Ejemplo n.º 1
0
            public static uint MeleePlayerVsMonster(Entities.Character Attacker, Entities.Monster Attacked)
            {
                uint Damage = (uint)Program.Random.Next(Attacker.MinAttack, Attacker.MaxAttack);

                Damage = (uint)((double)Damage * (1 + (Attacker.DragonGemBonus / 100)));
                if (Attacked.Info.Defense >= Damage)
                {
                    Damage = 1;
                }
                else
                {
                    Damage -= Attacked.Info.Defense;
                }
                if (Attacker.Level > Attacked.Info.Level)
                {
                    int dLvl = Attacker.Level - Attacked.Info.Level;
                    if (dLvl >= 3 && dLvl <= 5)
                    {
                        Damage = (uint)(Damage * 1.5);
                    }
                    else if (dLvl > 5 && dLvl <= 10)
                    {
                        Damage *= 2;
                    }
                    else if (dLvl > 10 && dLvl <= 20)
                    {
                        Damage *= 3;
                    }
                    else if (dLvl > 20)
                    {
                        Damage = (uint)(Damage * (1 + (.3 * dLvl / 5)));
                    }
                }
                return(Math.Max(1, Damage));
            }
Ejemplo n.º 2
0
 /// <summary>
 /// Does damage to a monster.
 /// </summary>
 /// <param name="AttackedMob">The monster being attacked</param>
 /// <param name="Damage">The damage being done</param>
 /// <param name="AType">The type of attack being done</param>
 /// <param name="CSocket">The ClientSocket Attacking</param>
 /// <returns>true if the monster dies, false if not.</returns>
 public static bool doMonster(Monster AttackedMob, int Damage, int AType, ClientSocket CSocket)
 {
     Character Attacker = CSocket.Client;
     if (Damage < AttackedMob.CurrentHP)
     {
         if (AType != 21)
             EudemonPacket.ToLocal(EudemonPacket.Attack(Attacker.ID, AttackedMob.UID, Attacker.X, Attacker.Y, Damage, AType), AttackedMob.X, AttackedMob.Y, (int)AttackedMob.Map, 0, 0);
         Interlocked.Add(ref AttackedMob.CurrentHP, (Damage * -1));
         if (AttackedMob.Info.Name != "CoEmuGuard" && AttackedMob.Info.Name != "GuardReviver" && AttackedMob.Info.Name != "CoEmuPatrol" && AttackedMob.Info.Name != "GuildPatrol")
         {
             GiveExp(CSocket, AttackedMob, Damage, false);
         }
         return false;
     }
     else
     {
         if (AType != 21)
             EudemonPacket.ToLocal(EudemonPacket.Attack(Attacker.ID, AttackedMob.UID, Attacker.X, Attacker.Y, Damage, AType), AttackedMob.X, AttackedMob.Y, AttackedMob.Map, 0, 0);
         EudemonPacket.ToLocal(EudemonPacket.Attack(Attacker.ID, AttackedMob.UID, Attacker.X, Attacker.Y, Damage, 14), AttackedMob.X, AttackedMob.Y, (int)AttackedMob.Map, 0, 0);
         //lock(MainGS.Monsters)
         //{
         try
         {
             Monitor.Enter(MainGS.Monsters);
             MainGS.Monsters.Remove(AttackedMob.UID);
         }
         catch (Exception e)
         {
             Console.WriteLine(e.ToString());
         }
         finally
         {
             Monitor.Exit(MainGS.Monsters);
         }
         //}
         AttackedMob.Die(CSocket.Client.ID);
         if (AttackedMob.Info.Name != "CoEmuGuard" && AttackedMob.Info.Name != "GuardReviver" && AttackedMob.Info.Name != "CoEmuPatrol" && AttackedMob.Info.Name != "GuildPatrol")
         {
             GiveExp(CSocket, AttackedMob, Damage, true);
         }
         if (MainGS.MonsterSpawns.ContainsKey(AttackedMob.SpawnID))
             Interlocked.Add(ref MainGS.MonsterSpawns[AttackedMob.SpawnID].SpawnNumber, -1);
