feat: add statuses stat effect

This commit is contained in:
Kazhnuz 2021-08-08 16:00:45 +02:00
parent dfa1d659ff
commit 6e93a11fef
7 changed files with 105 additions and 1 deletions

View file

@ -0,0 +1,38 @@
return {
hidden = {
{"evasion", 30},
},
focus = {
{"critical", 30},
},
shielded = {
{"armor", 20}
},
hyper = {
{"damage", 25},
{"critical", 20}
},
lucky = {
{"evasion", 20},
{"luck", 20},
},
regen = {
{"hpregen", 8}
},
poison = {
{"hpregen", -15}
},
weakened = {
{"damage", -20}
},
vulnerable = {
{"armor", -20}
},
cursed = {
{"evasion", 0},
{"luck", -30}
},
distracted = {
{"accuracy", -30}
}
}

View file

@ -5,6 +5,7 @@ return {
["addGFX"] = {'sprite', "origin", "x", "y", "z", "affectedByDirection", 'blockProcess'},
["playSFX"] = {"sfx"},
["sendDamage"] = {"power", "type", "element", "isSpecial"},
["sendStatus"] = {"status", "duration", "force"},
["goTo"] = {"who", "origin", "x", "y", "duration", "blockProcess"},
["goTo3D"] = {"who", "origin", "x", "y", "z", "duration", "blockProcess"},
["setAnimation"] = {"who", "animation", "blockProcess"},

View file

@ -2,6 +2,8 @@ local Serializable = require "birb.classes.serializable"
local AbstractMobParent = Serializable:extend()
local StatManager = require "game.abstractmobs.statmanager"
local statutStatList = require "datas.gamedata.statuses"
function AbstractMobParent:new(serializeFields, listSerializable, statManager)
local statManager = statManager or StatManager
self:initBasicElements()
@ -67,6 +69,18 @@ function AbstractMobParent:getStats()
return self.stats
end
function AbstractMobParent:getStatutsStat(statName)
local stat = 0
for statut, _ in pairs(self.statuts) do
for _, statutStat in ipairs(statutStatList[statut]) do
if (statutStat[1] == statName) then
stat = stat + statutStat[2]
end
end
end
return stat
end
-- STATUT HANDLING
function AbstractMobParent:addStatut(name, duration)

View file

@ -82,6 +82,12 @@ function FighterParent:sendDamageToAll(listTarget, value, type, element, isSpeci
end
end
function FighterParent:sendStatusToAll(listTarget, status, duration, force)
for _, target in ipairs(listTarget) do
self:sendStatus(target, status, duration, force)
end
end
function FighterParent:getTargets(ourSide)
if (self.isHero == ourSide) then
return self.turnSystem.player:getTargets(true)
@ -102,6 +108,19 @@ function FighterParent:sendDamage(target, value, type, element, isSpecial)
end
end
function FighterParent:sendStatus(target, status, duration, force)
core.debug:print("cbs/battler", "Sending status " .. status .." at " .. target.name)
if ((not force) or battleutils.rollDice(self:getStat(STATS.ACCURACY))) then
target:receiveStatus(status, duration, force)
end
end
function FighterParent:receiveStatus(status, duration, force)
if (force or (not battleutils.rollDice(self:getStat(STATS.LUCK)))) then
self.abstract:addStatut(status, duration)
end
end
function FighterParent:receiveDamage(value, type, element, isSpecial, fromWho)
local damages = battleutils.computeReceivingDamages(value, self, isSpecial, self.isDefending)
damages = battleutils.applyProtectTypes(damages, type, self.abstract:getProtecTypes())
@ -178,7 +197,11 @@ function FighterParent:getNbrActionPerTurn()
end
function FighterParent:getStat(statname)
return (self.abstract.stats:get(statname) * self:getStatBonusValue(statname))
local stat = (self.abstract.stats:get(statname) * self:getStatBonusValue(statname)) + self.abstract:getStatutsStat(statname)
if (self.abstract:haveStatuts("cursed") and (statname == "evasion")) then
return math.max(0, stat)
end
return stat
end
function FighterParent:getStatBonusValue(statname)

View file

@ -46,6 +46,16 @@ function InfosMixin:sendDamage(power, type, element, isSpecial)
end
end
function InfosMixin:sendStatus(status, duration, force)
if (self.fighter.isAlive) then
if (self.target ~= nil) then
self.fighter:sendStatus(self.target, status, duration, force)
else
self.fighter:sendStatus(self.targetList, status, duration, force)
end
end
end
function InfosMixin:haveFrameSignal(signal)
return self.actor:haveFrameSignal(signal)
end

View file

@ -11,6 +11,7 @@ actions["jumpBack"] = require(baseURI .. "jumpBack")
actions["jump"] = require(baseURI .. "jump")
actions["playSFX"] = require(baseURI .. "playSFX")
actions["sendDamage"] = require(baseURI .. "sendDamage")
actions["sendStatus"] = require(baseURI .. "sendStatus")
actions["setAnimation"] = require(baseURI .. "setAnimation")
actions["setAnimSpeed"] = require(baseURI .. "setAnimSpeed")
actions["wait"] = require(baseURI .. "wait")

View file

@ -0,0 +1,17 @@
local StepParent = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step.parent"
local SendStatus = StepParent:extend()
function SendStatus:new(system, args)
SendStatus.super.new(self, system, args)
end
function SendStatus:start()
local status = self.arguments.status
local force = self.arguments.force
local duration = self.arguments.duration
self.choregraphy:sendStatus(status, duration, force)
self:finish()
end
return SendStatus