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remove status effect framework workaround.
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parent
29106a2de7
commit
8a7c11dab8
8 changed files with 9 additions and 19 deletions
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@ -24,7 +24,7 @@ public:
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{
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if( action.getSourceChara()->getLevel() >= 2 && Math::CalcStats::getRandomNumber0To99() < 20 )
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{
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auto pEffect = action.createStatusEffect( STATUS_ID_STRAIGHT_SHOT_READY, action.getSourceChara(), action.getSourceChara(), 10000, 3000 );
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auto pEffect = Sapphire::StatusEffect::make_StatusEffect( STATUS_ID_STRAIGHT_SHOT_READY, action.getSourceChara(), action.getSourceChara(), 10000, 3000 );
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action.getEffectbuilder()->applyStatusEffect( action.getSourceChara(), action.getSourceChara(), pEffect );
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}
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}
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@ -42,7 +42,7 @@ public:
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World::Action::StatusEffectEntry effectEntry;
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effectEntry.effectType = static_cast< uint32_t >( Common::StatusEffectType::Shield );
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effectEntry.effectValue1 = static_cast< int32_t >( shieldValue );
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auto pNewEffect = action.createStatusEffect( STATUS_ID_GALVANIZE, action.getSourceChara(), pTarget, 30000, 3000 );
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auto pNewEffect = Sapphire::StatusEffect::make_StatusEffect( STATUS_ID_GALVANIZE, action.getSourceChara(), pTarget, 30000, 3000 );
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pNewEffect->replaceEffectEntry( effectEntry );
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action.getEffectbuilder()->applyStatusEffect( pTarget, action.getSourceChara(), pNewEffect );
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}
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@ -58,7 +58,7 @@ public:
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World::Action::StatusEffectEntry effectEntry;
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effectEntry.effectType = static_cast< uint32_t >( Common::StatusEffectType::Shield );
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effectEntry.effectValue1 = static_cast< int32_t >( shieldValue ); // same shield value
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auto pNewEffect = action.createStatusEffect( STATUS_ID_CATALYZE, action.getSourceChara(), pTarget, 30000, 3000 );
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auto pNewEffect = Sapphire::StatusEffect::make_StatusEffect( STATUS_ID_CATALYZE, action.getSourceChara(), pTarget, 30000, 3000 );
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pNewEffect->replaceEffectEntry( effectEntry );
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action.getEffectbuilder()->applyStatusEffect( pTarget, action.getSourceChara(), pNewEffect );
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}
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@ -27,7 +27,7 @@ public:
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pPlayer->gaugeWarSetIb( ib );
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if( pPlayer->getLevel() >= 72 )
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{
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auto pEffect = action.createStatusEffect( STATUS_ID_NASCENT_CHAOS, action.getSourceChara(), action.getSourceChara(), 30000, 3000 );
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auto pEffect = Sapphire::StatusEffect::make_StatusEffect( STATUS_ID_NASCENT_CHAOS, action.getSourceChara(), action.getSourceChara(), 30000, 3000 );
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action.getEffectbuilder()->applyStatusEffect( action.getSourceChara(), action.getSourceChara(), pEffect, 0 );
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}
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}
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@ -28,10 +28,10 @@ public:
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effectEntry.effectValue1 = static_cast< int32_t >( Common::ActionTypeFilter::Physical );
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effectEntry.effectValue2 = 100;
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effectEntry.effectValue3 = 100;
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auto pNewEffect = action.createStatusEffect( STATUS_ID_INNER_RELEASE, action.getSourceChara(), pSource, 10000, 3000 );
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pNewEffect->replaceEffectEntry( effectEntry );
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pNewEffect->setParam( 65436 );
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action.getEffectbuilder()->applyStatusEffect( pSource, action.getSourceChara(), pNewEffect, 0 );
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auto pEffect = Sapphire::StatusEffect::make_StatusEffect( STATUS_ID_INNER_RELEASE, action.getSourceChara(), pSource, 10000, 3000 );
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pEffect->replaceEffectEntry( effectEntry );
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pEffect->setParam( 65436 );
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action.getEffectbuilder()->applyStatusEffect( pSource, action.getSourceChara(), pEffect, 0 );
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}
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};
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@ -24,7 +24,7 @@ public:
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{
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if( action.getSourceChara()->getLevel() >= 30 && Math::CalcStats::getRandomNumber0To99() < 15 )
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{
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auto pEffect = action.createStatusEffect( STATUS_ID_FREECURE, action.getSourceChara(), action.getSourceChara(), 15000, 3000 );
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auto pEffect = Sapphire::StatusEffect::make_StatusEffect( STATUS_ID_FREECURE, action.getSourceChara(), action.getSourceChara(), 15000, 3000 );
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action.getEffectbuilder()->applyStatusEffect( action.getSourceChara(), action.getSourceChara(), pEffect );
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}
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}
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@ -1036,10 +1036,4 @@ bool Action::Action::checkActionBonusRequirement()
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}
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return true;
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}
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Sapphire::StatusEffect::StatusEffectPtr Action::Action::createStatusEffect( uint32_t id, Entity::CharaPtr sourceActor, Entity::CharaPtr targetActor, uint32_t duration, uint32_t tickRate )
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{
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// problem solved remove this
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return StatusEffect::make_StatusEffect( id, sourceActor, targetActor, duration, tickRate );
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}
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@ -58,8 +58,6 @@ namespace Sapphire::World::Action
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bool checkActionBonusRequirement();
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StatusEffect::StatusEffectPtr createStatusEffect( uint32_t id, Entity::CharaPtr sourceActor, Entity::CharaPtr targetActor, uint32_t duration, uint32_t tickRate );
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/*!
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* @brief Checks if a chara has enough resources available to cast the action (tp/mp/etc)
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* @return true if they have the required resources
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@ -2162,8 +2162,6 @@ bool Sapphire::Entity::Player::checkAction()
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void Sapphire::Entity::Player::gaugeClear()
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{
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std::memset( m_gauge, 0, sizeof( m_gauge ) );
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auto pPacket = makeZonePacket< FFXIVIpcEffect0095 >( getId() );
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queuePacket( pPacket );
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}
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void Sapphire::Entity::Player::gaugeSet( uint8_t index, uint8_t value )
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