Beispiel #1
0
    private float GetSkillHitRateCorrectionValue(CharacterStateControl attacker)
    {
        float num = 0f;
        List <ExtraEffectStatus> extraEffectStatus = BattleStateManager.current.battleStateData.extraEffectStatus;
        List <ExtraEffectStatus> invocationList    = ExtraEffectStatus.GetInvocationList(extraEffectStatus, EffectStatusBase.EffectTriggerType.Usually);

        num += ExtraEffectStatus.GetSkillHitRateCorrectionValue(invocationList, this, attacker) - this.hitRate;
        num += attacker.chipAddHit;
        foreach (int num2 in attacker.potencyChipIdList.Keys)
        {
            GameWebAPI.RespDataMA_ChipEffectM.ChipEffect   chipEffectDataToId = ChipDataMng.GetChipEffectDataToId(num2.ToString());
            GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[] chipEffects        = new GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[]
            {
                chipEffectDataToId
            };
            num += ChipEffectStatus.GetSkillHitRateCorrectionValue(chipEffects, this, attacker);
        }
        SufferStateProperty sufferStateProperty = attacker.currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.HitRateUp);

        if (sufferStateProperty.isActive)
        {
            num += sufferStateProperty.upPercent;
        }
        SufferStateProperty sufferStateProperty2 = attacker.currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.HitRateDown);

        if (sufferStateProperty2.isActive)
        {
            num -= sufferStateProperty2.downPercent;
        }
        num += attacker.leaderSkillResult.hitRateUpPercent;
        return(num);
    }
Beispiel #2
0
    public void RemovePotencyChip(EffectStatusBase.EffectTriggerType triggerType)
    {
        List <GameWebAPI.RespDataMA_ChipEffectM.ChipEffect> list = new List <GameWebAPI.RespDataMA_ChipEffectM.ChipEffect>();

        foreach (int num in this.potencyChipIdList.Keys)
        {
            GameWebAPI.RespDataMA_ChipEffectM.ChipEffect chipEffectDataToId = ChipDataMng.GetChipEffectDataToId(num.ToString());
            if (chipEffectDataToId != null && chipEffectDataToId.effectTrigger.ToInt32() == (int)triggerType)
            {
                list.Add(chipEffectDataToId);
            }
        }
        foreach (GameWebAPI.RespDataMA_ChipEffectM.ChipEffect chipEffect in list)
        {
            this.potencyChipIdList.Remove(chipEffect.chipEffectId.ToInt32());
        }
        this.AddChipParam(false, list.ToArray(), true, false);
    }
Beispiel #3
0
 public void SetCharacterState(CharacterStateControlStore savedCSC)
 {
     this.SetChipEffectCount(savedCSC.chipEffectCount);
     this.SetPotencyChipIdList(savedCSC.potencyChipIdList);
     foreach (int num in this.potencyChipIdList.Keys)
     {
         GameWebAPI.RespDataMA_ChipEffectM.ChipEffect chipEffectDataToId = ChipDataMng.GetChipEffectDataToId(num.ToString());
         if (chipEffectDataToId != null)
         {
             GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[] chipEffects = new GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[]
             {
                 chipEffectDataToId
             };
             EffectStatusBase.EffectTriggerType effectTriggerType = (EffectStatusBase.EffectTriggerType)chipEffectDataToId.effectTrigger.ToInt32();
             if (effectTriggerType != EffectStatusBase.EffectTriggerType.Usually && effectTriggerType != EffectStatusBase.EffectTriggerType.Area)
             {
                 this.AddChipParam(true, chipEffects, true, false);
             }
         }
     }
 }
Beispiel #4
0
    public void RemoveDeadStagingChips()
    {
        if (BattleStateManager.current == null)
        {
            return;
        }
        Dictionary <int, int> dictionary = new Dictionary <int, int>();

        foreach (KeyValuePair <int, int> keyValuePair in this.stagingChipIdList)
        {
            GameWebAPI.RespDataMA_ChipEffectM.ChipEffect chipEffectDataToId = ChipDataMng.GetChipEffectDataToId(keyValuePair.Key.ToString());
            if (chipEffectDataToId.effectTrigger.ToInt32() == 6)
            {
                List <AffectEffectProperty> affectEffectPropertyList = BattleStateManager.current.serverControl.GetAffectEffectPropertyList(chipEffectDataToId.effectValue);
                if (affectEffectPropertyList != null)
                {
                    foreach (AffectEffectProperty affectEffectProperty in affectEffectPropertyList)
                    {
                        CharacterStateControl[] skillTargetList = BattleStateManager.current.targetSelect.GetSkillTargetList(this.characterStateControl, affectEffectProperty.target);
                        if (skillTargetList.Length != 0)
                        {
                            if (dictionary.ContainsKey(keyValuePair.Key))
                            {
                                dictionary[keyValuePair.Key] = keyValuePair.Value;
                            }
