Beispiel #1
0
        public static Boolean WeaponSkill(Player Attacker, AdvancedEntity Target)
        {
            try
            {
                if (Attacker.TransformEndTime != 0)
                {
                    return(false);
                }

                Item RWeapon = Attacker.GetItemByPos(4);
                Item LWeapon = Attacker.GetItemByPos(5);

                Int16 RType = 0;
                if (RWeapon != null)
                {
                    RType = (Int16)(RWeapon.Type / 1000);
                }

                Int16 LType = 0;
                if (LWeapon != null)
                {
                    LType = (Int16)(LWeapon.Type / 1000);
                }

                if (RType == 421)
                {
                    RType = 420;
                }

                if (LType == 421)
                {
                    LType = 421;
                }

                List <UInt16> Magics = new List <UInt16>();
                foreach (var magic in Attacker.Magics)
                {
                    if (!magic.TargetType.HasFlag(MagicTarget.Passive))
                    {
                        continue;
                    }

                    if (magic.WeaponSubtype != 0 && magic.WeaponSubtype != RType && magic.WeaponSubtype != LType)
                    {
                        continue;
                    }

                    Magics.Add(magic.Type);
                }

                if (Magics.Count <= 0)
                {
                    return(false);
                }

                Byte           RandNumber = (Byte)MyMath.Generate(0, (Magics.Count - 1));
                COServer.Magic WMagic     = Attacker.GetMagicByType(Magics.ToArray()[RandNumber]);
                if (WMagic != null)
                {
                    Magic.Info Info = new Magic.Info();
                    if (Database.AllMagics.TryGetValue((WMagic.Type * 10) + WMagic.Level, out Info))
                    {
                        if (MyMath.Success(Info.Success))
                        {
                            Attacker.MagicType  = WMagic.Type;
                            Attacker.MagicLevel = WMagic.Level;
                            if (Info.Sort == MagicSort.AtkStatus || Info.Sort == MagicSort.Line)
                            {
                                Battle.UseMagic(Attacker, Target, Attacker.X, Attacker.Y);
                                Attacker.MagicType  = 0;
                                Attacker.MagicLevel = 0;
                                return(true);
                            }
                            else
                            {
                                Battle.UseMagic(Attacker, null, Attacker.X, Attacker.Y);
                                Attacker.MagicType  = 0;
                                Attacker.MagicLevel = 0;
                                return(true);
                            }
                        }
                    }
                }
                return(false);
            }
            catch (Exception exc) { sLogger.Error(exc); return(false); }
        }
Beispiel #2
0
        public static Boolean WeaponAttribute(Player Attacker, AdvancedEntity Target)
        {
            try
            {
                if (Attacker.TransformEndTime != 0)
                {
                    return(false);
                }

                Item RWeapon = Attacker.GetItemByPos(4);
                Item LWeapon = Attacker.GetItemByPos(5);

                List <UInt16> Magics = new List <UInt16>();

                if (RWeapon != null && RWeapon.Attribute >= 200)
                {
                    if (Database.AllMagics.ContainsKey(((RWeapon.Attribute + 10000) * 10)))
                    {
                        Magics.Add((UInt16)(RWeapon.Attribute + 10000));
                    }
                }

                if (LWeapon != null && LWeapon.Attribute >= 200)
                {
                    if (Database.AllMagics.ContainsKey(((LWeapon.Attribute + 10000) * 10)))
                    {
                        Magics.Add((UInt16)(LWeapon.Attribute + 10000));
                    }
                }

                if (Magics.Count <= 0)
                {
                    return(false);
                }

                Byte   RandNumber = (Byte)MyMath.Generate(0, (Magics.Count - 1));
                UInt16 Magic      = Magics.ToArray()[RandNumber];

                Magic.Info Info = new Magic.Info();
                if (Database.AllMagics.TryGetValue((Magic * 10), out Info))
                {
                    if (MyMath.Success(Info.Success))
                    {
                        Attacker.MagicType  = Magic;
                        Attacker.MagicLevel = 0;
                        if (Info.Sort == MagicSort.AtkStatus && Target != null)
                        {
                            Battle.UseMagic(Attacker, Target, Attacker.X, Attacker.Y);
                            return(true);
                        }
                        else
                        {
                            Battle.UseMagic(Attacker, Attacker, Attacker.X, Attacker.Y);
                            return(true);
                        }
                    }
                }
                return(false);
            }
            catch (Exception exc) { sLogger.Error(exc); return(false); }
        }