...Instead of assuming all ranged attacks will be the same.
Additionally:
- Moved up the lv correction call to before we check for proc
- Changed a small number of the sql comments to use the enum for readability. More to come later.
- Add some additional notation commenting
- Active only during Harvest Festival events.
- Active in all areas.
- This effect is triggered as an Additional Effect when attacking monsters; when the effect activates, you will be Warped to your Home Point.
- This Additional Effect can trigger on missed attacks and Weapon Skills.
- There is no animation present when this effect activates, you will simply disappear and reappear at your Home Point.
It's technically a latent but functions as an add effect.
No other item in the game teleports the user on attacking an enemy, but if one were added it would be difficult to have both of them done in the additional effect system.
Potentially better handled as a listener?
Retail takes just short of 3 seconds to animate this before warping you. It's closer to 2800ms but the code expects the answer to be in full seconds, so I am using 3 (3000ms).
Resolves#4769
A prior change causes the resistance calculations to deal the damage immediately where this did not happen before, meaning when we hit the defender with the hp removal, it'd take the damage twice.
There is likely now also an issue with non-hp drains also dealing damage, but that will be handled in a minor refactor already in progress.
Using `-- luacheck: ignore 561` we can temporarily ignore luacheck's check for cyclomatic complexity. In order to make the CI sanity checks required for a PR to pass, these are the last issues we need to fix/skip.
A couple of tweaks to lua.sh's error reporting.
Also moved functions into a table and removed soem strange code inside weaponskill section of charentity - add effects do NOT proc on weaponskill hits. See https://www.bg-wiki.com/ffxi/Additional_Effect
Unsure why in previous tests the message was saying the monster recovered instead of teh player, but its working correctly now so I'm not going to question it further!
and adjusted its entry in msg.lua while using it in the additional effect global.
Adjusted deathres checks to be clearer while adding them to additional effect death proc.