protected void FillEffect(EffectInstanceDice effect) { if (string.IsNullOrEmpty(effect.rawZone)) return; effect.zoneShape = effect.rawZone[0]; if (effect.rawZone.Length == 1) return; string options = effect.rawZone.Remove(0, 1); string[] splitted = options.Split(','); if (splitted.Length >= 1) uint.TryParse(splitted[0], out effect.zoneSize); if (splitted.Length >= 2) uint.TryParse(splitted[1], out effect.zoneMinSize); }
public EffectDice(EffectInstanceDice effect) : base(effect) { m_dicenum = (short)effect.diceNum; m_diceface = (short)effect.diceSide; }
/// <summary> /// Add spellImpact for a given effect, taking into account caster bonus and target resistance. /// </summary> /// <param name="effect"></param> /// <param name="spellImpact"></param> /// <param name="caster"></param> /// <param name="target"></param> /// <returns></returns> public static DamageType CumulEffects(EffectInstanceDice effect, ref SpellImpact spellImpact, PlayedFighter caster, Fighter target/*, Spell.SpellCategory Categories*/, Spell spell) { bool isFriend = caster.Team.Id == target.Team.Id; SpellImpact result = new SpellImpact(); SpellTargetType targetType = (SpellTargetType)effect.targetId; //if ((targetType & SpellTargetType.ENEMIES) == 0) return spellImpact; // No enemy can be targeted SpellCategory category = GetEffectCategories(effect.effectId, spell.LevelTemplate.id)/* & Categories*/; if (category == 0) return 0; // No category selected in this spell if (spell.Template.id == 0) // Weapon => ignore non heal or damage effects if ( (category & (SpellCategory.Damages | SpellCategory.Healing)) == 0) return 0; double chanceToHappen = 1.0; // // When chances to happen is under 100%, then we reduce spellImpact accordingly, for simplicity, but after having apply damage bonus & reduction. // So average damage should remain exact even if Min and Max are not. if (effect.random > 0) chanceToHappen = effect.random / 100.0; if (target.Summoned && (caster.Breed.Id != (int)BreedEnum.Osamodas || target.Team.Id != caster.Team.Id)) chanceToHappen /= 2; // It's much better to hit non-summoned foes => effect on summons (except allies summon for Osa) is divided by 2. SpellException spellException = null; if (spellExceptions.ContainsKey(spell.LevelTemplate.id)) spellException = spellExceptions[spell.LevelTemplate.id]; if ((category & SpellCategory.DamagesNeutral) > 0) AdjustDamage(result, spellException != null ? spellException.MinNeutral : effect.diceNum, spellException != null ? spellException.MaxNeutral : effect.diceSide, SpellCategory.DamagesNeutral, chanceToHappen, GetSafetotal(caster, Stats.PlayerField.NeutralDamageBonus) + GetSafetotal(caster, Stats.PlayerField.DamageBonus) + GetSafetotal(caster, Stats.PlayerField.PhysicalDamage), GetSafetotal(caster, Stats.PlayerField.DamageBonusPercent) + GetSafetotal(caster, Stats.PlayerField.Strength), target == null ? 0 : target.Stats.NeutralElementReduction, target == null ? 0 : target.Stats.NeutralResistPercent, isFriend); if ((category & SpellCategory.DamagesFire) > 0) AdjustDamage(result, spellException != null ? spellException.MinFire : effect.diceNum, spellException != null ? spellException.MaxFire : effect.diceSide, SpellCategory.DamagesFire, chanceToHappen, GetSafetotal(caster, Stats.PlayerField.FireDamageBonus) + GetSafetotal(caster, Stats.PlayerField.DamageBonus) + GetSafetotal(caster, Stats.PlayerField.MagicDamage), GetSafetotal(caster, Stats.PlayerField.DamageBonusPercent) + GetSafetotal(caster, Stats.PlayerField.Intelligence), target == null ? 0 : target.Stats.FireElementReduction, target == null ? 0 : target.Stats.FireResistPercent, isFriend); if ((category & SpellCategory.DamagesAir) > 0) AdjustDamage(result, spellException != null ? spellException.MinAir : effect.diceNum, spellException != null ? spellException.MaxAir : effect.diceSide, SpellCategory.DamagesAir, chanceToHappen, GetSafetotal(caster, Stats.PlayerField.AirDamageBonus) + GetSafetotal(caster, Stats.PlayerField.DamageBonus) + GetSafetotal(caster, Stats.PlayerField.MagicDamage), GetSafetotal(caster, Stats.PlayerField.DamageBonusPercent) + GetSafetotal(caster, Stats.PlayerField.Agility), target == null ? 0 : target.Stats.AirElementReduction, target == null ? 