landsandboat/scripts/globals/additional_effects.lua
TeoTwawki c594e84511
Strip comment that has not aged well
Back when I wrote these comments, they were easy to prove true. Most of it even still applies in many cases. But more and more exceptions have piled up after the level cap increased and new gear was added. Individual items can have different behaviors in regard to proc rate, damage values, and base stats being used in their math. Back in the old 75 cap era no amount  of MND affected my Holy Mauls. No Amount of INT affected my fire sword. Today there are very definitely melee weapons that use these stats, and more. Even a dagger or 2 using AGI in their math.
2026-06-21 16:53:42 +00:00

649 lines
21 KiB
Lua

-----------------------------------
-- This global is intended to handle additional effects from item sources of:
-- melee attacks, ranged attacks, auto-spikes
-----------------------------------
require('scripts/globals/teleports') -- For warp weapon proc.
require('scripts/globals/magic') -- For resist functions
-----------------------------------
xi = xi or {}
xi.additionalEffect = xi.additionalEffect or {}
xi.additionalEffect.procFunctions = xi.additionalEffect.procFunctions or {}
xi.additionalEffect.dStatBonus = function(attacker, defender, dStat, damage)
local statTable =
{
-- [attacker stat] = {counter stat, softcap},
[xi.mod.MND] = { cStat = xi.mod.MND, softcap = 40 },
[xi.mod.INT] = { cStat = xi.mod.INT, softcap = 20 },
-- Can use pretty much any modifier and the pairs don't have to math (in case of SE shenanigans..)
}
local tableRow = statTable[dStat]
local sCap = tableRow.softcap
local bonus = 0
-- Check if this is base stat or other modifier
if dStat >= xi.mod.STR and dStat <= xi.mod.CHR then
bonus = attacker:getStat(dStat) - defender:getStat(tableRow.cStat)
else
-- See table note above
bonus = attacker:getMod(dStat) - defender:getMod(tableRow.cStat)
end
if bonus then
if sCap > 0 and bonus > sCap then
bonus = bonus + (bonus - sCap) / 2
end
if bonus > 0 then
damage = damage + bonus
end
end
return damage
end
xi.additionalEffect.levelCorrectRates = function(dLV, aLV, chance, lvCorrect)
-- Do not alter 100% proc rates
if chance < 100 then
if dLV > aLV then
chance = utils.clamp(chance - lvCorrect * (dLV - aLV), 1, 99)
end
end
return chance
end
xi.additionalEffect.statusAttack = function(addStatus, defender)
local effectList =
{
[xi.effect.DEFENSE_DOWN] = { tick = 0, strip = xi.effect.DEFENSE_BOOST },
[xi.effect.EVASION_DOWN] = { tick = 0, strip = xi.effect.EVASION_BOOST },
[xi.effect.ATTACK_DOWN] = { tick = 0, strip = xi.effect.ATTACK_BOOST },
[xi.effect.POISON] = { tick = 3, strip = nil },
[xi.effect.CHOKE] = { tick = 3, strip = nil },
}
local effect = effectList[addStatus]
if effect then
if effect.strip then
defender:delStatusEffect(effect.strip)
end
return effect.tick
end
return 0
end
-- Todo: swap from using element to damageType enum, so Excalibur etc. can happen.
xi.additionalEffect.calcDamage = function(attacker, element, defender, damage)
local params = {}
params.bonusmab = 0
params.includemab = false -- May possibly need to include mab on case by case basis, further tests needed
damage = addBonusesAbility(attacker, element, defender, damage, params)
damage = math.floor(damage * applyResistanceAddEffect(attacker, defender, element, 0))
damage = math.floor(damage * xi.spells.damage.calculateAbsorption(defender, element, true))
damage = math.floor(damage * xi.spells.damage.calculateNullification(defender, element, true, false))
-- Todo: make sure day/weather/affinity bonuses tie in right here
damage = finalMagicNonSpellAdjustments(attacker, defender, element, damage)
--[[
This should rightly be modified by resistance checks, and while those DO they are presently not perfect.
If you want to force some extra randomness, un-comment the line below to artificially force 20% variance.
