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New scripts for commands and effects that use the new function signatures and work with the new statuseffectcontainer
47 lines
No EOL
1.8 KiB
Lua
47 lines
No EOL
1.8 KiB
Lua
require("modifiers")
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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, actionContainer)
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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, skill, 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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defender.AddMod(modifiersGlobal.Parry, parryPerDT);
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defender.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, skill, action, actionContainer)
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local healAmount = math.Clamp(action.amount * 0.50, 0, attacker.GetMaxHP() * 0.20);
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healAmount = math.Clamp(healAmount, 0, attacker.GetMaxHP() - attacker.GetHP());
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attacker.AddHP(healAmount);
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--33012: You recover [healAmount] HP.
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actionContainer.AddHPAbsorbAction(defender.actorId, 33008, healAmount);
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end;
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--"Effect fades over time"
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--Rampage ticks every 6 seconds
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function onTick(owner, effect, actionContainer)
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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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owner.SubtractMod(modifiersGlobal.Parry, parryPerDT);
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owner.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, actionContainer)
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owner.SubtractMod(modifiersGlobal.Parry, effect.GetExtra() * parryPerDT);
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owner.AddMod(modifiersGlobal.Delay, effect.GetExtra() * delayMsPerDT);
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end |