Beispiel #1
0
        private void RefreshBuffs()
        {
            for (int i = 0; i < GameScene.Scene.Buffs.Count; i++)
            {
                Buff buff = GameScene.Scene.Buffs[i];

                switch (buff.Type)
                {
                case BuffType.Haste:
                case BuffType.Fury:
                    ASpeed = (sbyte)Math.Max(sbyte.MinValue, (Math.Min(sbyte.MaxValue, ASpeed + buff.Value)));
                    break;

                case BuffType.SwiftFeet:
                    Sprint = true;
                    break;

                case BuffType.LightBody:
                    Agility = (byte)Math.Min(byte.MaxValue, Agility + buff.Value);
                    break;

                case BuffType.SoulShield:
                    MaxMAC = (byte)Math.Min(byte.MaxValue, MaxMAC + buff.Value);
                    break;

                case BuffType.BlessedArmour:
                    MaxAC = (byte)Math.Min(byte.MaxValue, MaxAC + buff.Value);
                    break;

                case BuffType.UltimateEnhancer:
                    MaxDC = (byte)Math.Min(byte.MaxValue, MaxDC + buff.Value);
                    break;

                case BuffType.ProtectionField:
                    MaxAC = (byte)Math.Min(byte.MaxValue, MaxAC + buff.Value);
                    break;

                case BuffType.Rage:
                    MaxDC = (byte)Math.Min(byte.MaxValue, MaxDC + buff.Value);
                    break;

                case BuffType.CounterAttack:
                    MinAC  = (byte)Math.Min(byte.MaxValue, MinAC + buff.Value);
                    MinMAC = (byte)Math.Min(byte.MaxValue, MinMAC + buff.Value);
                    MaxAC  = (byte)Math.Min(byte.MaxValue, MaxAC + buff.Value);
                    MaxMAC = (byte)Math.Min(byte.MaxValue, MaxMAC + buff.Value);
                    break;

                case BuffType.Curse:
                    byte rMaxDC  = (byte)(((int)MaxDC / 100) * buff.Value);
                    byte rMaxMC  = (byte)(((int)MaxMC / 100) * buff.Value);
                    byte rMaxSC  = (byte)(((int)MaxSC / 100) * buff.Value);
                    byte rASpeed = (byte)(((int)ASpeed / 100) * buff.Value);

                    MaxDC  = (byte)Math.Max(byte.MinValue, MaxDC - rMaxDC);
                    MaxMC  = (byte)Math.Max(byte.MinValue, MaxMC - rMaxMC);
                    MaxSC  = (byte)Math.Max(byte.MinValue, MaxSC - rMaxSC);
                    ASpeed = (sbyte)Math.Min(sbyte.MaxValue, (Math.Max(sbyte.MinValue, ASpeed - rASpeed)));
                    break;

                case BuffType.Impact:
                    MaxDC = (byte)Math.Min(byte.MaxValue, MaxDC + buff.Value);
                    break;

                case BuffType.Magic:
                    MaxMC = (byte)Math.Min(byte.MaxValue, MaxMC + buff.Value);
                    break;

                case BuffType.Taoist:
                    MaxSC = (byte)Math.Min(byte.MaxValue, MaxSC + buff.Value);
                    break;

                case BuffType.Storm:
                    ASpeed = (sbyte)Math.Max(sbyte.MinValue, (Math.Min(sbyte.MaxValue, ASpeed + buff.Value)));
                    break;

                case BuffType.HealthAid:
                    MaxHP = (ushort)Math.Min(ushort.MaxValue, MaxHP + buff.Value);
                    break;

                case BuffType.ManaAid:
                    MaxMP = (ushort)Math.Min(ushort.MaxValue, MaxMP + buff.Value);
                    break;

                case BuffType.WonderShield:
                    MinAC = (byte)Math.Min(byte.MaxValue, MinAC + buff.Value);
                    MaxAC = (byte)Math.Min(byte.MaxValue, MaxAC + buff.Value);
                    break;

                case BuffType.MagicWonderShield:
                    MinMAC = (byte)Math.Min(byte.MaxValue, MinMAC + buff.Value);
                    MaxMAC = (byte)Math.Min(byte.MaxValue, MaxMAC + buff.Value);
                    break;

                case BuffType.BagWeight:
                    MaxBagWeight = (ushort)Math.Min(ushort.MaxValue, MaxBagWeight + buff.Value);
                    break;
                }
            }
        }
Beispiel #2
0
        private void RefreshBuffs()
        {
            TransformType = -1;

            for (int i = 0; i < GameScene.Scene.Buffs.Count; i++)
            {
                Buff buff = GameScene.Scene.Buffs[i];

                switch (buff.Type)
                {
                case BuffType.Haste:
                case BuffType.Fury:
                    ASpeed = (sbyte)Math.Max(sbyte.MinValue, (Math.Min(sbyte.MaxValue, ASpeed + buff.Values[0])));
                    break;

                case BuffType.ImmortalSkin:
                    MaxAC = (ushort)Math.Min(ushort.MaxValue, MaxAC + buff.Values[0]);
                    MaxDC = (ushort)Math.Max(ushort.MinValue, MaxDC - buff.Values[1]);
                    break;

                case BuffType.SwiftFeet:
                    Sprint = true;
                    break;

                case BuffType.LightBody:
                    Agility = (byte)Math.Min(ushort.MaxValue, Agility + buff.Values[0]);
                    break;

                case BuffType.SoulShield:
                    MaxMAC = (ushort)Math.Min(ushort.MaxValue, MaxMAC + buff.Values[0]);
                    break;

