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read aspect from exd, correct potency for heavy shot
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a60d55250a
commit
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3 changed files with 6 additions and 7 deletions
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@ -21,7 +21,7 @@ public:
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void onCharaHit( Sapphire::Entity::Chara& sourceActor, Sapphire::Entity::Chara& hitActor,
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Sapphire::Action::Action& currentAction ) override
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{
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currentAction.damageTarget( 100, hitActor );
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currentAction.damageTarget( 150, hitActor );
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}
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};
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@ -37,6 +37,7 @@ Sapphire::Action::Action::Action( Entity::CharaPtr caster, uint32_t actionId,
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m_cooldownGroup = action->cooldownGroup;
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m_range = action->range;
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m_effectRange = action->effectRange;
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m_aspect = static_cast< Common::ActionAspect >( action->aspect );
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// a default range is set by the game for the class/job
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if( m_range == -1 )
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@ -312,8 +313,7 @@ void Sapphire::Action::Action::buildEffectPackets()
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}
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}
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void Sapphire::Action::Action::damageTarget( uint32_t potency, Entity::Chara& chara,
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Common::ActionAspect aspect )
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void Sapphire::Action::Action::damageTarget( uint32_t potency, Entity::Chara& chara )
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{
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// todo: scale potency into damage from stats
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@ -49,8 +49,6 @@ namespace Sapphire::Action
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/*!
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* @brief Checks if the action *may* target a resident instead of an actor
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* This checks if m_pTarget is nullptr but m_targetId is set
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*
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* @return true if the target *may* be a resident and not an actor, otherwise false.
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*/
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bool hasResidentTarget() const;
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@ -69,9 +67,9 @@ namespace Sapphire::Action
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* @brief Damages a target and adds the effect entry
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* @param potency The amount of damage the target takes
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* @param chara The chara to inflict damage upon
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* @param aspect The aspect of the damage
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*/
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void damageTarget( uint32_t potency, Entity::Chara& chara, Common::ActionAspect aspect = Common::ActionAspect::None );
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void damageTarget( uint32_t potency, Entity::Chara& chara );
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/*!
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* @brief Heals a target and adds the effect entry
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* @param potency Amount of healing to apply
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@ -124,6 +122,7 @@ namespace Sapphire::Action
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uint8_t m_cooldownGroup;
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int8_t m_range;
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uint8_t m_effectRange;
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Common::ActionAspect m_aspect;
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Entity::CharaPtr m_pSource;
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Entity::CharaPtr m_pTarget;
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