165 lines
7.6 KiB
Lua
165 lines
7.6 KiB
Lua
-----------------------------------
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-- Global file for additional effects (damage)
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-----------------------------------
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require('scripts/globals/spells/damage_spell')
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-----------------------------------
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xi = xi or {}
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xi.combat = xi.combat or {}
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xi.combat.action = xi.combat.action or {}
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-----------------------------------
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local defaultsTable =
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{
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[xi.element.NONE ] = { xi.subEffect.DEATH_SPIKES },
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[xi.element.FIRE ] = { xi.subEffect.BLAZE_SPIKES },
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[xi.element.ICE ] = { xi.subEffect.ICE_SPIKES },
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[xi.element.WIND ] = { xi.subEffect.GALE_SPIKES },
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[xi.element.EARTH ] = { xi.subEffect.CLOD_SPIKES },
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[xi.element.THUNDER] = { xi.subEffect.SHOCK_SPIKES },
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[xi.element.WATER ] = { xi.subEffect.DELUGE_SPIKES },
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[xi.element.LIGHT ] = { xi.subEffect.GLINT_SPIKES },
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[xi.element.DARK ] = { xi.subEffect.DREAD_SPIKES },
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}
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-----------------------------------
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-- Local functions to ensure defaults are set.
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-----------------------------------
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local function validateParameters(actor, target, fedData)
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local params = {}
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-- Chance.
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params.chance = fedData.chance or 100 -- Default: Always proc.
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-- Limit undead
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params.limitUndead = fedData.limitUndead or false -- Default: Works on undead.
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-- Base damage parameters.
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params.basePower = fedData.basePower or 0
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-- Action properties.
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params.attackType = fedData.attackType or xi.attackType.SPECIAL -- Physical, Magical, Ranged, Breath or Special.
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params.physicalElement = fedData.physicalElement or xi.damageType.NONE -- None, H2H, Slashing, Piercing or Blunt.
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params.magicalElement = fedData.magicalElement or xi.element.NONE -- None, Fire, Ice, Wind, Earth, Thunder, Water, Light, Dark.
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params.actorStat = fedData.actorStat or 0
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params.targetStat = fedData.targetStat or params.actorStat -- Currently unused. For future use.
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params.skillRank = fedData.skillRank or 0
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params.bonusMacc = fedData.bonusMacc or 0
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-- Multiplier properties.
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params.canMAB = fedData.canMAB or false
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params.canResist = fedData.canResist or false
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params.lowestResist = fedData.lowestResist or 0.125
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params.canResistExtra = fedData.canResistExtra or false
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-- Drain properties.
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params.drainHP = fedData.drainHP or false
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params.drainMP = fedData.drainMP or false
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params.drainTP = fedData.drainTP or false
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params.overDrain = fedData.overDrain or false
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-- Animations and messaging.
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params.animation = fedData.animation or defaultsTable[params.magicalElement][1]
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params.messageDamage = fedData.messageDamage or xi.msg.basic.SPIKES_EFFECT_DMG
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params.messageHeal = fedData.messageHeal or xi.msg.basic.SPIKES_EFFECT_HEAL
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return params
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end
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-----------------------------------
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-- Global functions called from "emtity.onSpikesDamage()"
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-----------------------------------
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-- Disable cyclomatic complexity check for this function:
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-- luacheck: ignore 561
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xi.combat.action.executeSpikesDamage = function(actor, target, fedData)
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local params = validateParameters(actor, target, fedData)
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-- Early return: No proc.
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if math.randomInt(1, 100) > params.chance then
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return 0, 0, 0
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end
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-- Early return: Limit undead.
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if params.limitUndead and params.aeTarget:isUndead() then
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return 0, 0, 0
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end
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-- Early return: Effect is nullified.
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local nullification = xi.spells.damage.calculateNullification(params.aeTarget, params.magicalElement, params.attackType == xi.attackType.PHYSICAL, params.params.attackType == xi.attackType.MAGICAL, params.attackType == xi.attackType.RANGED, params.attackType == xi.attackType.BREATH)
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if nullification == 0 then
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return 0, 0, 0
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end
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-- Early return: Effect is resisted.
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local multiplierResist = params.canResist and xi.combat.magicHitRate.calculateResistRate(actor, params.aeTarget, params) or 1
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if multiplierResist < params.lowestResist then
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return 0, 0, 0
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end
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-- Check if we absorb, to skip steps.
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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
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-- Calculate base power.
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local damage = utils.clamp(params.basePower + actor:getMod(params.actorStat) - params.aeTarget:getMod(params.targetStat), 0, 99999)
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-- Calculate mandatory multipliers.
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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
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local multiplierPhysicalElementSDT = not absorb and xi.combat.damage.physicalElementSDT(params.aeTarget, params.physicalElement) or 1
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local multiplierMagicalElementSDT = not absorb and xi.combat.damage.magicalElementSDT(params.aeTarget, params.magicalElement) or 1
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local multiplierDayWeather = xi.spells.damage.calculateDayAndWeather(actor, params.magicalElement, false)
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-- Calculate optional multipliers.
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local multiplierMagicDiff = params.canMAB and xi.spells.damage.calculateMagicBonusDiff(actor, params.aeTarget, 0, 0, params.magicalElement, 0) or 1
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local multiplierForcedResistTier = params.canResistExtra and xi.spells.damage.calculateAdditionalResistTier(actor, params.aeTarget, params.magicalElement) or 1
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-- Calculate final damage.
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damage = math.floor(damage * multiplierDamageTypeSDT)
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damage = math.floor(damage * multiplierPhysicalElementSDT)
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damage = math.floor(damage * multiplierMagicalElementSDT)
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damage = math.floor(damage * multiplierDayWeather)
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damage = math.floor(damage * multiplierMagicDiff)
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damage = math.floor(damage * multiplierResist)
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damage = math.floor(damage * multiplierForcedResistTier)
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if absorb then
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-- Nullify drain-like AEs.
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local isDrain = params.drainHP or params.drainMP or params.drainTP
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if isDrain then
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return 0, 0, 0
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end
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params.aeTarget:addHP(damage) -- Heal target.
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return params.animation, params.messageHeal, damage
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end
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-- Phalanx, One for all, Stoneskin.
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if damage > 0 then
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damage = utils.clamp(utils.handlePhalanx(params.aeTarget, damage), 0, 99999)
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damage = utils.clamp(utils.handleOneForAll(params.aeTarget, damage), 0, 99999)
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damage = utils.handleStoneskin(params.aeTarget, damage, params.attackType)
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end
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-- Drain HP, MP or TP
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if params.drainHP then
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damage = params.overDrain and damage or utils.clamp(damage, 0, params.aeTarget:getHP())
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params.messageDamage = xi.msg.basic.ADD_EFFECT_HP_DRAIN
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actor:addHP(damage)
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end
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if params.drainMP then
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damage = params.overDrain and damage or utils.clamp(damage, 0, params.aeTarget:getMP())
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params.messageDamage = xi.msg.basic.ADD_EFFECT_MP_DRAIN
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actor:addMP(damage)
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end
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if params.drainTP then
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damage = params.overDrain and damage or utils.clamp(damage, 0, params.aeTarget:getTP())
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params.messageDamage = xi.msg.basic.ADD_EFFECT_TP_DRAIN
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actor:addTP(damage)
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end
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local actionDamageType = params.physicalElement > 0 and params.physicalElement or xi.damageType.ELEMENTAL + params.magicalElement
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params.aeTarget:takeDamage(damage, actor, params.attackType, actionDamageType)
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return params.animation, params.messageDamage, damage
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end
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