コード例 #1
0
        //The order of messages that appears after using a command is:

        //1. Cast start messages. (ie "You begin casting... ")
        //2. Messages from buffs that activate before the command actually starts, like Power Surge or Presence of Mind. (This may be wrong and these could be the same as 4.)
        //3. If the command is a multi-hit command, this is where the "You use [command] on [target]" message goes

        //Then, for each hit:
        //4. Buffs that activate before a command hits, like Blindside
        //5. The hit itself. For single hit commands this message is "Your [command] hits [target] for x damage" for multi hits it's "[Target] takes x points of damage"
        //6. Stoneskin falling off
        //6. Buffs that activate after a command hits, like Aegis Boon and Divine Veil

        //After all hits
        //7. If it's a multi-hit command there's a "{numhits]fold attack..." message or if all hits miss an "All attacks missed" message
        //8. Buffs that fall off after the skill ends, like Excruciate

        //For every target defeated:
        //8. Defeat message
        //9. EXP message
        //10. EXP chain message


        //folder is probably temporary until move to cached scripts is complete
        public void DoBattleCommand(BattleCommand command, string folder)
        {
            //List<BattleAction> actions = new List<BattleAction>();
            CommandResultContainer actions = new CommandResultContainer();

            var  targets   = command.targetFind.GetTargets();
            bool hitTarget = false;

            if (targets.Count > 0)
            {
                statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnCommandStart, "onCommandStart", this, command, actions);

                foreach (var chara in targets)
                {
                    ushort hitCount    = 0;
                    ushort totalDamage = 0;
                    for (int hitNum = 1; hitNum <= command.numHits; hitNum++)
                    {
                        var action = new CommandResult(chara.actorId, command, (byte)GetHitDirection(chara), (byte)hitNum);

                        //uncached script
                        lua.LuaEngine.CallLuaBattleCommandFunction(this, command, folder, "onSkillFinish", this, chara, command, action, actions);
                        //cached script
                        //skill.CallLuaFunction(owner, "onSkillFinish", this, chara, command, action, actions);
                        if (action.hitType > HitType.Evade && action.hitType != HitType.Resist)
                        {
                            hitTarget = true;
                            hitCount++;
                            totalDamage += action.amount;
                        }
                    }

                    if (command.numHits > 1)
                    {
                        //30442: [hitCount]fold Attack! [chara] takes a total of totalDamage points of damage.
                        //30450: All attacks miss!
                        ushort textId = (ushort)(hitTarget ? 30442 : 30450);
                        actions.AddAction(new CommandResult(chara.actorId, textId, 0, totalDamage, (byte)hitCount));
                    }
                }

                statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnCommandFinish, "onCommandFinish", this, command, actions);
            }
            else
            {
                actions.AddAction(new CommandResult(actorId, 30202, 0));
            }

            //Now that we know if we hit the target we can check if the combo continues
            if (this is Player)
            {
                if (command.isCombo && hitTarget)
                {
                    ((Player)this).SetCombos(command.comboNextCommandId);
                }
                else
                {
                    ((Player)this).SetCombos();
                }
            }

            CommandResult error = new CommandResult(actorId, 0, 0);

            DelMP(command.CalculateMpCost(this));
            DelTP(command.CalculateTpCost(this));
            actions.CombineLists();
            DoBattleAction(command.id, command.battleAnimation, actions.GetList());
        }