                            else
                            {
                                dictionary.Add(keyValuePair.Key, keyValuePair.Value);
                            }
                        }
                    }
                }
            }
        }
        this.stagingChipIdList = dictionary;
    }
    private List <SubStatePlayChipEffect.ReturnData> CheckPlayStagingChipEffect(CharacterStateControl[] chipActor)
    {
        List <SubStatePlayChipEffect.ReturnData> list = new List <SubStatePlayChipEffect.ReturnData>();

        foreach (CharacterStateControl characterStateControl in chipActor)
        {
            SubStatePlayChipEffect.ReturnData returnData = new SubStatePlayChipEffect.ReturnData();
            returnData.characterStateControl = characterStateControl;
            SubStatePlayChipEffect.ChipPlayType chipPlayType = SubStatePlayChipEffect.ChipPlayType.None;
            foreach (KeyValuePair <int, int> keyValuePair in characterStateControl.stagingChipIdList)
            {
                GameWebAPI.RespDataMA_ChipEffectM.ChipEffect chipEffectDataToId = ChipDataMng.GetChipEffectDataToId(keyValuePair.Key.ToString());
                if (!characterStateControl.isDied || chipEffectDataToId.effectTrigger.ToInt32() == 6)
                {
                    if (!returnData.dictionary.ContainsKey(keyValuePair.Value))
                    {
                        returnData.dictionary[keyValuePair.Value] = new List <GameWebAPI.RespDataMA_ChipEffectM.ChipEffect>();
                    }
                    if (chipEffectDataToId.effectType.ToInt32() == 60)
                    {
                        SkillStatus           skillStatus = base.hierarchyData.GetSkillStatus(chipEffectDataToId.effectValue);
                        CharacterStateControl target      = this.GetTarget(characterStateControl, chipEffectDataToId);
                        if (chipEffectDataToId.effectTrigger.ToInt32() == 37)
                        {
                            if (skillStatus != null && target != null && this.checkUseSkill(skillStatus, characterStateControl, target))
                            {
                                returnData.chipPlayType = SubStatePlayChipEffect.ChipPlayType.ChipAndSKillPlay;
                                returnData.dictionary[keyValuePair.Value].Add(chipEffectDataToId);
                            }
                            else
                            {
                                returnData.characterStateControl.AddChipEffectCount(chipEffectDataToId.chipEffectId.ToInt32(), 1);
                            }
                        }
                        else if (skillStatus != null && target != null)
                        {
                            returnData.chipPlayType = SubStatePlayChipEffect.ChipPlayType.ChipAndSKillPlay;
                            returnData.dictionary[keyValuePair.Value].Add(chipEffectDataToId);
                        }
                        else
                        {
                            returnData.characterStateControl.AddChipEffectCount(chipEffectDataToId.chipEffectId.ToInt32(), 1);
                        }
                    }
                    else if (chipEffectDataToId.effectType.ToInt32() == 56)
                    {
                        SkillStatus           skillStatus2 = base.hierarchyData.GetSkillStatus(chipEffectDataToId.effectValue);
                        CharacterStateControl target2      = this.GetTarget(characterStateControl, chipEffectDataToId);
                        if (skillStatus2 != null && target2 != null)
                        {
                            chipPlayType = SubStatePlayChipEffect.ChipPlayType.SKillPlay;
                            returnData.dictionary[keyValuePair.Value].Add(chipEffectDataToId);
                        }
                        else
                        {
                            returnData.characterStateControl.AddChipEffectCount(chipEffectDataToId.chipEffectId.ToInt32(), 1);
                        }
                    }
                    else
                    {
                        if (returnData.chipPlayType == SubStatePlayChipEffect.ChipPlayType.None)
                        {
                            returnData.chipPlayType = SubStatePlayChipEffect.ChipPlayType.ChipPlay;
                        }
                        returnData.dictionary[keyValuePair.Value].Add(chipEffectDataToId);
                    }
                }
            }
            if (returnData.chipPlayType == SubStatePlayChipEffect.ChipPlayType.None && chipPlayType != SubStatePlayChipEffect.ChipPlayType.None)
            {
                returnData.chipPlayType = chipPlayType;
            }
            list.Add(returnData);
            characterStateControl.stagingChipIdList.Clear();
        }
        return(list);
    }
    public static SkillResults GetSkillResults(AffectEffectProperty affectEffectProperty, CharacterStateControl attackerCharacter, CharacterStateControl targetCharacter, bool onRandomAttack = true, int attackNum = 0)
