RazorBlade
Retired Snek
Hello everyone. I've seen some people looking for conditions for resistance and I know @beastn wants this system specifically
Figured I'd release my code for resist, absorb, reflect, deflect
Resist: reduce damage by x%
Absorb: reduce damage by x%, heal x%
Reflect: take full damage, deal x% to attacker
Deflect: reduce damage by x%, deal x% to attacker
It's a bit of a mess since it's not something I originally planned to release and there might be bits and pieces of other stuff that isn't used cause I often leave unused variables lying around
I'm not gonna go about writing all the xml code and a full system for usage. That's up to you
This is the important stuff.
creaturescript.lua:
example of setting the condition to the player:
Can't guarantee this will work for certain versions, I run TFS 1.2 and it works, so if it doesn't, modify the code
Figured I'd release my code for resist, absorb, reflect, deflect
Resist: reduce damage by x%
Absorb: reduce damage by x%, heal x%
Reflect: take full damage, deal x% to attacker
Deflect: reduce damage by x%, deal x% to attacker
It's a bit of a mess since it's not something I originally planned to release and there might be bits and pieces of other stuff that isn't used cause I often leave unused variables lying around
I'm not gonna go about writing all the xml code and a full system for usage. That's up to you
This is the important stuff.
creaturescript.lua:
Code:
local res = {
{101, COMBAT_FIREDAMAGE}, {102, COMBAT_EARTHDAMAGE}, {103, COMBAT_ENERGYDAMAGE}, {104, COMBAT_ICEDAMAGE}, {105, COMBAT_HOLYDAMAGE}, {106, COMBAT_DEATHDAMAGE}, {107, COMBAT_PHYSICALDAMAGE}, {108, COMBAT_PHYSICALDAMAGE},
{109, COMBAT_FIREDAMAGE},{110, COMBAT_EARTHDAMAGE}, {111, COMBAT_ENERGYDAMAGE}, {112, COMBAT_ICEDAMAGE}, {113, COMBAT_HOLYDAMAGE}, {114, COMBAT_DEATHDAMAGE}, {115, COMBAT_PHYSICALDAMAGE}, {116, COMBAT_PHYSICALDAMAGE},
{117, COMBAT_FIREDAMAGE}, {118, COMBAT_EARTHDAMAGE}, {119, COMBAT_ENERGYDAMAGE}, {120, COMBAT_ICEDAMAGE}, {121, COMBAT_HOLYDAMAGE}, {122, COMBAT_DEATHDAMAGE}, {123, COMBAT_PHYSICALDAMAGE}, {124, COMBAT_PHYSICALDAMAGE},
{125, COMBAT_FIREDAMAGE}, {126, COMBAT_EARTHDAMAGE}, {127, COMBAT_ENERGYDAMAGE}, {128, COMBAT_ICEDAMAGE}, {129, COMBAT_HOLYDAMAGE}, {130, COMBAT_DEATHDAMAGE}, {131, COMBAT_PHYSICALDAMAGE}, {132, COMBAT_PHYSICALDAMAGE},
}
local refs = {
[COMBAT_PHYSICALDAMAGE] = CONST_ME_DRAWBLOOD,
[COMBAT_ENERGYDAMAGE] = CONST_ME_ENERGYAREA,
[COMBAT_EARTHDAMAGE] = CONST_ME_POISONAREA,
[COMBAT_FIREDAMAGE] = CONST_ME_FIREAREA,
[COMBAT_ICEDAMAGE] = CONST_ME_ICEAREA,
[COMBAT_HOLYDAMAGE] = CONST_ME_HOLYAREA,
[COMBAT_DEATHDAMAGE] = CONST_ME_MORTAREA
}
function onHealthChange(creature, attacker, primaryDamage, primaryType, secondaryDamage, secondaryType, origin)
if creature:isPlayer() then
if primaryType == COMBAT_HEALING then
return primaryDamage, primaryType, secondaryDamage, secondaryType
end
if creature:getCondition(CONDITION_ATTRIBUTES, CONDITIONID_COMBAT, 11) then
if primaryType == COMBAT_DROWNDAMAGE then
primaryDamage = 0
end
if secondaryType == COMBAT_DROWNDAMAGE then
secondaryDamage = 0
end
end
for i = 1, 8 do -- resist
if creature:getCondition(CONDITION_ATTRIBUTES, CONDITIONID_COMBAT, res[i][1]) then
if primaryType == res[i][2] or i == 8 then
primaryDamage = (primaryDamage - (primaryDamage * (creature:getStorageValue(5) / 100)))
end
