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192 changes: 40 additions & 152 deletions msu/hooks/skills/skill_container.nut
Original file line number Diff line number Diff line change
@@ -1,3 +1,35 @@
::MSU.QueueBucket.VeryLate.push(function() {
::MSU.MH.hook("scripts/skills/skill_container", function(q) {
q.buildPropertiesForUse = @(__original) function( _caller, _targetEntity )
{
_caller.resetField("HitChanceBonus");
if (::MSU.isIn("AdditionalAccuracy", _caller.m, true)) _caller.resetField("AdditionalAccuracy");
if (::MSU.isIn("AdditionalHitChance", _caller.m, true)) _caller.resetField("AdditionalHitChance");

local wasUpdating = this.m.IsUpdating;
local ret = __original(_caller, _targetEntity);
this.m.IsUpdating = wasUpdating;
return ret;
}

q.buildPropertiesForDefense = @(__original) function( _attacker, _skill )
{
local wasUpdating = this.m.IsUpdating;
local ret = __original(_attacker, _skill);
this.m.IsUpdating = wasUpdating;
return ret;
}

q.buildPropertiesForBeingHit = @(__original) function( _attacker, _skill, _hitinfo )
{
local wasUpdating = this.m.IsUpdating;
local ret = __original(_attacker, _skill, _hitinfo);
this.m.IsUpdating = wasUpdating;
return ret;
}
});
});

::MSU.MH.hook("scripts/skills/skill_container", function(q) {
q.m.ScheduledChangesSkills <- [];
q.m.IsPreviewing <- false;
Expand Down Expand Up @@ -62,23 +94,6 @@
this.callSkillsFunction(_function, _argsArray, _update, true);
}

q.buildProperties <- function( _function, _argsArray )
{
_argsArray.insert(0, null);
_argsArray.push(this.m.Actor.getCurrentProperties().getClone());

local wasUpdating = this.m.IsUpdating;
this.m.IsUpdating = true;

foreach (skill in this.m.Skills)
{
_argsArray[0] = skill;
skill[_function].acall(_argsArray);
}
this.m.IsUpdating = wasUpdating;
return _argsArray[_argsArray.len() - 1];
}

q.onMovementStarted <- function( _tile, _numTiles )
{
this.callSkillsFunction("onMovementStarted", [
Expand Down Expand Up @@ -362,93 +377,20 @@
}

//Vanilla Overwrites start

q.onAfterDamageReceived = @() function()
{
this.callSkillsFunctionWhenAlive("onAfterDamageReceived");
}

q.buildPropertiesForUse = @() function( _caller, _targetEntity )
{
_caller.resetField("HitChanceBonus");
if (::MSU.isIn("AdditionalAccuracy", _caller.m, true)) _caller.resetField("AdditionalAccuracy");
if (::MSU.isIn("AdditionalHitChance", _caller.m, true)) _caller.resetField("AdditionalHitChance");

return this.buildProperties("onAnySkillUsed", [
_caller,
_targetEntity
]);
}

q.buildPropertiesForDefense = @() function( _attacker, _skill )
{
return this.buildProperties("onBeingAttacked", [
_attacker,
_skill
]);
}

q.buildPropertiesForBeingHit = @() function( _attacker, _skill, _hitinfo )
{
return this.buildProperties("onBeforeDamageReceived", [
_attacker,
_skill,
_hitinfo
]);
}

q.onBeforeActivation = @() function()
{
this.callSkillsFunctionWhenAlive("onBeforeActivation");
}

q.onTurnStart = @() function()
{
this.callSkillsFunctionWhenAlive("onTurnStart");
}

q.onResumeTurn = @() function()
{
this.callSkillsFunctionWhenAlive("onResumeTurn");
}

q.onRoundEnd = @() function()
{
this.callSkillsFunctionWhenAlive("onRoundEnd");
}

q.onTurnEnd = @() function()
q.onTurnEnd = @(__original) function()
{
this.m.IsPreviewing = false;
this.callSkillsFunctionWhenAlive("onTurnEnd");
__original();
}

q.onWaitTurn = @() function()
q.onWaitTurn = @(__original) function()
{
this.m.IsPreviewing = false;
this.callSkillsFunctionWhenAlive("onWaitTurn");
}

q.onNewRound = @() function()
{
this.callSkillsFunction("onNewRound");
}

q.onNewDay = @() function()
{
this.callSkillsFunctionWhenAlive("onNewDay");
}

q.onDamageReceived = @() function( _attacker, _damageHitpoints, _damageArmor )
{
this.callSkillsFunction("onDamageReceived", [
_attacker,
_damageHitpoints,
_damageArmor
]);
__original();
}

q.onBeforeTargetHit = @() function( _caller, _targetEntity, _hitInfo )
q.onBeforeTargetHit = @(__original) function( _caller, _targetEntity, _hitInfo )
{
if (_caller.isAttack() && _caller.getDamageType() != null)
{
Expand All @@ -473,67 +415,13 @@
}
}

this.callSkillsFunction("onBeforeTargetHit", [
_caller,
_targetEntity,
_hitInfo
]);
__original(_caller, _targetEntity, _hitInfo);
}

q.onTargetHit = @() function( _caller, _targetEntity, _bodyPart, _damageInflictedHitpoints, _damageInflictedArmor )
{
this.callSkillsFunction("onTargetHit", [
_caller,
_targetEntity,
_bodyPart,
_damageInflictedHitpoints,
_damageInflictedArmor
]);
}

q.onTargetMissed = @() function( _caller, _targetEntity )
{
this.callSkillsFunction("onTargetMissed", [
_caller,
_targetEntity
]);
}

q.onTargetKilled = @() function( _targetEntity, _skill )
{
this.callSkillsFunction("onTargetKilled", [
_targetEntity,
_skill
]);
}

q.onMissed = @() function( _attacker, _skill )
{
this.callSkillsFunction("onMissed", [
_attacker,
_skill
]);
}

q.onCombatStarted = @() function()
{
this.callSkillsFunction("onCombatStarted");
}

q.onCombatFinished = @() function()
q.onCombatFinished = @(__original) function()
{
this.m.IsPreviewing = false;
this.callSkillsFunction("onCombatFinished");
}

q.onDeath = @() function( _fatalityType )
{
this.callSkillsFunction("onDeath", [_fatalityType]);
}

q.onDismiss = @() function()
{
this.callSkillsFunction("onDismiss");
__original();
}

//Vanilla Ovewrites End
Expand Down