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Feb 24th, 2016
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  1. Physical Only Damage
  2.  
  3. <Custom React Effect>
  4. // Check if the damage is positive and if it's a physical action.
  5. if (value > 0 && this.isPhysical()) {
  6. // Get the living members of the same party.
  7. var members = target.friendsUnit().aliveMembers();
  8. // Make an empty group to list affected members.
  9. var affected = [];
  10. // We'll go through each member to check them.
  11. for (var i = 0; i < members.length; ++i) {
  12. // Getting the individual member.
  13. var member = members[i];
  14. // Does the member exist and is the member affected by state 91 (the Joint Penalty state)?
  15. if (member && member.isStateAffected(91)) {
  16. // If the member is affected, add it to the affected group.
  17. affected.push(member);
  18. }
  19. }
  20. // Divide up the damage by how many members are affected.
  21. value = Math.ceil(value / affected.length);
  22. // We'll go through each of the affected members now.
  23. for (var i = 0; i < affected.length; ++i) {
  24. // Getting the individual affected member.
  25. var member = affected[i];
  26. // Ignore the effect if the member is the target of attack.
  27. if (member !== target) {
  28. // Let's play animation 12 on the affected member.
  29. member.startAnimation(12);
  30. // The affected member takes damage.
  31. member.gainHp(-value);
  32. // We'll have the affected member reveal a damage popup.
  33. member.startDamagePopup();
  34. // Clear the results of the effect.
  35. member.clearResult();
  36. // Next, check to see if the member is dead.
  37. if (member.isDead()) {
  38. // If the member is dead, we'll make it collapse.
  39. member.performCollapse();
  40. }
  41. }
  42. }
  43. }
  44. </Custom React Effect>
  45. Magical Only Damage
  46.  
  47. <Custom React Effect>
  48. // Check if the damage is positive and if it's a magical action.
  49. if (value > 0 && this.isMagical()) {
  50. // Get the living members of the same party.
  51. var members = target.friendsUnit().aliveMembers();
  52. // Make an empty group to list affected members.
  53. var affected = [];
  54. // We'll go through each member to check them.
  55. for (var i = 0; i < members.length; ++i) {
  56. // Getting the individual member.
  57. var member = members[i];
  58. // Does the member exist and is the member affected by state 91 (the Joint Penalty state)?
  59. if (member && member.isStateAffected(91)) {
  60. // If the member is affected, add it to the affected group.
  61. affected.push(member);
  62. }
  63. }
  64. // Divide up the damage by how many members are affected.
  65. value = Math.ceil(value / affected.length);
  66. // We'll go through each of the affected members now.
  67. for (var i = 0; i < affected.length; ++i) {
  68. // Getting the individual affected member.
  69. var member = affected[i];
  70. // Ignore the effect if the member is the target of attack.
  71. if (member !== target) {
  72. // Let's play animation 12 on the affected member.
  73. member.startAnimation(12);
  74. // The affected member takes damage.
  75. member.gainHp(-value);
  76. // We'll have the affected member reveal a damage popup.
  77. member.startDamagePopup();
  78. // Clear the results of the effect.
  79. member.clearResult();
  80. // Next, check to see if the member is dead.
  81. if (member.isDead()) {
  82. // If the member is dead, we'll make it collapse.
  83. member.performCollapse();
  84. }
  85. }
  86. }
  87. }
  88. </Custom React Effect>
  89. Certain-Hit Only Damage
  90.  
  91. <Custom React Effect>
  92. // Check if the damage is positive and if it's a certain hit action.
  93. if (value > 0 && this.isCertainHit()) {
  94. // Get the living members of the same party.
  95. var members = target.friendsUnit().aliveMembers();
  96. // Make an empty group to list affected members.
  97. var affected = [];
  98. // We'll go through each member to check them.
  99. for (var i = 0; i < members.length; ++i) {
  100. // Getting the individual member.
  101. var member = members[i];
  102. // Does the member exist and is the member affected by state 91 (the Joint Penalty state)?
  103. if (member && member.isStateAffected(91)) {
  104. // If the member is affected, add it to the affected group.
  105. affected.push(member);
  106. }
  107. }
  108. // Divide up the damage by how many members are affected.
  109. value = Math.ceil(value / affected.length);
  110. // We'll go through each of the affected members now.
  111. for (var i = 0; i < affected.length; ++i) {
  112. // Getting the individual affected member.
  113. var member = affected[i];
  114. // Ignore the effect if the member is the target of attack.
  115. if (member !== target) {
  116. // Let's play animation 12 on the affected member.
  117. member.startAnimation(12);
  118. // The affected member takes damage.
  119. member.gainHp(-value);
  120. // We'll have the affected member reveal a damage popup.
  121. member.startDamagePopup();
  122. // Clear the results of the effect.
  123. member.clearResult();
  124. // Next, check to see if the member is dead.
  125. if (member.isDead()) {
  126. // If the member is dead, we'll make it collapse.
  127. member.performCollapse();
  128. }
  129. }
  130. }
  131. }
  132. </Custom React Effect>
  133. All Damage
  134.  
  135. <Custom React Effect>
  136. // Check if the damage is positive.
  137. if (value > 0) {
  138. // Get the living members of the same party.
  139. var members = target.friendsUnit().aliveMembers();
  140. // Make an empty group to list affected members.
  141. var affected = [];
  142. // We'll go through each member to check them.
  143. for (var i = 0; i < members.length; ++i) {
  144. // Getting the individual member.
  145. var member = members[i];
  146. // Does the member exist and is the member affected by state 91 (the Joint Penalty state)?
  147. if (member && member.isStateAffected(91)) {
  148. // If the member is affected, add it to the affected group.
  149. affected.push(member);
  150. }
  151. }
  152. // Divide up the damage by how many members are affected.
  153. value = Math.ceil(value / affected.length);
  154. // We'll go through each of the affected members now.
  155. for (var i = 0; i < affected.length; ++i) {
  156. // Getting the individual affected member.
  157. var member = affected[i];
  158. // Ignore the effect if the member is the target of attack.
  159. if (member !== target) {
  160. // Let's play animation 12 on the affected member.
  161. member.startAnimation(12);
  162. // The affected member takes damage.
  163. member.gainHp(-value);
  164. // We'll have the affected member reveal a damage popup.
  165. member.startDamagePopup();
  166. // Clear the results of the effect.
  167. member.clearResult();
  168. // Next, check to see if the member is dead.
  169. if (member.isDead()) {
  170. // If the member is dead, we'll make it collapse.
  171. member.performCollapse();
  172. }
  173. }
  174. }
  175. }
  176. </Custom React Effect>
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