]]
-- damage = damage * (math.random(90, 110) / 100)
return damage
end
xi.additionalEffect.calcPhysDamage = function(attacker, defender, item, params)
params.isPhysical = params.isPhysical or false
params.isRanged = params.isRanged or false
params.isBreath = params.isBreath or false
params.damageType = params.damageType or xi.damageType.NONE
params.damage = math.floor(params.damage) or 0
if params.damage == 0 then
return 0
end
-- Check nullification
if math.random(1, 100) <= defender:getMod(xi.mod.NULL_DAMAGE) then
return 0
end
if
params.isPhysical and
math.random(1, 100) <= defender:getMod(xi.mod.NULL_PHYSICAL_DAMAGE)
then
return 0
end
if
params.isRanged and
math.random(1, 100) <= defender:getMod(xi.mod.NULL_RANGED_DAMAGE)
then
return 0
end
if
params.isBREATH and
math.random(1, 100) <= defender:getMod(xi.mod.NULL_BREATH_DAMAGE)
then
return 0
end
-- Check absorbs
-- Absorb: All damage.
if math.random(1, 100) <= defender:getMod(xi.mod.ABSORB_DMG_CHANCE) then
return params.damage * -1
end
-- Absorb: ranged or phys
if
(params.isPhysical or params.isRanged) and
math.random(1, 100) <= defender:getMod(xi.mod.PHYS_ABSORB)
then
return params.damage * -1
end
params.damage = params.damage * xi.combat.damage.calculateDamageAdjustment(defender, params.isPhysical, false, params.isRanged, params.isBreath)
-- multiplicative
switch (params.damageType) : caseof
{
[xi.damageType.PIERCING] = function()
params.damage = params.damage * (1 + defender:getMod(xi.mod.PIERCE_SDT) / 10000)
end,
[xi.damageType.SLASHING] = function()
params.damage = params.damage * (1 + defender:getMod(xi.mod.SLASH_SDT) / 10000)
end,
[xi.damageType.BLUNT] = function() -- aka IMPACT
params.damage = params.damage * (1 + defender:getMod(xi.mod.IMPACT_SDT) / 10000)
end,
[xi.damageType.HAND_TO_HAND] = function()
params.damage = params.damage * (1 + defender:getMod(xi.mod.HTH_SDT) / 10000)
end,
}
params.damage = math.floor(params.damage)
params.damage = utils.handlePhalanx(defender, params.damage)
params.damage = utils.handleStoneskin(defender, params.damage)
return params.damage
end
xi.additionalEffect.procType =
{
-- These are arbitrary, make up new ones as needed.
DAMAGE = 1,
DEBUFF = 2,
HP_HEAL = 3,
MP_HEAL = 4,
HP_DRAIN = 5,
MP_DRAIN = 6,
TP_DRAIN = 7,
HPMP_DRAIN = 8,
HPMPTP_DRAIN = 9,
DISPEL = 10,
ABSORB_STATUS = 11,
SELF_BUFF = 12,
DEATH = 13,
NM_SPECIFIC = 14,
PHYS_DAMAGE = 15,
}
-- TODO: add resistance check for params.element
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.DAMAGE] = function(attacker, defender, item, params)
local subEffect = params.subEffect
local msgID = 0
local msgParam = 0
local damage = xi.additionalEffect.calcDamage(attacker, params.element, defender, params.damage)
msgID = xi.msg.basic.ADD_EFFECT_DMG
if damage < 0 then
msgID = xi.msg.basic.ADD_EFFECT_HEAL
damage = damage * -1
defender:addHP(damage)
else
defender:delHP(damage)
end
msgParam = damage
return subEffect, msgID, msgParam
end
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.DEBUFF] = function(actor, target, item, params)
-- Early return: No actor or target.
if
not actor or
not target
then
return 0, 0, 0
end
-- Validate parameters.
local effectId = utils.defaultIfNil(params.addStatus, 0)
local subEffect = utils.defaultIfNil(params.subEffect, 0)
local actionElement = params.element > 0 and params.element or xi.data.statusEffect.getAssociatedElement(effectId, xi.element.NONE)
-- Early return: No effect to apply.
if effectId == 0 then
return 0, 0, 0
end
-- Early return: Target is immune to the effect.
if xi.data.statusEffect.isTargetImmune(target, effectId, actionElement) then
return 0, 0, 0
end
-- Early return: Trait nullifies effect.
if xi.data.statusEffect.isTargetResistant(actor, target, effectId) then
return 0, 0, 0
end
-- Early return: Incompatible effect in place.
if xi.data.statusEffect.isEffectNullified(target, effectId, 0) then
return 0, 0, 0
end
-- Early return: Regular resist rate.