         return true;
     }
 }
Ejemplo n.º 3
0
 public static bool doPlayer(Monster Attacker, ClientSocket ASocket, int Damage, int AType)
 {
     Character AttackedChar = ASocket.Client;
     if (Damage < AttackedChar.CurrentHP)
     {
         if (AType != 21)
             EudemonPacket.ToLocal(EudemonPacket.Attack(Attacker.UID, AttackedChar.ID, Attacker.X, Attacker.Y, Damage, AType), Attacker.X, Attacker.Y, (int)Attacker.Map, 0, 0);
         Interlocked.Add(ref AttackedChar.CurrentHP, (Damage * -1));
         ASocket.Send(EudemonPacket.Status(ASocket, 2, AttackedChar.CurrentHP, Struct.StatusTypes.Hp));
         return false;
     }
     else
     {
         if (AType != 21)
             EudemonPacket.ToLocal(EudemonPacket.Attack(Attacker.UID, AttackedChar.ID, Attacker.X, Attacker.Y, Damage, AType), Attacker.X, Attacker.Y, (int)Attacker.Map, 0, 0);
         EudemonPacket.ToLocal(EudemonPacket.Attack(Attacker.UID, AttackedChar.ID, AttackedChar.X, AttackedChar.Y, Damage, 14), Attacker.X, Attacker.Y, (int)Attacker.Map, 0, 0);
         EudemonPacket.ToLocal(EudemonPacket.Status(ASocket, 2, AttackedChar.GhostModel, Struct.StatusTypes.Model), AttackedChar.X, AttackedChar.Y, (int)AttackedChar.Map, 0, 0);
         EudemonPacket.ToLocal(EudemonPacket.Status(ASocket, 2, 1024, Struct.StatusTypes.StatusEffect), AttackedChar.X, AttackedChar.Y, (int)AttackedChar.Map, 0, 0);
         ASocket.Client.Dead = true;
         return true;
     }
 }
Ejemplo n.º 4
0
 public static int Damage(Character Attacker, Monster Attacked, int AType, int MagicID, int MagicLevel)
 {
     if (Attacker.MinAttack > Attacker.MaxAttack)
     {
         return 0;
     }
     //TODO: Magic, Archer
     if (AType == 2)
     {
         int Damage = MainGS.Rand.Next(Attacker.MinAttack, Attacker.MaxAttack);
         if (Attacked.Info.Name != "CoEmuGuard" && Attacked.Info.Name != "CoEmuPatrol" && Attacked.Info.Name != "GuildPatrol" && Attacked.Info.Name != "GuardReviver")
         {
             int Leveldiff = (Attacker.Level + 2) - Attacked.Level;
             int Damageadd = (int)Math.Floor(1 + (Leveldiff / 5) * 0.8);
             if (Damageadd > 1)
                 Damage = Damageadd * Damage;
         }
         Damage -= Attacked.Info.Defense;
         if (Damage < 0)
             Damage = 1;
         //TODO: Superman
         return Damage;
     }
     else if (AType == 21)
     {
         int Damage = AddedMagicDamage(MagicID, MagicLevel);
         Damage += Attacker.MagicAttack;
         if (Attacked.Info.MDefense > 0)
         {
             double MDef = (Attacked.Info.MDefense * 0.01);
             Damage = (int)Math.Floor(Damage - (Damage * MDef));
         }
         if (Attacked.Info.Name != "CoEmuGuard" && Attacked.Info.Name != "CoEmuPatrol" && Attacked.Info.Name != "GuildPatrol" && Attacked.Info.Name != "GuardReviver")
         {
             int Leveldiff = (Attacker.Level + 2) - Attacked.Level;
             int Damageadd = (int)Math.Floor(1 + (Leveldiff / 5) * 0.8);
             if (Damageadd > 1)
                 Damage = Damageadd * Damage;
         }
         if (Damage < 0)
             Damage = 1;
         return Damage;
     }
     else if (AType == 25)
     {
         int Damage = MainGS.Rand.Next(Attacker.MinAttack, Attacker.MaxAttack);
         if (Attacked.Info.Dodge > 0)
         {
             double Dodge = Attacked.Info.Dodge * 0.01;
             Damage = (int)Math.Floor(Damage - (Damage * Dodge));
         }
         if (Attacked.Info.Name != "CoEmuGuard" && Attacked.Info.Name != "CoEmuPatrol" && Attacked.Info.Name != "GuildPatrol" && Attacked.Info.Name != "GuardReviver")
         {
             int Leveldiff = (Attacker.Level + 2) - Attacked.Level;
