Ejemplo n.º 1
0
        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            int armour = 0;

            if (Hidden)
            {
                for (int i = 0; i < Buffs.Count; i++)
                {
                    switch (Buffs[i].Type)
                    {
                        //case BuffType.Hiding:
                        case BuffType.MoonLight:
                        case BuffType.DarkBody:
                            Buffs[i].ExpireTime = 0;
                            break;
                        case BuffType.EnergyShield:
                            int rate = Buffs[i].Values[0];

                            if (Envir.Random.Next(rate) == 0)
                            {
                                if (HP + ((ushort)Buffs[i].Values[1]) >= MaxHP)
                                    SetHP(MaxHP);
                                else
                                    ChangeHP(Buffs[i].Values[1]);
                            }
                            break;
                    }
                }
            }

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if ((Settings.PvpCanResistMagic) && (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist))
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    if ((Settings.PvpCanResistMagic) && (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist))
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    break;
            }

            armour = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(armour * ArmourRate))));
            damage = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(damage * DamageRate))));

            if (damageWeapon)
                attacker.DamageWeapon();

            damage += attacker.AttackBonus;

            if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100))
            {
                CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical }, CurrentLocation);
                damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
                BroadcastDamageIndicator(DamageType.Critical);
            }

            if (Envir.Random.Next(100) < Reflect)
            {
                if (attacker.IsAttackTarget(this))
                {
                    attacker.Attacked(this, damage, type, false);
                    CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect }, CurrentLocation);
                }
                return 0;
            }



            if (MagicShield)
                damage -= damage * (MagicShieldLv + 2) / 10;

            if (ElementalBarrier)
                damage -= damage * (ElementalBarrierLv + 1) / 10;

            if (armour >= damage)
            {
                BroadcastDamageIndicator(DamageType.Miss);
                return 0;
            }

            if (MagicShield)
            {
                MagicShieldTime -= (damage - armour) * 60;
                AddBuff(new Buff { Type = BuffType.MagicShield, Caster = this, ExpireTime = MagicShieldTime });
            }

            ElementalBarrierTime -= (damage - armour) * 60;

            if (attacker.LifeOnHit > 0)
                attacker.ChangeHP(attacker.LifeOnHit);

            if (attacker.HpDrainRate > 0)
            {
                attacker.HpDrain += Math.Max(0, ((float)(damage - armour) / 100) * attacker.HpDrainRate);
                if (attacker.HpDrain > 2)
                {
                    int HpGain = (int)Math.Floor(attacker.HpDrain);
                    attacker.ChangeHP(HpGain);
                    attacker.HpDrain -= HpGain;

                }
            }

            for (int i = PoisonList.Count - 1; i >= 0; i--)
            {
                if (PoisonList[i].PType != PoisonType.LRParalysis) continue;

                PoisonList.RemoveAt(i);
                OperateTime = 0;
            }


            LastHitter = attacker;
            LastHitTime = Envir.Time + 10000;
            RegenTime = Envir.Time + RegenDelay;
            LogTime = Envir.Time + Globals.LogDelay;

            if (Envir.Time > BrownTime && PKPoints < 200 && !AtWar(attacker))
                attacker.BrownTime = Envir.Time + Settings.Minute;

            ushort LevelOffset = (byte)(Level > attacker.Level ? 0 : Math.Min(10, attacker.Level - Level));

            if (attacker.HasParalysisRing && type != DefenceType.MAC && type != DefenceType.MACAgility && 1 == Envir.Random.Next(1, 15))
            {
                ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 }, attacker);
            }
            if ((attacker.Freezing > 0) && (Settings.PvpCanFreeze) && type != DefenceType.MAC && type != DefenceType.MACAgility)
            {
                if ((Envir.Random.Next(Settings.FreezingAttackWeight) < attacker.Freezing) && (Envir.Random.Next(LevelOffset) == 0))
                    ApplyPoison(new Poison { PType = PoisonType.Slow, Duration = Math.Min(10, (3 + Envir.Random.Next(attacker.Freezing))), TickSpeed = 1000 }, attacker);
            }

            if (attacker.PoisonAttack > 0 && type != DefenceType.MAC && type != DefenceType.MACAgility)
            {
                if ((Envir.Random.Next(Settings.PoisonAttackWeight) < attacker.PoisonAttack) && (Envir.Random.Next(LevelOffset) == 0))
                    ApplyPoison(new Poison { PType = PoisonType.Green, Duration = 5, TickSpeed = 1000, Value = Math.Min(10, 3 + Envir.Random.Next(attacker.PoisonAttack)) }, attacker);
            }

            attacker.GatherElement();

