landsandboat/scripts/combat/action_additional_effect_damage.lua

210 lines
9.1 KiB
Lua

-----------------------------------
-- Global file for additional effects (damage)
-----------------------------------
require('scripts/globals/spells/damage_spell')
-----------------------------------
xi = xi or {}
xi.combat = xi.combat or {}
xi.combat.action = xi.combat.action or {}
-----------------------------------
local defaultsTable =
{
[xi.element.NONE ] = { xi.subEffect.LIGHT_DAMAGE }, -- Like Excalibur.
[xi.element.FIRE ] = { xi.subEffect.FIRE_DAMAGE },
[xi.element.ICE ] = { xi.subEffect.ICE_DAMAGE },
[xi.element.WIND ] = { xi.subEffect.WIND_DAMAGE },
[xi.element.EARTH ] = { xi.subEffect.EARTH_DAMAGE },
[xi.element.THUNDER] = { xi.subEffect.LIGHTNING_DAMAGE },
[xi.element.WATER ] = { xi.subEffect.WATER_DAMAGE },
[xi.element.LIGHT ] = { xi.subEffect.LIGHT_DAMAGE },
[xi.element.DARK ] = { xi.subEffect.DARKNESS_DAMAGE },
}
-----------------------------------
-- Local functions to ensure defaults are set.
-----------------------------------
local function validateParameters(actor, target, fedData)
local params = {}
-- Additional effect target.
params.aeTarget = fedData.aeTarget or target -- Default to the current attack target.
-- Chance.
params.chance = fedData.chance or 100 -- Default: Always proc.
-- Limit undead
params.limitUndead = fedData.limitUndead or false -- Default: Works on undead.
-- Bypass regular En-Spell > AE > Daze priority.
params.ignoreEnSpell = fedData.ignoreEnSpell or false -- Assume En-Spell takes priority.
-- Base damage parameters.
params.basePower = fedData.basePower or 0
-- Action properties.
params.attackType = fedData.attackType or xi.attackType.SPECIAL -- Physical, Magical, Ranged, Breath or Special.
params.physicalElement = fedData.physicalElement or xi.damageType.NONE -- None, H2H, Slashing, Piercing or Blunt.
params.magicalElement = fedData.magicalElement or xi.element.NONE -- None, Fire, Ice, Wind, Earth, Thunder, Water, Light, Dark.
params.actorStat = fedData.actorStat or 0
params.targetStat = fedData.targetStat or params.actorStat -- Currently unused. For future use.
params.skillRank = fedData.skillRank or xi.skillRank.A_PLUS
params.bonusMacc = fedData.bonusMacc or 0
-- Multiplier properties.
params.canMAB = fedData.canMAB or false
params.canResist = fedData.canResist or false
params.lowestResist = fedData.lowestResist or 0.125
params.canResistExtra = fedData.canResistExtra or false
-- Drain properties.
params.drainHP = fedData.drainHP or false
params.drainMP = fedData.drainMP or false
params.drainTP = fedData.drainTP or false
params.overDrain = fedData.overDrain or false
-- Animations and messaging.
params.animation = fedData.animation or defaultsTable[params.magicalElement][1]
params.messageDamage = fedData.messageDamage or xi.msg.basic.ADD_EFFECT_DMG
params.messageHeal = fedData.messageHeal or xi.msg.basic.ADD_EFFECT_HEAL
return params
end
local enspellTable =
{
[ 1] = xi.effect.ENFIRE,
[ 2] = xi.effect.ENFIRE_II,
[ 3] = xi.effect.ENBLIZZARD,
[ 4] = xi.effect.ENBLIZZARD_II,
[ 5] = xi.effect.ENAERO,
[ 6] = xi.effect.ENAERO_II,
[ 7] = xi.effect.ENSTONE,
[ 8] = xi.effect.ENSTONE_II,
[ 9] = xi.effect.ENTHUNDER,
[10] = xi.effect.ENTHUNDER_II,
[11] = xi.effect.ENWATER,
[12] = xi.effect.ENWATER_II,
[13] = xi.effect.ENLIGHT,
[14] = xi.effect.ENDARK,
}
local function hasEnspell(actor)
for i = 1, #enspellTable do
if actor:hasStatusEffect(enspellTable[i]) then
return true
end
end
return false
end
-----------------------------------
-- Global functions called from "emtity.onAdditionalEffect()"
-----------------------------------
-- Disable cyclomatic complexity check for this function:
-- luacheck: ignore 561
xi.combat.action.executeAddEffectDamage = function(actor, target, fedData)
local params = validateParameters(actor, target, fedData)
-- Early return: En-spell override.
if not params.ignoreEnSpell and hasEnspell(actor) then
return 0, 0, 0
end
-- Early return: No proc.
if math.randomInt(1, 100) > params.chance then
return 0, 0, 0
end
-- Early return: Limit undead.