             int Damageadd = (int)Math.Floor(1 + (Leveldiff / 5) * 0.8);
             if (Damageadd > 1)
                 Damage = Damageadd * Damage;
         }
         if (Damage < 0)
             Damage = 1;
         return Damage;
     }
     return 0;
 }
Ejemplo n.º 5
0
 public static void LoadMonsters()
 {
     Database.Database.LoadMonsters();
     Database.Database.LoadMonsterSpawns();
     foreach (KeyValuePair<int, MonsterSpawn> Spawn in MainGS.MonsterSpawns)
     {
         MonsterSpawn Mob = Spawn.Value;
         MonsterInfo MobInfo = null;
         if (MainGS.BaseMonsters.ContainsKey(Mob.MobID))
         {
             MobInfo = MainGS.BaseMonsters[Mob.MobID];
         }
         if (MobInfo != null)
         {
             if (Mob.MaxSpawnNumber > 0)
             {
                 for (int x = 0; x < Mob.MaxSpawnNumber; x++)
                 {
                     bool ValidMap = false;
                     int X = Mob.X;
                     int XStop = Mob.X + Mob.XStop;
                     int Y = Mob.Y;
                     int YStop = Mob.Y + Mob.YStop;
                     int MobX = 0;
                     int MobY = 0;
                     int UID = 0;
                     //TODO: Dmaps
                     //Mon.X = MainGS.Rand.Next(X, XStop);
                     //Mon.Y = MainGS.Rand.Next(Y, YStop);
                     //Mon.X = Mon.SpawnX;
                     //Mon.Y = Mon.SpawnY;
                     MobX = MainGS.Rand.Next(Mob.X, (Mob.X + Mob.XStop));
                     MobY = MainGS.Rand.Next(Mob.Y, (Mob.Y + Mob.YStop));
                     if (MainGS.Maps.ContainsKey(Mob.Map))
                     {
                         DmapData Map = MainGS.Maps[Mob.Map];
                         while (!Map.CheckLoc((ushort)MobX, (ushort)MobY))
                         {
                             MobX = MainGS.Rand.Next(Mob.X, (Mob.X + Mob.XStop));
                             MobY = MainGS.Rand.Next(Mob.Y, (Mob.Y + Mob.YStop));
                         }
                         ValidMap = true;
                     }
                     if (ValidMap)
                     {
                         Monster Mon = new Monster();
                         UID = MainGS.Rand.Next(400000, 600000);
                         while (MainGS.Monsters.ContainsKey(UID))
                         {
                             UID = MainGS.Rand.Next(400000, 600000);
                         }
                         Mon.CurrentHP = MobInfo.MaxHP;
                         Mon.MaxHP = MobInfo.MaxHP;
                         Mon.UID = UID;
                         Mon.Direction = 0;
                         Mon.ID = MobInfo.ID;
                         Mon.Info = MobInfo;
                         Mon.Level = MobInfo.Level;
                         Mon.Map = Mob.Map;
                         Mon.X = MobX;
                         Mon.SpawnX = MobX;
                         Mon.Y = MobY;
                         Mon.SpawnY = MobY;
                         Mon.SpawnID = Mob.SpawnID;
                         if (!MainGS.Monsters.ContainsKey(Mon.UID))
                         {
                             MainGS.Monsters.Add(Mon.UID, Mon);
                         }
                         else
                         {
                             while (MainGS.Monsters.ContainsKey(Mon.UID))
                             {
                                 Mon.UID = MainGS.Rand.Next(400000, 600000);
                             }
                             MainGS.Monsters.Add(Mon.UID, Mon);
                         }
                     }
                 }
             }
             int RespawnTimer = MainGS.Rand.Next(7000, 15000);
             Mob.RespawnTimer = new System.Timers.Timer();
