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Weapon Damage property; Auto-attack for magical weapons;

This commit is contained in:
Maru 2017-08-19 16:50:50 -03:00
parent bb4a84d51a
commit f87261b1bb
12 changed files with 70 additions and 14 deletions

View file

@ -10,7 +10,7 @@ class skillDef_119Def
def onFinish( player, target )
{
player.handleScriptSkill( STD_DAMAGE, 119, 30, 0, target );
player.handleScriptSkill( STD_DAMAGE, 119, 140, 0, target );
}
};

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@ -1,5 +1,5 @@
// Skill Name: Sprint
// Skill ID: 3
// Skill Name: Cure
// Skill ID: 120
class skillDef_120Def
{
@ -10,7 +10,7 @@ class skillDef_120Def
def onFinish( player, target )
{
player.handleScriptSkill( STD_HEAL, 120, 1000, 0, target );
player.handleScriptSkill( STD_HEAL, 120, 450, 0, target );
}
};

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@ -1,5 +1,5 @@
// Skill Name: Sprint
// Skill ID: 3
// Skill Name: Aero
// Skill ID: 121
class skillDef_121Def
{

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@ -1,5 +1,5 @@
// Skill Name: Sprint
// Skill ID: 3
// Skill Name: Stone II
// Skill ID: 127
class skillDef_127Def
{
@ -10,7 +10,7 @@ class skillDef_127Def
def onFinish( player, target )
{
player.handleScriptSkill( STD_DAMAGE, 127, 1000, 0, target );
player.handleScriptSkill( STD_DAMAGE, 127, 200, 0, target );
}
};

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@ -0,0 +1,18 @@
// Skill Name: Repose
// Skill ID: 128
class skillDef_128Def
{
def skillDef_128Def()
{
}
def onFinish( player, target )
{
target.addStatusEffectByIdIfNotExist(3, 30000, 0);
}
};
GLOBAL skillDef_128 = skillDef_128Def();

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@ -0,0 +1,18 @@
// Skill Name: Bootshine
// Skill ID: 53
class skillDef_53Def
{
def skillDef_53Def()
{
}
def onFinish( player, target )
{
player.handleScriptSkill( STD_DAMAGE, 53, 140, 0, target );
}
};
GLOBAL skillDef_53 = skillDef_53Def();

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@ -1,5 +1,5 @@
// Skill Name: Sprint
// Skill ID: 3
// Skill Name: Return
// Skill ID: 6
class skillDef_6Def
{

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@ -426,6 +426,7 @@ boost::shared_ptr< Core::Data::ItemInfo >
info->model_primary = getField< uint64_t >( row, 45 );
info->model_secondary = getField< uint64_t >( row, 46 );
info->physical_damage = getField< uint16_t >( row, 49 );
info->magical_damage = getField< uint16_t >( row, 50 );
info->delayMs = getField< uint16_t >( row, 51 );
info->is_unique = getField< int16_t >( row, 64 ) != 0 ? true : false;
info->is_untradeable = getField< uint8_t >( row, 65 ) != 0 ? true : false;

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@ -211,8 +211,9 @@ namespace Core {
uint64_t model_primary; //28
uint64_t model_secondary; //29
uint16_t physical_damage; //49
uint16_t magical_damage; //50
uint16_t delayMs; //51
uint32_t class_job_requirement; //58
uint16_t delayMs; //59
bool is_unique; //72
bool is_untradeable; //73
uint32_t class_job_index; //86

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@ -1462,7 +1462,7 @@ void Core::Entity::Player::autoAttack( ActorPtr pTarget )
//uint64_t tick = Util::getTimeMs();
//srand(static_cast< uint32_t >(tick));
uint32_t damage = mainWeap->getAutoAttackDmg() + rand() % 12;
uint32_t damage = mainWeap->getAutoAttackDmg();
uint32_t variation = 0 + rand() % 3;
if( getClass() == 5 || getClass() == 23 || getClass() == 31 )

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@ -27,7 +27,9 @@ Core::Item::Item( uint64_t uId, uint32_t catalogId, uint64_t model1, uint64_t mo
auto itemInfo = g_exdData.getItemInfo( catalogId );
m_delayMs = itemInfo->delayMs;
m_physicalDmg = itemInfo->physical_damage;
m_autoAttackDmg = float( m_physicalDmg * m_delayMs ) / 3000;
m_magicalDmg = itemInfo->magical_damage;
m_weaponDmg = ( m_physicalDmg != 0 ) ? m_physicalDmg : m_magicalDmg;
m_autoAttackDmg = static_cast< float >( m_weaponDmg * m_delayMs ) / 3000;
}
Core::Item::~Item()
@ -50,6 +52,16 @@ uint16_t Core::Item::getPhysicalDmg() const
return m_physicalDmg;
}
uint16_t Core::Item::getMagicalDmg() const
{
return m_magicalDmg;
}
uint16_t Core::Item::getWeaponDmg() const
{
return m_weaponDmg;
}
uint32_t Core::Item::getId() const
{
return m_id;

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@ -44,6 +44,10 @@ public:
uint16_t getPhysicalDmg() const;
uint16_t getMagicalDmg() const;
uint16_t getWeaponDmg() const;
float getAutoAttackDmg() const;
@ -64,6 +68,8 @@ protected:
uint16_t m_delayMs;
uint16_t m_physicalDmg;
uint16_t m_magicalDmg;
uint16_t m_weaponDmg;
float m_autoAttackDmg;
};