    {
        SkillResults      skillResults        = new SkillResults();
        LeaderSkillResult leaderSkillResult   = attackerCharacter.leaderSkillResult;
        HaveSufferState   currentSufferState  = attackerCharacter.currentSufferState;
        HaveSufferState   currentSufferState2 = targetCharacter.currentSufferState;

        float[] array = new float[2];
        skillResults.useAffectEffectProperty = affectEffectProperty;
        skillResults.hitIconAffectEffect     = AffectEffect.Damage;
        skillResults.attackCharacter         = attackerCharacter;
        skillResults.targetCharacter         = targetCharacter;
        if (targetCharacter.isDied)
        {
            return(skillResults);
        }
        skillResults.onWeakHit = ((!affectEffectProperty.canUseAttribute) ? Strength.None : targetCharacter.tolerance.GetAttributeStrength(affectEffectProperty.attribute));
        if (attackerCharacter.hittingTheTargetType == BattleInvariant.Type.Non)
        {
            skillResults.onMissHit = !affectEffectProperty.OnHit(attackerCharacter, targetCharacter);
        }
        else if (attackerCharacter.hittingTheTargetType == BattleInvariant.Type.Up)
        {
            skillResults.onMissHit = false;
        }
        else if (attackerCharacter.hittingTheTargetType == BattleInvariant.Type.Down)
        {
            skillResults.onMissHit = true;
        }
        if (skillResults.onWeakHit == Strength.None || skillResults.onWeakHit == Strength.Weak)
        {
            if (attackerCharacter.criticalTheTargetType == BattleInvariant.Type.Non)
            {
                float num = affectEffectProperty.satisfactionRate;
                SufferStateProperty sufferStateProperty = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.SatisfactionRateUp);
                if (sufferStateProperty.isActive)
                {
                    num += sufferStateProperty.upPercent;
                }
                SufferStateProperty sufferStateProperty2 = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.SatisfactionRateDown);
                if (sufferStateProperty2.isActive)
                {
                    num -= sufferStateProperty2.downPercent;
                }
                if (attackerCharacter.isSelectSkill > 0)
                {
                    num += leaderSkillResult.satisfactionRateUpPercent;
                }
                num += attackerCharacter.chipAddCritical;
                skillResults.onCriticalHit = RandomExtension.Switch(num);
            }
            else if (attackerCharacter.criticalTheTargetType == BattleInvariant.Type.Up)
            {
                skillResults.onCriticalHit = true;
            }
            else if (attackerCharacter.criticalTheTargetType == BattleInvariant.Type.Down)
            {
                skillResults.onCriticalHit = false;
            }
        }
        if (!skillResults.onMissHit)
        {
            if (affectEffectProperty.powerType == PowerType.Percentage && skillResults.onWeakHit == Strength.Invalid)
            {
                skillResults.hitIconAffectEffect = AffectEffect.Invalid;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.Invalid;
                skillResults.onCriticalHit       = false;
            }
            else if (skillResults.targetCharacter.currentSufferState.FindSufferState(SufferStateProperty.SufferType.TurnBarrier))
            {
                skillResults.hitIconAffectEffect = AffectEffect.TurnBarrier;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.None;
                skillResults.onCriticalHit       = false;
            }
            else if (skillResults.targetCharacter.currentSufferState.FindSufferState(SufferStateProperty.SufferType.CountBarrier))
            {
                skillResults.hitIconAffectEffect = AffectEffect.CountBarrier;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.None;
                skillResults.onCriticalHit       = false;
            }
            else if (skillResults.targetCharacter.currentSufferState.FindSufferState(SufferStateProperty.SufferType.TurnEvasion))
            {
                skillResults.hitIconAffectEffect = AffectEffect.TurnEvasion;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.None;
                skillResults.onCriticalHit       = false;
            }
            else if (skillResults.targetCharacter.currentSufferState.FindSufferState(SufferStateProperty.SufferType.CountEvasion))
            {
                skillResults.hitIconAffectEffect = AffectEffect.CountEvasion;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.None;
                skillResults.onCriticalHit       = false;
            }
            else if (affectEffectProperty.type == AffectEffect.ReferenceTargetHpRate)
            {
                SufferStateProperty.DamageRateResult reduceDamageRate = SkillStatus.GetReduceDamageRate(affectEffectProperty, attackerCharacter, targetCharacter);