            DamageDura();
            ActiveBlizzard = false;
            ActiveReincarnation = false;

            CounterAttackCast(GetMagic(Spell.CounterAttack), LastHitter);

            Enqueue(new S.Struck { AttackerID = attacker.ObjectID });
            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });

            BroadcastDamageIndicator(DamageType.Hit, armour - damage);

            ChangeHP(armour - damage);
            return damage - armour;
        }
Ejemplo n.º 2
0
        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            if (Target == null && attacker.IsAttackTarget(this))
            {
                Target = attacker;
            }

            int armour = 0;

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    break;
            }

            armour = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(armour * ArmourRate))));
            damage = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(damage * DamageRate))));

            if (damageWeapon)
                attacker.DamageWeapon();
            damage += attacker.AttackBonus;

            if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100))
            {
                Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical});
                damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
            }

            if (armour >= damage)
            {
                BroadcastDamageIndicator(DamageType.Miss);
                return 0;
            }

            if (attacker.LifeOnHit > 0)
                attacker.ChangeHP(attacker.LifeOnHit);

            if (Target != this && attacker.IsAttackTarget(this))
            {
                if (attacker.Info.MentalState == 2)
                {
                    if (Functions.MaxDistance(CurrentLocation, attacker.CurrentLocation) < (8 - attacker.Info.MentalStateLvl))
                        Target = attacker;
                }
                else
                    Target = attacker;
            }

            if (BindingShotCenter) ReleaseBindingShot();
            ShockTime = 0;

            if (Master != null && Master != attacker)
                if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
                    attacker.BrownTime = Envir.Time + Settings.Minute;

            if (EXPOwner == null || EXPOwner.Dead)
                EXPOwner = attacker;

            if (EXPOwner == attacker)
                EXPOwnerTime = Envir.Time + EXPOwnerDelay;

            ushort LevelOffset = (ushort)(Level > attacker.Level ? 0 : Math.Min(10, attacker.Level - Level));

            if (attacker.HasParalysisRing && type != DefenceType.MAC && type != DefenceType.MACAgility && 1 == Envir.Random.Next(1, 15))
            {
                ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 }, attacker);
            }

            if (attacker.Freezing > 0 && type != DefenceType.MAC && type != DefenceType.MACAgility)
            {
                if ((Envir.Random.Next(Settings.FreezingAttackWeight) < attacker.Freezing) && (Envir.Random.Next(LevelOffset) == 0))
                    ApplyPoison(new Poison { PType = PoisonType.Slow, Duration = Math.Min(10, (3 + Envir.Random.Next(attacker.Freezing))), TickSpeed = 1000 }, attacker);
            }

            if (attacker.PoisonAttack > 0 && type != DefenceType.MAC && type != DefenceType.MACAgility)
            {
                if ((Envir.Random.Next(Settings.PoisonAttackWeight) < attacker.PoisonAttack) && (Envir.Random.Next(LevelOffset) == 0))
                    ApplyPoison(new Poison { PType = PoisonType.Green, Duration = 5, TickSpeed = 1000, Value = Math.Min(10, 3 + Envir.Random.Next(attacker.PoisonAttack)) }, attacker);
            }

            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });

            if (attacker.HpDrainRate > 0)
            {
                attacker.HpDrain += Math.Max(0, ((float)(damage - armour) / 100) * attacker.HpDrainRate);
                if (attacker.HpDrain > 2)
                {
                    int HpGain = (int)Math.Floor(attacker.HpDrain);
                    attacker.ChangeHP(HpGain);
                    attacker.HpDrain -= HpGain;

                }
            }

            attacker.GatherElement();

            if (attacker.Info.Mentor != 0 && attacker.Info.isMentor)
            {
                Buff buff = attacker.Buffs.Where(e => e.Type == BuffType.Mentor).FirstOrDefault();
                if (buff != null)
                {
                    CharacterInfo Mentee = Envir.GetCharacterInfo(attacker.Info.Mentor);
                    PlayerObject player = Envir.GetPlayer(Mentee.Name);
                    if (player.CurrentMap == attacker.CurrentMap && Functions.InRange(player.CurrentLocation, attacker.CurrentLocation, Globals.DataRange) && !player.Dead)
                    {
                        damage += ((damage / 100) * Settings.MentorDamageBoost);
                    }
                }
            }

            BroadcastDamageIndicator(DamageType.Hit, armour - damage);