if secondaryType == res[i][2] or i == 8 then
secondaryDamage = (secondaryDamage - (secondaryDamage * (creature:getStorageValue(5) / 100)))
end
end
end
for i = 9, 16 do -- reflect
if creature:getCondition(CONDITION_ATTRIBUTES, CONDITIONID_COMBAT, res[i][1]) then
if not attacker then
return primaryDamage, primaryType, secondaryDamage, secondaryType
end
if primaryType == res[i][2] or i == 16 then
local a = math.floor(primaryDamage * (creature:getStorageValue(5) / 100))
if attacker:isMonster() then
local m = MonsterType(attacker:getName())
local e = m:getElementList()
local f = m:getCombatImmunities()
if type(f) == "number" then
if f == primaryType then
a = 0
end
else
for i, j in pairs(f) do
if i == primaryType then
a = 0
end
end
end
if type(e) == "number" then
if e == primaryType then
if e > 0 then
a = (a - (a * (e / 100)))
else
a = (a + (a * ((e * -1) / 100)))
end
end
else
for i, j in pairs(e) do
if i == primaryType then
if j > 0 then
a = (a - (a * (j / 100)))
else
a = (a + (a * ((j * -1) / 100)))
end
end
end
end
end
doTargetCombatHealth(creature, attacker, primaryType, a, a, refs[primaryType])
end
end
end
for i = 17, 24 do -- deflect
if creature:getCondition(CONDITION_ATTRIBUTES, CONDITIONID_COMBAT, res[i][1]) then
if not attacker then
return primaryDamage, primaryType, secondaryDamage, secondaryType
end
if primaryType == res[i][2] or i == 24 then
local a = math.floor(primaryDamage * (creature:getStorageValue(5) / 100))
if attacker:isMonster() then
local m = MonsterType(attacker:getName())
local e = m:getElementList()
local f = m:getCombatImmunities()
if type(f) == "number" then
if f == primaryType then
a = 0
end
else
for i, j in pairs(f) do
if i == primaryType then
a = 0
end
end
end
if type(e) == "number" then
if e == primaryType then
if e > 0 then
a = (a - (a * (e / 100)))
else
a = (a + (a * ((e * -1) / 100)))
end
end
else
for i, j in pairs(e) do
if i == primaryType then
if j > 0 then
a = (a - (a * (j / 100)))
else
a = (a + (a * ((j * -1) / 100)))
end
end
end
end
end
doTargetCombatHealth(creature, attacker, primaryType, a, a, refs[primaryType])
primaryDamage = (primaryDamage - (primaryDamage * (creature:getStorageValue(5) / 100)))
secondaryDamage = (secondaryDamage - (secondaryDamage * (creature:getStorageValue(5) / 100)))
end
end
end
for i = 25, 32 do
if creature:getCondition(CONDITION_ATTRIBUTES, CONDITIONID_COMBAT, res[i][1]) then
if primaryType == res[i][2] or i == 32 then
local a = math.floor(primaryDamage * (creature:getStorageValue(5) / 100))
creature:addHealth(a)
primaryDamage = (primaryDamage - (primaryDamage * (creature:getStorageValue(5) / 100)))
secondaryDamage = (secondaryDamage - (secondaryDamage * (creature:getStorageValue(5) / 100)))
end
end
end
end
if primaryDamage == 0 and secondaryDamage == 0 and creature:isPlayer() then
creature:getPosition():sendMagicEffect(CONST_ME_POFF)
end
return primaryDamage, primaryType, secondaryDamage, secondaryType
end
example of setting the condition to the player:
Code:
local t = 60 * 1000
local v = 10
local resist = Condition(CONDITION_ATTRIBUTES)
resist:setParameter(CONDITION_PARAM_BUFF_SPELL, 1)
resist:setParameter(CONDITION_PARAM_SUBID, 108)
resist:setParameter(CONDITION_PARAM_TICKS, t)
player:addCondition(resist)
player:setStorageValue(5, v)
Can't guarantee this will work for certain versions, I run TFS 1.2 and it works, so if it doesn't, modify the code