landsandboat/scripts/globals/combat/action_additional_effect_damage.lua

201 lines
8.6 KiB
Lua

-----------------------------------
-- Global file for additional effects (damage)
-----------------------------------
require('scripts/globals/combat/damage_multipliers')
require('scripts/globals/combat/magic_hit_rate')
-----------------------------------
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.
-- 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.
-- Base damage parameters.
params.basePower = fedData.basePower or 0
params.actorStat = fedData.actorStat or 0
params.targetStat = fedData.targetStat or params.actorStat
-- 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 function hasEnspell(actor)
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,
}
for i = 1, #enspellTable do
if actor:hasStatusEffect(enspellTable[i]) then
return true
end
end
return false
end
-----------------------------------
-- Global functions called from "emtity.onAdditionalEffect()"
-----------------------------------
xi.combat.action.executeAddEffectDamage = function(actor, target, fedData)
local params = validateParameters(actor, target, fedData)
-- Early return: En-spell overrides innate/weapon additional effects.
if hasEnspell(actor) then
return 0, 0, 0
end
-- Early return: No proc.
if math.random(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
-- Additional variables.
local isPhysical = params.attackType == xi.attackType.PHYSICAL or false
local isMagical = params.attackType == xi.attackType.MAGICAL or false
local isRanged = params.attackType == xi.attackType.RANGED or false
local isBreath = params.attackType == xi.attackType.BREATH or false
-- Calculate base power.
local damage = params.basePower + actor:getMod(params.actorStat) - params.aeTarget:getMod(params.targetStat)
-- Calculate mandatory multipliers.
local multiplierAbsorption = xi.spells.damage.calculateAbsorption(params.aeTarget, params.magicalElement, params.isMagical)
local multiplierNullification = xi.spells.damage.calculateNullification(params.aeTarget, params.magicalElement, isMagical, isBreath)
local multiplierDamageTypeSDT = xi.combat.damage.calculateDamageAdjustment(params.aeTarget, isPhysical, isMagical, isRanged, isBreath)
local multiplierPhysicalElementSDT = xi.combat.damage.physicalElementSDT(params.aeTarget, params.physicalElement)
local multiplierMagicalElementSDT = xi.combat.damage.magicalElementSDT(params.aeTarget, params.magicalElement)
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 multiplierResist = params.canResist and xi.combat.magicHitRate.calculateResistRate(actor, params.aeTarget, 0, 0, xi.skillRank.A_PLUS, params.magicalElement, params.actorStat, 0, 0) or 1
local multiplierForcedResistTier = params.canResistExtra and xi.spells.damage.calculateAdditionalResistTier(actor, params.aeTarget, params.magicalElement) or 1
-- Early return: Resist state is too low. Auto-fail.
if multiplierResist < params.lowestResist then
return 0, 0, 0
end
-- Calculate final damage.
damage = math.floor(damage * multiplierAbsorption)
damage = math.floor(damage * multiplierNullification)
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.clamp(utils.handleStoneskin(params.aeTarget, damage), 0, 99999)
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
-- No damage, no proc.
if damage == 0 then
return 0, 0, 0
end
if damage < 0 then
params.aeTarget:addHP(-damage) -- Heal target.
return params.animation, params.messageHeal, -damage
end
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