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Sorted out power property of status (partially)

This commit is contained in:
Maru 2017-08-12 22:11:56 -03:00
parent db1832aeef
commit f124b5eac4
8 changed files with 33 additions and 13 deletions

View file

@ -10,7 +10,7 @@ class skillDef_3Def
def onFinish( player, target )
{
player.addStatusEffectById(50, 20000, 3791585310);
player.addStatusEffectById(50, 20000, 30, 65505);
}
};

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@ -339,7 +339,8 @@ struct FFXIVIpcAddStatusEffect : FFXIVIpcBasePacket<AddStatusEffect>
uint8_t effect_index; // which position do i display this
uint8_t unknown3;
uint16_t effect_id;
uint32_t power;
uint16_t unkpower1;
uint16_t unkpower2;
float duration;
uint32_t actor_id1;
uint8_t unknown4[52];

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@ -605,10 +605,11 @@ void Core::Entity::Actor::addStatusEffect( StatusEffect::StatusEffectPtr pEffect
}
/*! \param StatusEffectPtr to be applied to the actor */
void Core::Entity::Actor::addStatusEffectById( int32_t id, int32_t duration, uint32_t power )
void Core::Entity::Actor::addStatusEffectById( int32_t id, int32_t duration, uint16_t power, uint16_t power_2 )
{
StatusEffect::StatusEffectPtr effect( new StatusEffect::StatusEffect( id, shared_from_this(), shared_from_this(), duration, 3000 ) );
effect->setPower( power );
effect->setPower_2( power_2 );
addStatusEffect( effect );
}

View file

@ -290,7 +290,7 @@ public:
void addStatusEffect( StatusEffect::StatusEffectPtr pEffect );
// add a status effect by id
void addStatusEffectById( int32_t id, int32_t duration, uint32_t power = 0 );
void addStatusEffectById( int32_t id, int32_t duration, uint16_t power = 0, uint16_t power_2 = 0 );
// TODO: Why did i even declare them publicly here?!
std::set< ActorPtr > m_inRangeActors;

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@ -363,10 +363,15 @@ void Core::GameCommandHandler::add( char * data, Core::Entity::PlayerPtr pPlayer
{
int32_t id;
int32_t duration;
uint16_t power;
sscanf( params.c_str(), "%d %d", &id, &duration );
uint16_t power_2;
sscanf( params.c_str(), "%d %d %hd %hd", &id, &duration, &power, &power_2 );
StatusEffect::StatusEffectPtr effect( new StatusEffect::StatusEffect( id, pPlayer, pPlayer, duration, 3000 ) );
effect->setPower( power );
effect->setPower_2( power_2 );
pPlayer->addStatusEffect( effect );
}
else if( subCommand == "spawn" )

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@ -67,9 +67,14 @@ uint32_t Core::StatusEffect::StatusEffect::getTargetActorId() const
return m_targetActor->getId();
}
uint32_t Core::StatusEffect::StatusEffect::getPower() const
uint16_t Core::StatusEffect::StatusEffect::getPower() const
{
return m_power;
return m_unkpower1;
}
uint16_t Core::StatusEffect::StatusEffect::getPower_2() const
{
return m_unkpower2;
}
void Core::StatusEffect::StatusEffect::applyStatus()
@ -134,11 +139,15 @@ void Core::StatusEffect::StatusEffect::setLastTick( uint64_t lastTick )
m_lastTick = lastTick;
}
void Core::StatusEffect::StatusEffect::setPower( uint32_t power )
void Core::StatusEffect::StatusEffect::setPower( uint16_t power )
{
m_power = power;
m_unkpower1 = power;
}
void Core::StatusEffect::StatusEffect::setPower_2( uint16_t power )
{
m_unkpower2 = power;
}
const std::string& Core::StatusEffect::StatusEffect::getName() const
{

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@ -30,9 +30,11 @@ public:
uint32_t getTargetActorId() const;
uint64_t getLastTickMs() const;
uint64_t getStartTimeMs() const;
uint32_t getPower() const;
uint16_t getPower() const;
uint16_t getPower_2() const;
void setLastTick( uint64_t lastTick );
void setPower( uint32_t power );
void setPower( uint16_t power );
void setPower_2( uint16_t power );
const std::string& getName() const;
private:
@ -43,7 +45,8 @@ private:
uint64_t m_startTime;
uint32_t m_tickRate;
uint64_t m_lastTick;
uint32_t m_power; //Figure out what this actually is supposed to be
uint16_t m_unkpower1;
uint16_t m_unkpower2; //Figure out what this actually is supposed to be
std::string m_name;
};

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@ -69,7 +69,8 @@ void Core::StatusEffect::StatusEffectContainer::addStatusEffect( StatusEffectPtr
statusEffectAdd.data().max_mp = m_pOwner->getMaxMp();
statusEffectAdd.data().max_something = 1;
//statusEffectAdd.data().unknown2 = 28;
statusEffectAdd.data().power = pEffect->getPower();
statusEffectAdd.data().unkpower1 = pEffect->getPower();
statusEffectAdd.data().unkpower2 = pEffect->getPower_2();
bool sendToSelf = m_pOwner->isPlayer() ? true : false;
m_pOwner->sendToInRangeSet( statusEffectAdd, sendToSelf );