mirror of
https://github.com/ProjectSWGCore/NGECore2.git
synced 2026-09-12 22:45:31 -04:00
Added some medic specials, minor combat fixes
This commit is contained in:
@@ -0,0 +1,11 @@
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import sys
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def setup(core, actor, buff):
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actor.playEffectObject('clienteffect/medic_stasis.cef', 'me_stasis_1')
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actor.setSpeedMultiplierBase(0.2)
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return
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def removeBuff(core, actor, buff):
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actor.setSpeedMultiplierBase(1)
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return
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@@ -0,0 +1,11 @@
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import sys
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def setup(core, actor, buff):
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actor.playEffectObject('clienteffect/medic_stasis.cef', 'me_stasis_self_1')
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actor.setSpeedMultiplierBase(0.2)
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return
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def removeBuff(core, actor, buff):
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actor.setSpeedMultiplierBase(1)
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return
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@@ -0,0 +1,11 @@
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import sys
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def setup(core, actor, target, command):
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command.setBuffNameTarget('me_stasis_1')
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return
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def preRun(core, actor, target, command):
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return
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def run(core, actor, target, commandString):
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return
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@@ -0,0 +1,18 @@
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import sys
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def setup():
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return
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def run(core, actor, target, commandString):
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if actor.getGroupId() == 0:
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return
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group = core.objectService.getObject(actor.getGroupId())
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for creature in group.getMemberList():
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if creature.getPosture() == 14:
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core.simulationService.teleport(creature, actor.getPosition(), actor.getOrientation(), actor.getParentId())
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return
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@@ -0,0 +1,25 @@
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import sys
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from services.command import CombatCommand
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def setup(core, actor, buff):
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return
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def run(core, actor, target, commandString):
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combatSvc = core.combatService
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weapon = core.objectService.getObject(actor.getWeaponId())
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if not weapon:
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weapon = actor.getSlottedObject('default_weapon')
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command = core.commandService.getCommandByName('me_reckless_stimulation_1')
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if not combatSvc.applySpecialCost(actor, weapon, CombatCommand('me_reckless_stimulation_1')):
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return
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actor.playEffectObject('clienteffect/medic_reckless_stimulation.cef', 'root')
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actor.setAction(actor.getAction() + 1000)
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return
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@@ -0,0 +1,25 @@
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import sys
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from services.command import CombatCommand
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def setup(core, actor, buff):
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return
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def run(core, actor, target, commandString):
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combatSvc = core.combatService
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weapon = core.objectService.getObject(actor.getWeaponId())
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if not weapon:
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weapon = actor.getSlottedObject('default_weapon')
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command = core.commandService.getCommandByName('me_reckless_stimulation_2')
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if not combatSvc.applySpecialCost(actor, weapon, CombatCommand('me_reckless_stimulation_2')):
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return
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actor.playEffectObject('clienteffect/medic_reckless_stimulation.cef', 'root')
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actor.setAction(actor.getAction() + 1500)
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return
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@@ -0,0 +1,25 @@
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import sys
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from services.command import CombatCommand
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def setup(core, actor, buff):
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return
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def run(core, actor, target, commandString):
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combatSvc = core.combatService
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weapon = core.objectService.getObject(actor.getWeaponId())
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if not weapon:
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weapon = actor.getSlottedObject('default_weapon')
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command = core.commandService.getCommandByName('me_reckless_stimulation_3')
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if not combatSvc.applySpecialCost(actor, weapon, CombatCommand('me_reckless_stimulation_3')):
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return
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actor.playEffectObject('clienteffect/medic_reckless_stimulation.cef', 'root')
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actor.setAction(actor.getAction() + 2000)
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return
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@@ -0,0 +1,25 @@
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import sys
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from services.command import CombatCommand
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def setup(core, actor, buff):
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return
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def run(core, actor, target, commandString):
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combatSvc = core.combatService
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weapon = core.objectService.getObject(actor.getWeaponId())
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if not weapon:
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weapon = actor.getSlottedObject('default_weapon')
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command = core.commandService.getCommandByName('me_reckless_stimulation_4')
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if not combatSvc.applySpecialCost(actor, weapon, CombatCommand('me_reckless_stimulation_4')):
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return
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actor.playEffectObject('clienteffect/medic_reckless_stimulation.cef', 'root')
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actor.setAction(actor.getAction() + 2500)
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return
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@@ -0,0 +1,25 @@
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import sys
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from services.command import CombatCommand
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def setup(core, actor, buff):
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return
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def run(core, actor, target, commandString):
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combatSvc = core.combatService
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weapon = core.objectService.getObject(actor.getWeaponId())
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if not weapon:
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weapon = actor.getSlottedObject('default_weapon')
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command = core.commandService.getCommandByName('me_reckless_stimulation_5')
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if not combatSvc.applySpecialCost(actor, weapon, CombatCommand('me_reckless_stimulation_5')):
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return
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actor.playEffectObject('clienteffect/medic_reckless_stimulation.cef', 'root')
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actor.setAction(actor.getAction() + 3000)
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return
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@@ -0,0 +1,25 @@
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import sys
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from services.command import CombatCommand
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def setup(core, actor, buff):
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return
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def run(core, actor, target, commandString):
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combatSvc = core.combatService
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weapon = core.objectService.getObject(actor.getWeaponId())
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if not weapon:
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weapon = actor.getSlottedObject('default_weapon')
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command = core.commandService.getCommandByName('me_reckless_stimulation_6')
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if not combatSvc.applySpecialCost(actor, weapon, CombatCommand('me_reckless_stimulation_6')):
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return
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actor.playEffectObject('clienteffect/medic_reckless_stimulation.cef', 'root')
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actor.setAction(actor.getAction() + 3500)
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return
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@@ -0,0 +1,24 @@
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import sys
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from services.command import CombatCommand
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def setup(core, actor, buff):
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return
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def run(core, actor, target, commandString):
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combatSvc = core.combatService
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weapon = core.objectService.getObject(actor.getWeaponId())
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if not weapon:
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weapon = actor.getSlottedObject('default_weapon')
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command = core.commandService.getCommandByName('me_stasis_self_1')
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if not combatSvc.applySpecialCost(actor, weapon, CombatCommand('me_stasis_self_1')):
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return
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core.buffService.addBuffToCreature(actor, 'me_stasis_self_1')
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return
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