0 : target.Stats.AirResistPercent, isFriend); if ((category & SpellCategory.DamagesWater) > 0) AdjustDamage(result, spellException != null ? spellException.MinWater : effect.diceNum, spellException != null ? spellException.MaxWater : effect.diceSide, SpellCategory.DamagesWater, chanceToHappen, GetSafetotal(caster, Stats.PlayerField.WaterDamageBonus) + GetSafetotal(caster, Stats.PlayerField.DamageBonus) + GetSafetotal(caster, Stats.PlayerField.MagicDamage), GetSafetotal(caster, Stats.PlayerField.DamageBonusPercent) + GetSafetotal(caster, Stats.PlayerField.Chance), target == null ? 0 : target.Stats.WaterElementReduction, target == null ? 0 : target.Stats.WaterResistPercent, isFriend); if ((category & SpellCategory.DamagesEarth) > 0) AdjustDamage(result, spellException != null ? spellException.MinEarth : effect.diceNum, spellException != null ? spellException.MaxEarth : effect.diceSide, SpellCategory.DamagesEarth, chanceToHappen, GetSafetotal(caster, Stats.PlayerField.EarthDamageBonus) + GetSafetotal(caster, Stats.PlayerField.DamageBonus) + GetSafetotal(caster, Stats.PlayerField.MagicDamage), GetSafetotal(caster, Stats.PlayerField.DamageBonusPercent) + GetSafetotal(caster, Stats.PlayerField.Strength), target == null ? 0 : target.Stats.EarthElementReduction, target == null ? 0 : target.Stats.EarthResistPercent, isFriend); if ((category & SpellCategory.Healing) > 0) { bool steal = (category & SpellCategory.Damages) > 0; if (steal) target = caster; // Probably hp steal uint hptoHeal = (uint)(Math.Max(0, target.Stats.MaxHealth - target.Stats.Health)); // Can't heal over max if (steal) { result.MinHeal = -Math.Min(hptoHeal, Math.Abs(result.MinDamage)); result.MaxHeal = -Math.Min(hptoHeal, Math.Abs(result.MaxDamage)); } else { bool skip = false; if (spell.Template.id == 140) // Mot de reconstruction => do only use it on purpose { if (hptoHeal < target.Stats.Health || hptoHeal < 400) skip = true; // Only heal targets with under 50% of health and at least 400 hp to heal } if (!skip && hptoHeal > 0) { AdjustDamage(result, Math.Min(effect.diceNum, hptoHeal), Math.Min(effect.diceSide, hptoHeal), SpellCategory.Healing, chanceToHappen, GetSafetotal(caster, Stats.PlayerField.HealBonus), GetSafetotal(caster, Stats.PlayerField.Intelligence), 0, 0, isFriend); if (result.Heal > hptoHeal) if (isFriend) result.MinHeal = result.MaxHeal = -hptoHeal; else result.MinHeal = result.MaxHeal = hptoHeal; } } } if ((category & SpellCategory.Buff) > 0) if (isFriend) result.Boost -= spell.Level * chanceToHappen; else result.Boost += spell.Level * chanceToHappen; if ((category & SpellCategory.Curse) > 0) { DamageType ratio = spell.Level * chanceToHappen; if (effect.effectId == (int)EffectsEnum.Effect_SkipTurn) // Let say this effect counts as 2 damage per level of the target ratio = target.Level * 2 * chanceToHappen; if (isFriend) result.Curse -= 2 * ratio; else result.Curse += ratio; } if (isFriend) result.Add(result); // amplify (double) effects on friends. if (!isFriend && ((category & SpellCategory.Damages) > 0) && result.MinDamage > target.Stats.Health) // Enough damage to kill the target => affect an arbitrary 50% of max heal (with at least current health), so strong spells are not favored anymore. { double ratio = Math.Max(target.Stats.MaxHealth / 2, target.Stats.Health) / result.MinDamage; result.Multiply(ratio); } if (spell.Template.id == 114) // Rekop { if (target.Stats.Health < 1000) result.Multiply(0.1); else if (target.Stats.Health < 2000) result.Multiply(0.5); } // Damage reflection if (((category & SpellCategory.Damages) > 0) && result.Damage > 0 && !isFriend) { DamageType reflected = spell.GetDamageReflection(target); if (reflected > 0) { if (reflected >= spellImpact.Damage) return 0; // Reflect all damages result.MinHeal += reflected * 2; result.MaxHeal += reflected * 2; } } if (spell.Template.id == 0 && (category & SpellCategory.Damages) > 0) // Weapon => consider effect of "maîtrise" { Weapon weapon = caster.Character.Inventory.GetEquippedWeapon(); if (weapon != null) foreach(var boost in caster.GetBoostWeaponDamagesEffects()) if (boost.weaponTypeId == weapon.typeId) result.Multiply(1.0+boost.delta/100.0); } if (spellImpact != null) spellImpact.Add(result); else spellImpact = result; return result.Damage; }