             Mob.RespawnTimer.Interval = RespawnTimer;
             Mob.RespawnTimer.Elapsed += delegate { Mob.Respawn(); };
             Mob.RespawnTimer.Start();
         }
     }
     Console.WriteLine("[GameServer] Spawned " + MainGS.Monsters.Count + " monsters into the world. ");
 }
Ejemplo n.º 6
0
 public void Respawn()
 {
     if (MainGS.BaseMonsters.ContainsKey(MobID))
     {
         MonsterInfo MobInfo = MainGS.BaseMonsters[MobID];
         if (SpawnNumber != MaxSpawnNumber)
         {
             while (SpawnNumber < MaxSpawnNumber)
             {
                 Monster Mon = new Monster();
                 int MobX = 0;
                 int MobY = 0;
                 int UID = 0;
                 MobX = MainGS.Rand.Next(X, (X + XStop));
                 MobY = MainGS.Rand.Next(Y, (Y + YStop));
                 if (MainGS.Maps.ContainsKey(Map))
                 {
                     Structs.Struct.DmapData Mapping = MainGS.Maps[Map];
                     while (!Mapping.CheckLoc((ushort)MobX, (ushort)MobY))
                     {
                         MobX = MainGS.Rand.Next(X, (X + XStop));
                         MobY = MainGS.Rand.Next(Y, (Y + YStop));
                     }
                 }
                 UID = MainGS.Rand.Next(400000, 600000);
                 while (MainGS.Monsters.ContainsKey(UID))
                 {
                     UID = MainGS.Rand.Next(400000, 600000);
                 }
                 Mon.CurrentHP = MobInfo.MaxHP;
                 Mon.MaxHP = MobInfo.MaxHP;
                 Mon.UID = UID;
                 //Mon.Direction = MainGS.Rand.Next(1,7); //@TODO: Fix Monster Directions..
                 Mon.Direction = 2;
                 Mon.ID = MobInfo.ID;
                 Mon.Info = MobInfo;
                 Mon.Level = MobInfo.Level;
                 Mon.Map = Map;
                 Mon.X = MobX;
                 Mon.SpawnX = MobX;
                 Mon.Y = MobY;
                 Mon.SpawnY = MobY;
                 Mon.SpawnID = SpawnID;
                 if (!MainGS.Monsters.ContainsKey(Mon.UID))
                 {
                     try
                     {
                         Monitor.Enter(MainGS.Monsters);
                         MainGS.Monsters.Add(Mon.UID, Mon);
                     }
                     catch (Exception e)
                     {
                         Console.WriteLine(e.ToString());
                     }
                     finally
                     {
                         Monitor.Exit(MainGS.Monsters);
                     }
                 }
                 else
                 {
                     while (MainGS.Monsters.ContainsKey(Mon.UID))
                     {
                         Mon.UID = MainGS.Rand.Next(400000, 600000);
                     }
                     try
                     {
                         Monitor.Enter(MainGS.Monsters);
                         MainGS.Monsters.Add(Mon.UID, Mon);
                     }
                     catch (Exception e)
                     {
                         Console.WriteLine(e.ToString());
                     }
                     finally
                     {
                         Monitor.Exit(MainGS.Monsters);
                     }
                 }
                 EudemonPacket.ToLocal(EudemonPacket.SpawnMonster(Mon.UID, MobInfo.Mesh, Mon.X, Mon.Y, MobInfo.Name, Mon.CurrentHP, Mon.Level, Mon.Direction), Mon.X, Mon.Y, Mon.Map, 0, 0);
                 EudemonPacket.ToLocal(EudemonPacket.General(Mon.UID, (ushort)Mon.X, (ushort)Mon.Y, (ushort)Mon.Direction, Structs.Struct.DataType.actionSoundEffect, Mon.ID), Mon.X, Mon.Y, Mon.Map, 0, 0);//Spawns Monster Effect.
