and 2 deletions
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@ -24,6 +24,8 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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}
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//Just to make scripting simpler
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//These have to be split into the normal actions and absorb actions because they use different flags
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//AddMP/HP/TPAction are for actions where the targetID is the person being targeted by command. Like Sanguine Rite would use AddMPAction
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public void AddMPAction(uint targetId, ushort worldMasterTextId, ushort amount)
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{
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uint effectId = (uint) (HitEffect.MagicEffectType | HitEffect.MP | HitEffect.Heal);
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@ -32,13 +34,38 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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public void AddHPAction(uint targetId, ushort worldMasterTextId, ushort amount)
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{
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uint effectId = (uint)(HitEffect.MagicEffectType | HitEffect.Heal);
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uint effectId = (uint) (HitEffect.MagicEffectType | HitEffect.Heal);
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AddAction(targetId, worldMasterTextId, effectId, amount);
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}
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public void AddTPAction(uint targetId, ushort worldMasterTextId, ushort amount)
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{
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uint effectId = (uint)(HitEffect.MagicEffectType | HitEffect.TP);
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uint effectId = (uint) (HitEffect.MagicEffectType | HitEffect.TP | HitEffect.Heal);
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AddAction(targetId, worldMasterTextId, effectId, amount);
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}
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//These are used for skills where the targetId is the person using a command. For example casting with parsimony would use AddMPAbsorbAction
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public void AddMPAbsorbAction(uint targetId, ushort worldMasterTextId, ushort amount)
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{
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uint effectId = (uint) (HitEffect.SelfHealType | HitEffect.SelfHealMP | HitEffect.SelfHeal);
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AddAction(targetId, worldMasterTextId, effectId, amount);
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}
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public void AddHPAbsorbAction(uint targetId, ushort worldMasterTextId, ushort amount)
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{
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uint effectId = (uint) (HitEffect.SelfHealType | HitEffect.SelfHeal | HitEffect.SelfHeal);
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AddAction(targetId, worldMasterTextId, effectId, amount);
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}
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public void AddTPAbsorbAction(uint targetId, ushort worldMasterTextId, ushort amount)
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{
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uint effectId = (uint) (HitEffect.SelfHealType | HitEffect.SelfHealTP | HitEffect.SelfHeal);
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AddAction(targetId, worldMasterTextId, effectId, amount);
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}
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public void AddHitAction(uint targetId, ushort worldMasterTextId, ushort amount)
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{
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uint effectId = (uint) (HitEffect.HitEffectType | HitEffect.Hit);
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AddAction(targetId, worldMasterTextId, effectId, amount);
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}
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