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Cleaned up hotbar database stuff (slot starts at 0 now!) and fixed a few bugs in the state system.

This commit is contained in:
Filip Maj 2017-08-28 23:21:21 -04:00
parent 7ad40f625a
commit d81832f256
4 changed files with 32 additions and 36 deletions

View file

@ -1324,29 +1324,22 @@ namespace FFXIVClassic_Map_Server
cmd = new MySqlCommand(query, conn);
cmd.Parameters.AddWithValue("@charId", player.actorId);
cmd.Parameters.AddWithValue("@classId", player.charaWork.parameterSave.state_mainSkill[0]);
player.charaWork.commandBorder = 32;
for (int i = player.charaWork.commandBorder; i < player.charaWork.commandCategory.Length; i++)
{
player.charaWork.command[i] = 0;
player.charaWork.commandCategory[i] = 0;
player.charaWork.parameterSave.commandSlot_recastTime[i - player.charaWork.commandBorder] = 0;
}
using (MySqlDataReader reader = cmd.ExecuteReader())
{
while (reader.Read())
{
int index = reader.GetUInt16(0);
uint trueCommandId = reader.GetUInt32(1);
player.charaWork.command[index] = trueCommandId;
player.charaWork.commandCategory[index] = 1;
player.charaWork.parameterSave.commandSlot_recastTime[index - player.charaWork.commandBorder] = reader.GetUInt32(2);
int hotbarSlot = reader.GetUInt16("hotbarSlot");
uint commandId = reader.GetUInt32("commandId");
player.charaWork.command[hotbarSlot + player.charaWork.commandBorder] = commandId | 0xA0F00000;
player.charaWork.commandCategory[hotbarSlot + player.charaWork.commandBorder] = 1;
player.charaWork.parameterSave.commandSlot_recastTime[hotbarSlot] = reader.GetUInt32("recastTime");
//Recast timer
BattleCommand ability = Server.GetWorldManager().GetBattleCommand((ushort)(trueCommandId ^ 2700083200));
player.charaWork.parameterTemp.maxCommandRecastTime[index - player.charaWork.commandBorder] = (ushort) (ability != null ? ability.recastTimeSeconds : 1);
//Previous recast timer
player.charaWork.parameterSave.commandSlot_recastTime[index - player.charaWork.commandBorder] = reader.GetUInt32(2);
BattleCommand ability = Server.GetWorldManager().GetBattleCommand((ushort)(commandId));
player.charaWork.parameterTemp.maxCommandRecastTime[hotbarSlot] = (ushort) (ability != null ? ability.recastTimeSeconds : 1);
}
}
}

View file

@ -110,7 +110,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
owner.OnAttack(this, action, ref errorResult);
// handle paralyze/intimidate/sleep/whatever in character thing
owner.DoBattleAction((ushort)BattleActionX01PacketCommand.Attack, 0x19001000, errorResult != null ? action : errorResult);
owner.DoBattleAction((ushort)BattleActionX01PacketCommand.Attack, 0x19001000, errorResult == null ? action : errorResult);
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
}

View file

@ -7,12 +7,15 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
[Flags]
public enum HitEffect : uint
{
//All HitEffects have the last byte 0x8
HitEffectType = 8 << 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.
RecoilLv1 = 0,
RecoilLv2 = 1 << 0,
RecoilLv3 = 1 << 1,
RecoilLv1 = 0 | HitEffectType,
RecoilLv2 = 1 << 0 | HitEffectType,
RecoilLv3 = 1 << 1 | HitEffectType,
//Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
CriticalHit = RecoilLv2 | RecoilLv3,
@ -21,10 +24,10 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
//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.
HitVisual1 = 1 << 2,
HitVisual2 = 1 << 3,
HitVisual3 = 1 << 4,
HitVisual4 = 1 << 5,
HitVisual1 = 1 << 2 | HitEffectType,
HitVisual2 = 1 << 3 | HitEffectType,
HitVisual3 = 1 << 4 | HitEffectType,
HitVisual4 = 1 << 5 | HitEffectType,
//An additional visual effect that plays on the target when attacked if:
//The attack is physical and they have the protect buff on.
@ -33,20 +36,20 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
//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 = 1 << 6,
Shell = 1 << 7,
Protect = 1 << 6 | HitEffectType,
Shell = 1 << 7 | HitEffectType,
ProtectShellSpecial = Protect | Shell,
//Unknown = 1 << 8, -- Not sure what this flag does.
//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 = 1 << 9,
HitEffect2 = 1 << 10, //Plays the standard hit visual effect, but with no sound if used alone.
HitEffect1 = 1 << 9 | HitEffectType,
HitEffect2 = 1 << 10 | HitEffectType, //Plays the standard hit visual effect, but with no sound if used alone.
Hit = HitEffect1 | HitEffect2, //A standard hit effect with sound effect.
HitEffect3 = 1 << 11,
HitEffect4 = 1 << 12,
HitEffect5 = 1 << 13,
HitEffect3 = 1 << 11 | HitEffectType,
HitEffect4 = 1 << 12 | HitEffectType,
HitEffect5 = 1 << 13 | HitEffectType,
GustyHitEffect = HitEffect3 | HitEffect2,
GreenTintedHitEffect = HitEffect4 | HitEffect1,
@ -77,10 +80,10 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
//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 = 1 << 15,
SkillCombo2 = 1 << 16,
SkillCombo1 = 1 << 15 | HitEffectType,
SkillCombo2 = 1 << 16 | HitEffectType,
SkillCombo3 = SkillCombo1 | SkillCombo2,
SkillCombo4 = 1 << 17
SkillCombo4 = 1 << 17 | HitEffectType
//Flags beyond here are unknown/untested.
}

View file

@ -13,7 +13,7 @@ function onTick(target, effect)
sender = "regen";
-- todo: actual regen effect thing
local ability = GetWorldManager().GetAbility(27346);
local ability = GetWorldManager().GetBattleCommand(27346);
local anim = bit32.bxor(bit32.lshift(ability.animationType, 24), bit32.lshift(tonumber(1), 12) , 101);
local addHp = effect.GetMagnitude();