if params.limitUndead and params.aeTarget:isUndead() then
return 0, 0, 0
end
-- Early return: Effect is nullified.
local nullification = xi.spells.damage.calculateNullification(params.aeTarget, params.magicalElement, params.attackType == xi.attackType.PHYSICAL, params.attackType == xi.attackType.MAGICAL, params.attackType == xi.attackType.RANGED, params.attackType == xi.attackType.BREATH)
if nullification == 0 then
return 0, 0, 0
end
-- Early return: Effect is resisted.
local multiplierResist = params.canResist and xi.combat.magicHitRate.calculateResistRate(actor, params.aeTarget, params) or 1
if multiplierResist < params.lowestResist then
return 0, 0, 0
end
-- Check if we absorb, to skip steps.
local absorb = xi.spells.damage.calculateAbsorption(params.aeTarget, params.magicalElement, params.attackType == xi.attackType.PHYSICAL, params.attackType == xi.attackType.MAGICAL, params.attackType == xi.attackType.RANGED, params.attackType == xi.attackType.BREATH) < 0
-- Calculate base power.
local damage = utils.clamp(params.basePower + actor:getMod(params.actorStat) - params.aeTarget:getMod(params.targetStat), 0, 99999)
-- Calculate mandatory multipliers.
local multiplierDamageTypeSDT = not absorb and xi.combat.damage.calculateDamageAdjustment(params.aeTarget, params.attackType == xi.attackType.PHYSICAL, params.attackType == xi.attackType.MAGICAL, params.attackType == xi.attackType.RANGED, params.attackType == xi.attackType.BREATH) or 1
local multiplierPhysicalElementSDT = not absorb and xi.combat.damage.physicalElementSDT(params.aeTarget, params.physicalElement) or 1
local multiplierMagicalElementSDT = not absorb and xi.combat.damage.magicalElementSDT(params.aeTarget, params.magicalElement) or 1
local multiplierElementalStaff = xi.spells.damage.calculateElementalStaffBonus(actor, params.magicalElement)
local multiplierElementalAffinity = xi.spells.damage.calculateElementalAffinityBonus(actor, params.magicalElement)
local multiplierDayWeather = xi.spells.damage.calculateDayAndWeather(actor, params.magicalElement, false)
-- Calculate optional multipliers.
local multiplierMagicDiff = params.canMAB and xi.spells.damage.calculateMagicBonusDiff(actor, params.aeTarget, 0, 0, params.magicalElement, 0) or 1
local multiplierForcedResistTier = params.canResistExtra and xi.spells.damage.calculateAdditionalResistTier(actor, params.aeTarget, params.magicalElement) or 1
-- Calculate final damage.
damage = math.floor(damage * multiplierDamageTypeSDT)
damage = math.floor(damage * multiplierPhysicalElementSDT)
damage = math.floor(damage * multiplierMagicalElementSDT)
damage = math.floor(damage * multiplierElementalStaff)
damage = math.floor(damage * multiplierElementalAffinity)
damage = math.floor(damage * multiplierDayWeather)
damage = math.floor(damage * multiplierMagicDiff)
damage = math.floor(damage * multiplierResist)
damage = math.floor(damage * multiplierForcedResistTier)
-- Phalanx, One for all, Stoneskin.
if damage > 0 then
damage = utils.clamp(utils.handlePhalanx(params.aeTarget, damage), 0, 99999)
damage = utils.clamp(utils.handleOneForAll(params.aeTarget, damage), 0, 99999)
damage = utils.handleStoneskin(params.aeTarget, damage, params.attackType)
end
-- Handle absorption.
if absorb then
-- Nullify drain-like AEs.
local isDrain = params.drainHP or params.drainMP or params.drainTP
if isDrain then
return 0, 0, 0
end
params.aeTarget:addHP(damage) -- Heal target.
return params.animation, params.messageHeal, damage
end
-- Drain HP, MP or TP
if params.drainHP then
damage = params.overDrain and damage or utils.clamp(damage, 0, params.aeTarget:getHP())
params.messageDamage = xi.msg.basic.ADD_EFFECT_HP_DRAIN
actor:addHP(damage)
end
if params.drainMP then
damage = params.overDrain and damage or utils.clamp(damage, 0, params.aeTarget:getMP())
params.messageDamage = xi.msg.basic.ADD_EFFECT_MP_DRAIN
actor:addMP(damage)
end
if params.drainTP then
damage = params.overDrain and damage or utils.clamp(damage, 0, params.aeTarget:getTP())
params.messageDamage = xi.msg.basic.ADD_EFFECT_TP_DRAIN
actor:addTP(damage)
end
-- Handle target damage listeners and other core-side stuff.
local actionDamageType = params.physicalElement > 0 and params.physicalElement or xi.damageType.ELEMENTAL + params.magicalElement
params.aeTarget:takeDamage(damage, actor, params.attackType, actionDamageType)
return params.animation, params.messageDamage, damage
end