local resistRate = xi.combat.magicHitRate.calculateResistRate(actor, target, 0, 0, xi.skillRank.A, actionElement, xi.mod.INT, effectId, 0)
if resistRate < 0.5 then
return 0, 0, 0
end
-- Apply status effect.
local power = params.power
local tick = xi.additionalEffect.statusAttack(effectId, target)
local duration = math.floor(params.duration * resistRate)
target:addStatusEffect(effectId, { power = power, duration = duration, origin = actor, tick = tick })
return subEffect, xi.msg.basic.ADD_EFFECT_STATUS_2, effectId
end
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.HP_HEAL] = function(attacker, defender, item, params)
local subEffect = params.subEffect
local msgID = 0
local msgParam = 0
-- Its not a drain and works vs undead. https://www.bg-wiki.com/bg/Dominion_Mace
local hitPoints = params.damage -- Note: not actually damage, if you wanted damage see HP_DRAIN instead
-- Unknown what modifies the HP, using power directly for now
msgID = xi.msg.basic.ADD_EFFECT_HP_HEAL
attacker:addHP(hitPoints)
msgParam = hitPoints
return subEffect, msgID, msgParam
end
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.MP_HEAL] = function(attacker, defender, item, params)
local subEffect = params.subEffect
local msgID = 0
local msgParam = 0
local magicPoints = params.damage
-- Unknown what modifies this, using power directly for now
msgID = xi.msg.basic.ADD_EFFECT_MP_HEAL
attacker:addMP(magicPoints)
msgParam = magicPoints
return subEffect, msgID, msgParam
end
-- TODO: add resistance check for params.element
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.HP_DRAIN] = function(attacker, defender, item, params)
local subEffect = params.subEffect
local msgID = 0
local msgParam = 0
-- Hardcoded for now
params.element = xi.element.DARK
local damage = xi.additionalEffect.calcDamage(attacker, params.element, defender, params.damage)
-- Undead cannot be drained
if defender:isUndead() then
return 0, 0, 0
end
if damage > defender:getHP() then
damage = defender:getHP()
end
msgID = xi.msg.basic.ADD_EFFECT_HP_DRAIN
msgParam = damage
attacker:addHP(damage)
return subEffect, msgID, msgParam
end
-- TODO: add resistance check for params.element
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.MP_DRAIN] = function(attacker, defender, item, params)
local subEffect = params.subEffect
local msgID = 0
local msgParam = 0
-- Hardcoded for now
params.element = xi.element.DARK
local damage = xi.additionalEffect.calcDamage(attacker, params.element, defender, params.damage)
-- Undead cannot be drained
if defender:isUndead() then
return 0, 0, 0
end
if damage > defender:getMP() then
damage = defender:getMP()
end
msgID = xi.msg.basic.ADD_EFFECT_MP_DRAIN
msgParam = damage
defender:addMP(-damage)
attacker:addMP(damage)
return subEffect, msgID, msgParam
end
-- TODO: add resistance check for params.element
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.TP_DRAIN] = function(attacker, defender, item, params)
local subEffect = params.subEffect
local msgID = 0
local msgParam = 0
-- Hardcoded for now
params.element = xi.element.DARK
-- Undead cannot be drained
if defender:isUndead() then
return 0, 0, 0
end
local damage = xi.additionalEffect.calcDamage(attacker, params.element, defender, params.damage)
if damage > defender:getTP() then
damage = defender:getTP()
end
msgID = xi.msg.basic.ADD_EFFECT_TP_DRAIN
msgParam = damage
defender:addTP(-damage)
attacker:addTP(damage)
return subEffect, msgID, msgParam
end
-- TODO: add resistance check for params.element
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.DISPEL] = function(attacker, defender, item, params)
local subEffect = params.subEffect
local msgID = 0
local msgParam = 0
local dispel = defender:dispelStatusEffect()
if dispel == xi.effect.NONE then
return 0, 0, 0
else
msgID = xi.msg.basic.ADD_EFFECT_DISPEL
msgParam = dispel
end
return subEffect, msgID, msgParam
end