                 Interlocked.Add(ref SpawnNumber, 1);
             }
         }
     }
 }
Ejemplo n.º 7
0
            public static uint MagicPlayerVsMonster(Entities.Character Attacker, Entities.Monster Attacked, Skills.Skill Skill)
            {
                uint Damage = 0;

                switch (Skill.SkillInfo.DamageType)
                {
                    #region Magic
                case Enums.DamageType.Magic:
                {
                    Damage = Skill.SkillInfo.Damage;
                    Damage = (uint)((double)(Damage + Attacker.MagicAttack) * (1 + ((double)Attacker.PhoenixGemBonus / 100)));
                    if (Attacked.Info.MagicDefense >= Damage)
                    {
                        Damage = 1;
                    }
                    else
                    {
                        Damage -= Attacked.Info.MagicDefense;
                    }
                    Damage = (uint)((double)(Damage * Skill.SkillInfo.EffectValue));
                    break;
                }

                    #endregion
                    #region Ranged
                case Enums.DamageType.Ranged:
                {
                    Damage = (uint)Program.Random.Next(Attacker.MinAttack, Attacker.MaxAttack);
                    Damage = (uint)((double)Damage * (1 + (Attacker.DragonGemBonus / 100)));
                    Damage = (uint)((double)Damage * ((double)(210 - Attacked.Info.Dodge) / 100));
                    Damage = (uint)((double)Damage * Skill.SkillInfo.EffectValue);
                    Damage = (uint)(Math.Min(1, Damage * (Attacked.Info.Dodge * .01)));
                    break;
                }

                    #endregion
                    #region Melee
                case Enums.DamageType.Melee:
                {
                    Damage = (uint)Program.Random.Next(Attacker.MinAttack, Attacker.MaxAttack);
                    Damage = (uint)((double)Damage * (1 + (Attacker.DragonGemBonus / 100)));
                    if (Attacked.Info.Defense >= Damage)
                    {
                        Damage = 1;
                    }
                    else
                    {
                        Damage -= Attacked.Info.Defense;
                    }
                    Damage = (uint)((double)Damage * Skill.SkillInfo.EffectValue);
                    break;
                }

                    #endregion
                    #region HealHP
                case Enums.DamageType.HealHP: return(Skill.SkillInfo.Damage);

                    #endregion
                    #region HealMP
                case Enums.DamageType.HealMP: return(Skill.SkillInfo.Damage);

                    #endregion
                default: break;
                }
                if (Attacker.Level > Attacked.Info.Level)
                {
                    int dLvl = Attacker.Level - Attacked.Info.Level;
                    if (dLvl >= 3 && dLvl <= 5)
                    {
                        Damage = (uint)(Damage * 1.5);
                    }
                    else if (dLvl > 5 && dLvl <= 10)
                    {
                        Damage *= 2;
                    }
                    else if (dLvl > 10 && dLvl <= 20)
                    {
                        Damage *= 3;
                    }
                    else if (dLvl > 20)
                    {
                        Damage = (uint)(Damage * (1 + (.3 * dLvl / 5)));
                    }
                }
                return(Math.Max(1, Damage));
            }