                skillResults.damageRateResult = reduceDamageRate;
                float attributeDamegeResult = SkillStatus.GetAttributeDamegeResult(skillResults.onWeakHit);
                float num2 = 1f;
                if (skillResults.onCriticalHit)
                {
                    num2 = 1.2f;
                }
                int num3 = (int)(affectEffectProperty.damagePercent * (float)targetCharacter.hp);
                for (int i = 0; i < array.Length; i++)
                {
                    array[i] = (float)num3 * attributeDamegeResult * num2 * reduceDamageRate.damageRate;
                }
            }
            else if (affectEffectProperty.type == AffectEffect.RefHpRateNonAttribute)
            {
                SufferStateProperty.DamageRateResult reduceDamageRate2 = SkillStatus.GetReduceDamageRate(affectEffectProperty, attackerCharacter, targetCharacter);
                skillResults.damageRateResult = reduceDamageRate2;
                float num4 = 1f;
                if (skillResults.onCriticalHit)
                {
                    num4 = 1.2f;
                }
                int num5 = (int)(affectEffectProperty.damagePercent * (float)targetCharacter.hp);
                for (int j = 0; j < array.Length; j++)
                {
                    array[j] = (float)num5 * num4 * reduceDamageRate2.damageRate;
                }
            }
            else if (affectEffectProperty.powerType == PowerType.Percentage)
            {
                bool  flag = affectEffectProperty.techniqueType == TechniqueType.Physics;
                float attributeDamegeResult2 = SkillStatus.GetAttributeDamegeResult(skillResults.onWeakHit);
                float num6 = 1f;
                if (skillResults.onCriticalHit)
                {
                    num6 = 1.2f;
                }
                float num7 = 1f;
                if (onRandomAttack)
                {
                    num7 = UnityEngine.Random.Range(0.85f, 1f);
                }
                SufferStateProperty.DamageRateResult reduceDamageRate3 = SkillStatus.GetReduceDamageRate(affectEffectProperty, attackerCharacter, targetCharacter);
                skillResults.damageRateResult = reduceDamageRate3;
                float num8 = 1f;
                if (flag)
                {
                    SufferStateProperty sufferStateProperty3 = targetCharacter.currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.Counter);
                    if (sufferStateProperty3.isActive)
                    {
                        num8 *= sufferStateProperty3.recieveDamageRate;
                    }
                }
                else
                {
                    SufferStateProperty sufferStateProperty4 = targetCharacter.currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.Reflection);
                    if (sufferStateProperty4.isActive)
                    {
                        num8 *= sufferStateProperty4.recieveDamageRate;
                    }
                }
                float num9 = 1f;
                SufferStateProperty sufferStateProperty5 = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.PowerCharge);
                if (sufferStateProperty5.isActive)
                {
                    if (flag)
                    {
                        num9 *= sufferStateProperty5.physicUpPercent;
                    }
                    else
                    {
                        num9 *= sufferStateProperty5.specialUpPercent;
                    }
                }
                float num10 = 1f;
                float num11 = 0f;
                float num12 = 0f;
                SufferStateProperty sufferStateProperty6 = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.DamageRateUp);
                if (sufferStateProperty6.isActive)
                {
                    SufferStateProperty.DamageRateResult caseDamageRate = sufferStateProperty6.GetCaseDamageRate(affectEffectProperty, targetCharacter);
                    num11 += caseDamageRate.damageRate;
                }
                SufferStateProperty sufferStateProperty7 = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.DamageRateDown);
                if (sufferStateProperty7.isActive)
                {
                    SufferStateProperty.DamageRateResult caseDamageRate2 = sufferStateProperty7.GetCaseDamageRate(affectEffectProperty, targetCharacter);
                    num12 += caseDamageRate2.damageRate;
                }
                num10 = Mathf.Max(0f, num10 + num11 - num12);
                for (int k = 0; k < array.Length; k++)
                {
                    int   num13 = 0;
                    float num14 = 1f;
                    foreach (int num15 in attackerCharacter.potencyChipIdList.Keys)
                    {
                        GameWebAPI.RespDataMA_ChipEffectM.ChipEffect chipEffectDataToId = ChipDataMng.GetChipEffectDataToId(num15.ToString());
