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https://bitbucket.org/Ioncannon/project-meteor-server.git
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Added formulas for base EXP gain and chain experience Added basic scripts for most player abilities and effects Added stat gains for some abilities Changed status flags Fixed bug with player death Fixed bug where auto attacks didnt work when not locked on Added traits
51 lines
No EOL
1.9 KiB
Lua
51 lines
No EOL
1.9 KiB
Lua
require("global")
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require("modifiers")
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require("hiteffect")
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require("battleutils")
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require("utils")
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parryPerDT = 20;
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delayMsPerDT = 100;
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function onGain(owner, effect)
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owner.statusEffects.RemoveStatusEffect(223207);
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end
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--Increases parry rating and attack speed for each hit. (Need more info)
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function onDamageTaken(effect, attacker, defender, action, actionContainer)
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--Assuming 20 parry rating every time you're hit up to 200
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--Delay is more complicated. Most axes are around 4 seconds, so i'm gonna assume it cuts off a full second at max
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if (effect.GetExtra() < 10) then
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effect.SetExtra(effect.GetExtra() + 1);
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attacker.AddMod(modifiersGlobal.Parry, parryPerDT);
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attacker.SubtractMod(modifiersGlobal.Delay, delayMsPerDT);
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end
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end
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--Heals for 50% of damage dealt on crits with a maximum of 20% of max hp
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--Also only heals for as much hp as you're missing at most
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function onCrit(effect, attacker, defender, action, actionContainer)
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local healAmount = math.Clamp(action.amount * 0.50, 0, defender.GetMaxHP() * 0.20);
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healAmount = math.Clamp(healAmount, 0, defender.GetMaxHP() - defender.GetHP());
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defender.AddHP(healAmount);
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--33012: You recover [healAmount] HP.
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actionContainer.AddHPAction(owner.actorId, 33008, healAmount);
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end;
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--"Effect fades over time"
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function onTick(owner, effect)
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--Enduring march prevents fading of rampage effect
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if not owner.statusEffects.HasStatusEffect(223078) and (effect.GetExtra() > 0) then
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--Going to assume that every 5 seconds a single hits worth of rampage is lost.
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attacker.SubtractMod(modifiersGlobal.Parry, parryPerDT);
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attacker.AddMod(modifiersGlobal.Delay, delayMsPerDT);
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effect.SetExtra(effect.GetExtra() - 1);
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end
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end
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function onLose(owner, effect)
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attacker.SubtractMod(modifiersGlobal.Parry, effect.GetExtra() * parryPerDT);
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attacker.AddMod(modifiersGlobal.Delay, effect.GetExtra() * delayMsPerDT);
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end |