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.ABSORB_STATUS] = function(attacker, defender, item, params)
local subEffect = params.subEffect
local msgID = 0
local msgParam = 0
-- Ripping off Aura Steal here
local resist = applyResistanceAddEffect(attacker, defender, params.element, 0)
if resist > 0.0625 then
local stolen = attacker:stealStatusEffect(defender)
msgID = xi.msg.basic.STEAL_EFFECT
msgParam = stolen
end
return subEffect, msgID, msgParam
end
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.SELF_BUFF] = function(attacker, defender, item, params)
local subEffect = params.subEffect
local msgID = 0
local msgParam = 0
if params.addStatus == xi.effect.BLINK then -- BLINK http://www.ffxiah.com/item/18830/gusterion
-- Does not stack with or replace other shadows
if
attacker:hasStatusEffect(xi.effect.BLINK) or
attacker:hasStatusEffect(xi.effect.COPY_IMAGE)
then
return 0, 0, 0
else
attacker:addStatusEffect(xi.effect.BLINK, { power = params.power, duration = params.duration, origin = attacker })
msgID = xi.msg.basic.ADD_EFFECT_SELFBUFF
msgParam = xi.effect.BLINK
end
elseif params.addStatus == xi.effect.HASTE then
attacker:addStatusEffect(xi.effect.HASTE, { power = params.power, duration = params.duration, origin = attacker })
-- Todo: verify power/duration/tier/overwrite etc
msgID = xi.msg.basic.ADD_EFFECT_SELFBUFF
msgParam = xi.effect.HASTE
else
print('scripts/globals/additional_effects.lua : unhandled additional effect selfbuff! Effect ID: ' .. params.addStatus)
end
return subEffect, msgID, msgParam
end
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.DEATH] = function(attacker, defender, item, params)
local subEffect = params.subEffect
local msgID = 0
local msgParam = 0
if
defender:isNM() or
defender:isUndead() or
-- Todo: DeathRes has no place in the resistance functions so far..
math.random(1, 100) > defender:getMod(xi.mod.DEATHRES) -- We are checking for a fail, not a success.
then
return 0, 0, 0 -- NMs immune or roll failed so return out
else
msgID = xi.msg.basic.ADD_EFFECT_STATUS
msgParam = xi.effect.KO
defender:setHP(0)
end
return subEffect, msgID, msgParam
end
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.HPMP_DRAIN] = function(attacker, defender, item, params)
local drainRoll = math.random(1, 2) -- This is wrong and needs retail verification. Current theory is that it rolls one after another until one doesn't resist or they all resist.
local drainFuncs =
{
[1] = xi.additionalEffect.procType.HP_DRAIN,
[2] = xi.additionalEffect.procType.MP_DRAIN
}
return xi.additionalEffect.procFunctions[drainFuncs[drainRoll]](attacker, defender, item, params)
end
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.HPMPTP_DRAIN] = function(attacker, defender, item, params)
local drainRoll = math.random(1, 3) -- This is wrong and needs retail verification. Current theory is that it rolls one after another until one doesn't resist or they all resist.
local drainFuncs =
{
[1] = xi.additionalEffect.procType.HP_DRAIN,
[2] = xi.additionalEffect.procType.MP_DRAIN,
[3] = xi.additionalEffect.procType.TP_DRAIN
}
return xi.additionalEffect.procFunctions[drainFuncs[drainRoll]](attacker, defender, item, params)
end
-- Script only for now
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.PHYS_DAMAGE] = function(attacker, defender, item, params)
local subEffect = params.subEffect
local msgID = 0
local msgParam = 0
local damage = xi.additionalEffect.calcPhysDamage(attacker, defender, item, params)
msgID = xi.msg.basic.ADD_EFFECT_DMG
if damage < 0 then
msgID = xi.msg.basic.ADD_EFFECT_HEAL
damage = damage * -1
defender:addHP(damage)
else
defender:delHP(damage)
end
msgParam = damage
return subEffect, msgID, msgParam
end
-- NM-specific additional effects configuration table
-- Options: requiredItem, specialAction, customSubEffect, customMsgID, customMsgParam
-- Add new entries here: ['NM_Name'] = { requiredItem = xi.item.ITEM_ID, specialAction = function() }
