forked from MagicBane/Server
PowerAction parsing work.
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@@ -82,23 +82,25 @@ public class PowerActionParser {
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switch (powerActionEntry.action_type) {
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case "RemoveEffect":
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powerActionEntry.effect_id = headerIterator.next();
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effectDescription = new EffectDescription();
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effectDescription.effect_id = headerIterator.next();
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powerActionEntry.effects.add(effectDescription);
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break;
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case "CreateMob":
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powerActionEntry.arg1 = Integer.parseInt(headerIterator.next());
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powerActionEntry.arg2 = Integer.parseInt(headerIterator.next());
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powerActionEntry.petLevel = Integer.parseInt(headerIterator.next());
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powerActionEntry.petRace = Integer.parseInt(headerIterator.next());
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break;
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case "DamageOverTime":
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powerActionEntry.effect_id = headerIterator.next();
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powerActionEntry.arg1 = Integer.parseInt(headerIterator.next());
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powerActionEntry.arg2 = Integer.parseInt(headerIterator.next());
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effectDescription = new EffectDescription();
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effectDescription.effect_id = headerIterator.next();
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effectDescription.cycleDuration = Integer.parseInt(headerIterator.next());
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effectDescription.cycleDelay = Integer.parseInt(headerIterator.next());
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powerActionEntry.effects.add(effectDescription);
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break;
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case "Transform":
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case "Invis":
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powerActionEntry.effect_id = headerIterator.next();
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powerActionEntry.arg1 = Integer.parseInt(headerIterator.next());
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break;
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case "ApplyEffect":
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case "ApplyEffects":
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case "DeferredPower":
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case "DirectDamage":
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while (headerIterator.hasNext()) {
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@@ -143,7 +145,7 @@ public class PowerActionParser {
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powerActionEntry.scaleFactor.add(Float.parseFloat(bodyPart));
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break;
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case "ISRESISTABLE":
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powerActionEntry.isResistable = Boolean.parseBoolean(lineValues[1].trim());
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powerActionEntry.isResistible = Boolean.parseBoolean(lineValues[1].trim());
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break;
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case "ISAGGRESSIVE":
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powerActionEntry.isAggressive = Boolean.parseBoolean(lineValues[1].trim());
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@@ -12,4 +12,6 @@ public class EffectDescription {
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public String effect_id;
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public int level;
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public String message;
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public int cycleDuration;
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public int cycleDelay;
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}
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@@ -25,16 +25,15 @@ public class PowerActionEntry {
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public boolean shouldShowWeapons = false;
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public boolean shouldShowArmor = false;
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public boolean bladeTrails = false;
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public boolean isResistable = false;
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public String effect_id;
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public boolean isResistible = false;
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public ArrayList<Float> scaleFactor = new ArrayList<>();
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public ArrayList<Integer> attackAnimations = new ArrayList<>();
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public boolean isAggressive;
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public mbEnums.DamageType damageType;
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public boolean applyEffectBlank = false;
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public boolean wearOffEffectBlank = false;
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public int arg1; // used in DamageOverTime, CreateMob, etc.
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public int arg2;
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public int petLevel;
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public int petRace;
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public boolean removeAll;
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}
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