                case BuffType.BlessedArmour:
                    MaxAC = (ushort)Math.Min(ushort.MaxValue, MaxAC + buff.Values[0]);
                    break;

                case BuffType.UltimateEnhancer:
                    if (Class == MirClass.Wizard || Class == MirClass.Archer)
                    {
                        MaxMC = (ushort)Math.Min(ushort.MaxValue, MaxMC + buff.Values[0]);
                    }
                    else if (Class == MirClass.Taoist)
                    {
                        MaxSC = (ushort)Math.Min(ushort.MaxValue, MaxSC + buff.Values[0]);
                    }
                    else
                    {
                        MaxDC = (ushort)Math.Min(ushort.MaxValue, MaxDC + buff.Values[0]);
                    }
                    break;

                case BuffType.ProtectionField:
                    MaxAC = (ushort)Math.Min(ushort.MaxValue, MaxAC + buff.Values[0]);
                    break;

                case BuffType.Rage:
                    MaxDC = (ushort)Math.Min(ushort.MaxValue, MaxDC + buff.Values[0]);
                    break;

                case BuffType.CounterAttack:
                    MinAC  = (ushort)Math.Min(ushort.MaxValue, MinAC + buff.Values[0]);
                    MinMAC = (ushort)Math.Min(ushort.MaxValue, MinMAC + buff.Values[0]);
                    MaxAC  = (ushort)Math.Min(ushort.MaxValue, MaxAC + buff.Values[0]);
                    MaxMAC = (ushort)Math.Min(ushort.MaxValue, MaxMAC + buff.Values[0]);
                    break;

                case BuffType.Curse:
                    ushort rMaxDC  = (ushort)(((int)MaxDC / 100) * buff.Values[0]);
                    ushort rMaxMC  = (ushort)(((int)MaxMC / 100) * buff.Values[0]);
                    ushort rMaxSC  = (ushort)(((int)MaxSC / 100) * buff.Values[0]);
                    byte   rASpeed = (byte)(((int)ASpeed / 100) * buff.Values[0]);

                    MaxDC  = (ushort)Math.Max(ushort.MinValue, MaxDC - rMaxDC);
                    MaxMC  = (ushort)Math.Max(ushort.MinValue, MaxMC - rMaxMC);
                    MaxSC  = (ushort)Math.Max(ushort.MinValue, MaxSC - rMaxSC);
                    ASpeed = (sbyte)Math.Min(sbyte.MaxValue, (Math.Max(sbyte.MinValue, ASpeed - rASpeed)));
                    break;

                case BuffType.MagicBooster:
                    MinMC = (ushort)Math.Min(ushort.MaxValue, MinMC + buff.Values[0]);
                    MaxMC = (ushort)Math.Min(ushort.MaxValue, MaxMC + buff.Values[0]);
                    break;

                case BuffType.Knapsack:
                case BuffType.BagWeight:
                    MaxBagWeight = (ushort)Math.Min(ushort.MaxValue, MaxBagWeight + buff.Values[0]);
                    break;

                case BuffType.Transform:
                    TransformType = (short)buff.Values[0];
                    break;

                case BuffType.Impact:
                    MaxDC = (ushort)Math.Min(ushort.MaxValue, MaxDC + buff.Values[0]);
                    break;

                case BuffType.Magic:
                    MaxMC = (ushort)Math.Min(ushort.MaxValue, MaxMC + buff.Values[0]);
                    break;

                case BuffType.Taoist:
                    MaxSC = (ushort)Math.Min(ushort.MaxValue, MaxSC + buff.Values[0]);
                    break;

                case BuffType.Storm:
                    ASpeed = (sbyte)Math.Max(sbyte.MinValue, (Math.Min(sbyte.MaxValue, ASpeed + buff.Values[0])));
                    break;

                case BuffType.HealthAid:
                    MaxHP = (ushort)Math.Min(ushort.MaxValue, MaxHP + buff.Values[0]);
                    break;

                case BuffType.ManaAid:
                    MaxMP = (ushort)Math.Min(ushort.MaxValue, MaxMP + buff.Values[0]);
                    break;

                case BuffType.Defence:
                    MaxAC = (ushort)Math.Min(ushort.MaxValue, MaxAC + buff.Values[0]);
                    break;

                case BuffType.MagicDefence:
                    MaxMAC = (ushort)Math.Min(ushort.MaxValue, MaxMAC + buff.Values[0]);
                    break;

                case BuffType.WonderDrug:
                    switch (buff.Values[0])
                    {
                    case 2:
                        MaxHP = (ushort)Math.Min(ushort.MaxValue, MaxHP + buff.Values[1]);
                        break;

                    case 3:
                        MaxMP = (ushort)Math.Min(ushort.MaxValue, MaxMP + buff.Values[1]);
                        break;

                    case 4:
                        MinAC = (ushort)Math.Min(ushort.MaxValue, MinAC + buff.Values[1]);
                        MaxAC = (ushort)Math.Min(ushort.MaxValue, MaxAC + buff.Values[1]);
                        break;

                    case 5:
                        MinMAC = (ushort)Math.Min(ushort.MaxValue, MinMAC + buff.Values[1]);
                        MaxMAC = (ushort)Math.Min(ushort.MaxValue, MaxMAC + buff.Values[1]);
                        break;

                    case 6:
                        ASpeed = (sbyte)Math.Max(sbyte.MinValue, (Math.Min(sbyte.MaxValue, ASpeed + buff.Values[1])));
                        break;
                    }
                    break;
                }
            }
        }