xi.additionalEffect.nmSpecificConfigs = {
['Brigandish_Blade'] = {
requiredItem = xi.item.BUCCANEERS_KNIFE,
specialAction = function(defender)
-- If Brigandish Blade has damage immunity (at 1% HP), remove it
if defender:getMod(xi.mod.UDMGPHYS) == -10000 then
-- Remove all damage immunities
defender:setMod(xi.mod.UDMGPHYS, 0)
defender:setMod(xi.mod.UDMGRANGE, 0)
defender:setMod(xi.mod.UDMGMAGIC, 0)
defender:setMod(xi.mod.UDMGBREATH, 0)
defender:setLocalVar('killable', 1)
defender:setUnkillable(false)
end
end,
},
['Seiryu'] = {
requiredItem = xi.item.ZEPHYR,
specialAction = function(defender)
defender:setMobMod(xi.mobMod.ADD_EFFECT, 0)
end,
},
['Genbu'] = {
requiredItem = xi.item.ANTARCTIC_WIND,
specialAction = function(defender)
defender:setMobMod(xi.mobMod.ADD_EFFECT, 0)
end,
},
['Suzaku'] = {
requiredItem = xi.item.ARCTIC_WIND,
specialAction = function(defender)
defender:setMobMod(xi.mobMod.ADD_EFFECT, 0)
end,
},
['Byakko'] = {
requiredItem = xi.item.EAST_WIND,
specialAction = function(defender)
defender:setMobMod(xi.mobMod.ADD_EFFECT, 0)
end,
},
}
-- NM_SPECIFIC additional effect trigger
xi.additionalEffect.procFunctions[xi.additionalEffect.procType.NM_SPECIFIC] = function(attacker, defender, item, params)
local subEffect = params.subEffect
local msgID = 0
local msgParam = 0
local defenderName = defender:getName()
local config = xi.additionalEffect.nmSpecificConfigs[defenderName]
if
config and
(config.requiredItem == item:getID() or
config.requiredItem == xi.item.NONE)
then
-- Calculate damage
local damage = xi.additionalEffect.calcDamage(attacker, params.element, defender, params.damage)
msgID = xi.msg.basic.ADD_EFFECT_DMG
msgParam = damage
-- Execute special action if configured
if config.specialAction then
config.specialAction(defender)
end
subEffect = config.customSubEffect or subEffect
msgID = config.customMsgID or msgID
msgParam = config.customMsgParam or msgParam
else
if defender and item then
defender:setLocalVar('aeFromItemId', item:getID())
end
return 0, 0, 0
end
return subEffect, msgID, msgParam
end
-- paralyze on hit, fire damage on hit, etc.
xi.additionalEffect.attack = function(attacker, defender, baseAttackDamage, item)
local params = {}
params.lvCorrect = item:getMod(xi.mod.ITEM_ADDEFFECT_LVADJUST)
params.dStat = item:getMod(xi.mod.ITEM_ADDEFFECT_DSTAT)
params.addType = item:getMod(xi.mod.ITEM_ADDEFFECT_TYPE)
params.subEffect = item:getMod(xi.mod.ITEM_SUBEFFECT)
params.damage = item:getMod(xi.mod.ITEM_ADDEFFECT_DMG)
params.chance = item:getMod(xi.mod.ITEM_ADDEFFECT_CHANCE)
params.element = item:getMod(xi.mod.ITEM_ADDEFFECT_ELEMENT)
params.addStatus = item:getMod(xi.mod.ITEM_ADDEFFECT_STATUS)
params.power = item:getMod(xi.mod.ITEM_ADDEFFECT_POWER)
params.duration = item:getMod(xi.mod.ITEM_ADDEFFECT_DURATION)
-- This is the damage of the auto attack that generated this function call (swing did 5 damage, base attack damage is 5)
params.baseAttackDamage = baseAttackDamage
-- If player is level synced below the level of the item, do no proc
if item:getReqLvl() > attacker:getMainLvl() then
return 0, 0, 0
end
-- If we're not going to proc, lets not execute all those checks!
if math.random(1, 100) > params.chance then
return 0, 0, 0
end
-- Archery/marksmanship use this, most other items -usually- do not (See notes at top of script).
if params.dStat > 0 then
params.damage = xi.additionalEffect.dStatBonus(attacker, defender, params.dStat, params.damage)
end
if xi.additionalEffect.procFunctions[params.addType] then
return xi.additionalEffect.procFunctions[params.addType](attacker, defender, item, params)
else
print('ERR: xi.additionalEffect.attack passed invalid/unimplemented addType of ' .. tostring(params.addType))
end
return 0, 0, 0
end
xi.additionalEffect.spikes = function(attacker, defender, damage, spikeEffect, power, chance)
--[[ Todo..
local procType =
{
-- These are arbitrary, make up new ones as needed.
}
]]
end