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Merge pull request #1 from Kooper16/status-application

Fixed script skill processing
This commit is contained in:
Rushi 2023-07-24 00:34:03 +02:00 committed by GitHub
commit 047798f408
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@ -520,7 +520,7 @@ void Action::Action::buildActionResults()
Network::Util::Packet::sendHudParam( *m_pSource );
if( !m_enableGenericHandler || !hasLutEntry || m_hitActors.empty() )
if( m_hitActors.empty() )
{
// send any effect packet added by script or an empty one just to play animation for other players
m_actionResultBuilder->sendActionResults( {} );
@ -539,56 +539,62 @@ void Action::Action::buildActionResults()
bool shouldRestoreMP = true;
bool shouldApplyComboSucceedEffect = true;
for( auto& actor : m_hitActors )
if( m_enableGenericHandler && hasLutEntry )
{
if( m_lutEntry.potency > 0 )
for( auto& actor : m_hitActors )
{
auto dmg = calcDamage( isCorrectCombo() ? m_lutEntry.comboPotency : m_lutEntry.potency );
m_actionResultBuilder->damage( m_pSource, actor, dmg.first, dmg.second );
if( dmg.first > 0 )
actor->onActionHostile( m_pSource );
if( isCorrectCombo() && shouldApplyComboSucceedEffect )
if( m_lutEntry.potency > 0 )
{
m_actionResultBuilder->comboSucceed( m_pSource );
shouldApplyComboSucceedEffect = false;
}
auto dmg = calcDamage( isCorrectCombo() ? m_lutEntry.comboPotency : m_lutEntry.potency );
m_actionResultBuilder->damage( m_pSource, actor, dmg.first, dmg.second );
if( !isComboAction() || isCorrectCombo() )
{
if( m_lutEntry.curePotency > 0 ) // actions with self heal
if( dmg.first > 0 )
actor->onActionHostile( m_pSource );
if( isCorrectCombo() && shouldApplyComboSucceedEffect )
{
auto heal = calcHealing( m_lutEntry.curePotency );
m_actionResultBuilder->heal( actor, m_pSource, heal.first, heal.second, Common::ActionResultFlag::EffectOnSource );
m_actionResultBuilder->comboSucceed( m_pSource );
shouldApplyComboSucceedEffect = false;
}
if( !isComboAction() || isCorrectCombo() )
{
if( m_lutEntry.curePotency > 0 )// actions with self heal
{
auto heal = calcHealing( m_lutEntry.curePotency );
m_actionResultBuilder->heal( actor, m_pSource, heal.first, heal.second, Common::ActionResultFlag::EffectOnSource );
}
if( m_lutEntry.restoreMPPercentage > 0 && shouldRestoreMP )
{
m_actionResultBuilder->restoreMP( actor, m_pSource, m_pSource->getMaxMp() * m_lutEntry.restoreMPPercentage / 100, Common::ActionResultFlag::EffectOnSource );
shouldRestoreMP = false;
}
if( !m_lutEntry.nextCombo.empty() ) // if we have a combo action followup
m_actionResultBuilder->startCombo( m_pSource, getId() );// this is on all targets hit
}
}
else if( m_lutEntry.curePotency > 0 )
{
auto heal = calcHealing( m_lutEntry.curePotency );
m_actionResultBuilder->heal( actor, actor, heal.first, heal.second );
if( m_lutEntry.restoreMPPercentage > 0 && shouldRestoreMP )
{
m_actionResultBuilder->restoreMP( actor, m_pSource, m_pSource->getMaxMp() * m_lutEntry.restoreMPPercentage / 100, Common::ActionResultFlag::EffectOnSource );
shouldRestoreMP = false;
}
if( !m_lutEntry.nextCombo.empty() ) // if we have a combo action followup
m_actionResultBuilder->startCombo( m_pSource, getId() ); // this is on all targets hit
}
}
else if( m_lutEntry.curePotency > 0 )
{
auto heal = calcHealing( m_lutEntry.curePotency );
m_actionResultBuilder->heal( actor, actor, heal.first, heal.second );
if( m_lutEntry.restoreMPPercentage > 0 && shouldRestoreMP )
else if( m_lutEntry.restoreMPPercentage > 0 && shouldRestoreMP )
{
m_actionResultBuilder->restoreMP( actor, m_pSource, m_pSource->getMaxMp() * m_lutEntry.restoreMPPercentage / 100, Common::ActionResultFlag::EffectOnSource );
shouldRestoreMP = false;
}
}
else if( m_lutEntry.restoreMPPercentage > 0 && shouldRestoreMP )
{
m_actionResultBuilder->restoreMP( actor, m_pSource, m_pSource->getMaxMp() * m_lutEntry.restoreMPPercentage / 100, Common::ActionResultFlag::EffectOnSource );
shouldRestoreMP = false;
}
if( m_lutEntry.statuses.caster.size() > 0 || m_lutEntry.statuses.target.size() > 0 )
handleStatusEffects();
}
// If we hit an enemy
@ -599,9 +605,6 @@ void Action::Action::buildActionResults()
handleJobAction();
if( m_lutEntry.statuses.caster.size() > 0 || m_lutEntry.statuses.target.size() > 0 )
handleStatusEffects();
m_actionResultBuilder->sendActionResults( m_hitActors );
// TODO: disabled, reset kills our queued actions