                        if (k != 0 || chipEffectDataToId.effectTrigger.ToInt32() != 11)
                        {
                            GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[] chipEffects = new GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[]
                            {
                                chipEffectDataToId
                            };
                            num13 += ChipEffectStatus.GetSkillPowerCorrectionValue(chipEffects, affectEffectProperty, attackerCharacter, attackNum);
                            num14 += ChipEffectStatus.GetSkillDamageCorrectionValue(chipEffects, affectEffectProperty, attackerCharacter);
                        }
                    }
                    float num16 = 1f;
                    foreach (int num17 in targetCharacter.potencyChipIdList.Keys)
                    {
                        GameWebAPI.RespDataMA_ChipEffectM.ChipEffect chipEffectDataToId2 = ChipDataMng.GetChipEffectDataToId(num17.ToString());
                        if (k != 0 || chipEffectDataToId2.effectTrigger.ToInt32() != 11)
                        {
                            GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[] chipEffects2 = new GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[]
                            {
                                chipEffectDataToId2
                            };
                            num16 += ChipEffectStatus.GetSkillDamageCorrectionValue(chipEffects2, affectEffectProperty, targetCharacter);
                        }
                    }
                    float num18 = 0f;
                    float num19 = 0f;
                    SkillStatus.CalculationBasePower(ref num18, ref num19, flag, k == 0, attackerCharacter, targetCharacter);
                    int num20;
                    if (k == 0)
                    {
                        num20 = affectEffectProperty.GetPower(attackerCharacter);
                    }
                    else
                    {
                        List <ExtraEffectStatus> extraEffectStatus = BattleStateManager.current.battleStateData.extraEffectStatus;
                        List <ExtraEffectStatus> invocationList    = ExtraEffectStatus.GetInvocationList(extraEffectStatus, EffectStatusBase.EffectTriggerType.Usually);
                        num20 = ExtraEffectStatus.GetSkillPowerCorrectionValue(invocationList, affectEffectProperty, attackerCharacter);
                    }
                    if (affectEffectProperty.type == AffectEffect.DefenseThroughDamage || affectEffectProperty.type == AffectEffect.SpDefenseThroughDamage)
                    {
                        num19 = (float)affectEffectProperty.DefenseThrough;
                    }
                    if (num18 <= 0f)
                    {
                        array[k] = 0f;
                    }
                    else
                    {
                        num18 = Mathf.Max(num18, 0f);
                        num19 = Mathf.Max(num19, 1f);
                        float num21 = (float)attackerCharacter.level * 0.01f + 1f;
                        float num22 = (float)(num20 + num13) * (1f + leaderSkillResult.damageUpPercent);
                        float num23 = num21 * num22 * num18 * num9 / num19 + 2f;
                        float num24 = num14 * num16 * reduceDamageRate3.damageRate * num8 * num7 * num6 * attributeDamegeResult2 * num10;
                        array[k] = num23 * num24;
                    }
                }
            }
            else if (affectEffectProperty.powerType == PowerType.Fixable)
            {
                for (int l = 0; l < array.Length; l++)
                {
                    array[l] = (float)affectEffectProperty.damagePower;
                }
                skillResults.onWeakHit = Strength.None;
            }
        }
        skillResults.originalAttackPower = Mathf.FloorToInt(array[0]);
        skillResults.attackPower         = Mathf.FloorToInt(array[1]);
        if (skillResults.hitIconAffectEffect == AffectEffect.Damage && skillResults.attackPower <= 0)
        {
            skillResults.onMissHit     = true;
            skillResults.onCriticalHit = false;
        }
        if (skillResults.onWeakHit != Strength.Drain)
        {
            targetCharacter.hp -= skillResults.attackPower;
        }
        else
        {
            targetCharacter.hp += skillResults.attackPower;
        }
        if (skillResults.attackPower < skillResults.originalAttackPower)
        {
            skillResults.extraEffectType = ExtraEffectType.Down;
        }
        else if (skillResults.attackPower > skillResults.originalAttackPower)
        {
            skillResults.extraEffectType = ExtraEffectType.Up;
        }
        else
        {
            skillResults.extraEffectType = ExtraEffectType.Non;
        }
        return(skillResults);
    }