Add new mods for weakness/curse as they are not additive to hpp/mpp Move everything to correct places based on retail testing Move HP/MP traits to "base" HP/MP via new mods
37 lines
1.1 KiB
Lua
37 lines
1.1 KiB
Lua
-----------------------------------
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-- xi.effect.WEAKNESS
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-----------------------------------
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---@type TEffect
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local effectObject = {}
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effectObject.onEffectGain = function(target, effect)
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--reduce HP and MP by the power amount. Add 100% slow
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--NOTE: The power amount dictates the amount to REDUCE MAX VALUES BY. E.g. Power=75 means 'reduce max hp/mp by 75%'
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target:addMod(xi.mod.WEAKNESS_PCT, -75)
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-- 100% Slow -- FIXME: Weakness should probably be its own source of slow
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target:addMod(xi.mod.HASTE_MAGIC, -10000)
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if effect:getPower() > 1 then
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-- handle double weakness
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target:addMod(xi.mod.RACC, -999)
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target:addMod(xi.mod.MATT, -999)
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end
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end
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effectObject.onEffectTick = function(target, effect)
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end
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effectObject.onEffectLose = function(target, effect)
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--restore HP and MP to its former state. Remove 100% slow
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target:delMod(xi.mod.WEAKNESS_PCT, -75)
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target:delMod(xi.mod.HASTE_MAGIC, -10000)
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if effect:getPower() > 1 then
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-- handle double weakness
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target:delMod(xi.mod.RACC, -999)
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target:delMod(xi.mod.MATT, -999)
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end
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end
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return effectObject
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