Beispiel #1
0
        private void Handle()
        {
            if (To != null)
            {
                ushort seed = (ushort)Program.Randomizer.Next(0, 100); //we use one seed & base damage on it

                ushort Damage = (ushort)Program.Randomizer.Next(0, seed);
                bool   Crit   = seed >= 80;
                stance = (byte)(Program.Randomizer.Next(0, 3));
                To.Damage(From, Damage);
                Handler9.SendAttackAnimation(From, _ToID, attackSpeed, stance);
                Handler9.SendAttackDamage(From, _ToID, Damage, Crit, GetHPLeft(), To.UpdateCounter);

                if (To.IsDead)
                {
                    if (To is Mob && From is ZoneCharacter)
                    {
                        uint exp = (To as Mob).InfoServer.MonEXP;
                        (From as ZoneCharacter).GiveEXP(exp, _ToID);
                    }
                    Handler9.SendDieAnimation(From, _ToID);
                    State = AnimationState.Ended;
                    To    = null;
                }
                else
                {
                    SetNewSequenceTime(attackSpeed);
                }
            }
        }
Beispiel #2
0
        public void Update(DateTime now)
        {
            if (this.State == AnimationState.Ended)
            {
                return;
            }
            if (this.attacker == null || this.attacker.IsDead)
            {
                this.State = AnimationState.Ended;
                return;
            }
            if (!IsAoE && (this.victim == null || this.victim.IsDead))
            {
                this.State = AnimationState.Ended;
                return;
            }
            if (this._nextAction > now)
            {
                return;
            }

            if (IsSkill)
            {
                if (IsAoE)
                {
                    if (this.State == AnimationState.AoEShow)
                    {
                        Handler9.SendSkillPosition(attacker, AnimationID, skillid, X, Y);
                        Handler9.SendSkillAnimationForPlayer(attacker, skillid, AnimationID);
                        this._nextAction = Program.CurrentTime.AddMilliseconds(skillInfo.SkillAniTime);
                        this.State       = AnimationState.AoEDo;
                    }
                    else if (this.State == AnimationState.AoEDo)
                    {
                        // Lets create an AoE skill @ X Y
                        List <SkillVictim> victims = new List <SkillVictim>();
                        var pos = new Vector2((int)X, (int)Y);
                        // Find victims
                        foreach (var v in attacker.Map.GetObjectsBySectors(attacker.MapSector.SurroundingSectors))
                        {
                            if (attacker == v)
                            {
                                continue;
                            }
                            if (v is ZoneCharacter)
                            {
                                continue;
                            }
                            if (Vector2.Distance(v.Position, pos) > skillInfo.Range)
                            {
                                continue;
                            }
                            // Calculate dmg

                            uint dmg = (uint)Program.Randomizer.Next((int)MinDamage, (int)MaxDamage);
                            if (dmg > v.HP)
                            {
                                v.HP = 0;
                            }

                            if (!v.IsDead)
                            {
                                v.Attack(attacker);
                            }
                            else
                            {
                                if (v is Mob && attacker is ZoneCharacter)
                                {
                                    uint exp = (v as Mob).InfoServer.MonEXP;
                                    (attacker as ZoneCharacter).GiveEXP(exp, v.MapObjectID);
                                }
                            }

                            victims.Add(new SkillVictim(v.MapObjectID, dmg, v.HP, 0x01, 0x01, v.UpdateCounter));
                            if (victims.Count == skillInfo.MaxTargets)
                            {
                                break;
                            }
                        }

                        Handler9.SendSkill(attacker, AnimationID, victims);
                        foreach (var v in victims)
                        {
                            if (v.HPLeft == 0)
                            {
                                Handler9.SendDieAnimation(attacker, v.MapObjectID);
                            }
                        }

                        victims.Clear();
                        State = AnimationState.Ended;
                    }
                }
                else
                {
                    // Normal skill parsing
                    State = AnimationState.Ended;
                }
            }
            else
            {
                // Just attacking...
                if (victim == null || victim.IsDead)
                {
                    victim   = null;
                    attacker = null;
                    State    = AnimationState.Ended;
                }
                else
                {
                    // Calculate some damage to do
                    ushort dmg = (ushort)Program.Randomizer.Next((int)MinDamage, (int)MaxDamage);
                    if (dmg > victim.HP)
                    {
                        victim.HP = 0;
                    }
                    bool Crit   = Program.Randomizer.Next() % 100 >= 80;
                    byte stance = (byte)(Program.Randomizer.Next(0, 3));
                    victim.Damage(attacker, dmg);
                    Handler9.SendAttackAnimation(attacker, victim.MapObjectID, attackspeed, stance);
                    Handler9.SendAttackDamage(attacker, victim.MapObjectID, dmg, Crit, victim.HP, victim.UpdateCounter);

                    if (victim.IsDead)
                    {
                        if (victim is Mob && attacker is ZoneCharacter)
                        {
                            uint exp = (victim as Mob).InfoServer.MonEXP;
                            (attacker as ZoneCharacter).GiveEXP(exp, victim.MapObjectID);
                        }

                        Handler9.SendDieAnimation(attacker, victim.MapObjectID);
                        victim = null;
                        State  = AnimationState.Ended;
                    }
                    else
                    {
                        _nextAction = now.AddMilliseconds(attackspeed);
                    }
                }
            }
        }