            ChangeHP(armour - damage);
            return armour - damage;
        }
Ejemplo n.º 3
0
        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            int armour = 0;

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if ((Settings.PvpCanResistMagic) && (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist)) return 0;
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    if ((Settings.PvpCanResistMagic) && (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist)) return 0;
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    break;
            }

            if (damageWeapon)
                attacker.DamageWeapon();

            if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100))
            {
                CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical },CurrentLocation);
                damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
            }

            if (Envir.Random.Next(100) < Reflect)
            {
                attacker.Attacked(this, damage, type, false);
                CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect },CurrentLocation);
                return 0;
            }

            if (MagicShield)
                damage -= damage*(MagicShieldLv + 2)/10;

            if (armour >= damage) return 0;

            MagicShieldTime -= (damage - armour) * 60;

            if (attacker.LifeOnHit > 0)
                attacker.ChangeHP(attacker.LifeOnHit);

            if (attacker.HpDrainRate > 0)
            {
                attacker.HpDrain += Math.Max(0, ((float)(damage - armour) / 100) * attacker.HpDrainRate);
                if (attacker.HpDrain > 2)
                {
                    int HpGain = (int)Math.Floor(attacker.HpDrain);
                    attacker.ChangeHP(HpGain);
                    attacker.HpDrain -= HpGain;

                }
            }

            LastHitter = attacker;
            LastHitTime = Envir.Time + 10000;
            RegenTime = Envir.Time + RegenDelay;

            if (Envir.Time > BrownTime && PKPoints < 200 && !CurrentMap.Info.Fight)
                attacker.BrownTime = Envir.Time + Settings.Minute;

            if (attacker.HasParalysisRing && 1 == Envir.Random.Next(1, 15))
                ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 }, attacker);
            byte LevelOffset = (byte)(Level > attacker.Level ? 0 : Math.Min(10,attacker.Level - Level));
            if ((attacker.Freezing > 0) && (Settings.PvpCanFreeze))
                if ((Envir.Random.Next(Settings.FreezingAttackWeight)  <  attacker.Freezing) && (Envir.Random.Next(LevelOffset) == 0))
                    ApplyPoison(new Poison { PType = PoisonType.Slow, Duration = Math.Min(10,(3 + Envir.Random.Next(attacker.Freezing))), TickSpeed = 1000}, attacker);
            if (attacker.PoisonAttack > 0)
                if ((Envir.Random.Next(Settings.PoisonAttackWeight) < attacker.PoisonAttack) && (Envir.Random.Next(LevelOffset) == 0))
                    ApplyPoison(new Poison { PType = PoisonType.Green, Duration = 5, TickSpeed = 1000 , Value = Math.Min(10, 3 + Envir.Random.Next(attacker.PoisonAttack))}, attacker);

            DamageDura();
            ActiveBlizzard = false;

            Enqueue(new S.Struck { AttackerID = attacker.ObjectID });
            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });

            ChangeHP(armour - damage);
            return damage - armour;
        }
Ejemplo n.º 4
0
        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            if (Target == null && attacker.IsAttackTarget(this))
                Target = attacker;

            int armour = 0;

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    break;
            }

            armour = (int) (armour*PoisonRate);

            if (damageWeapon)
                attacker.DamageWeapon();

            if (armour >= damage) return 0;

            if (attacker.LifeOnHit > 0)
                attacker.ChangeHP(attacker.LifeOnHit);

            if (Target != this && attacker.IsAttackTarget(this))
                Target = attacker;

            ShockTime = 0;

            if (Master != null && Master != attacker)
                if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
                    attacker.BrownTime = Envir.Time + Settings.Minute;

            if (EXPOwner == null || EXPOwner.Dead)
                EXPOwner = attacker;

            if (EXPOwner == attacker)
                EXPOwnerTime = Envir.Time + EXPOwnerDelay;

            if (attacker.HasParalysisRing && 1 == Envir.Random.Next(1, 15))
                ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 });

            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });

            int additionalDamage = 0;

            if (attacker.ItemSets.Any(s => s.Set == ItemSet.RedOrchid && s.SetComplete))
            {
                additionalDamage = (damage * 10) / 100;
                attacker.ChangeHP(additionalDamage);
            }

            ChangeHP(armour - (damage + additionalDamage));

            return damage - armour;
        }
Ejemplo n.º 5
0
        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            int armour = 0;

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    break;
            }

            if (damageWeapon)
                attacker.DamageWeapon();

            if (MagicShield)
                damage -= damage*(MagicShieldLv + 2)/10;

            if (armour >= damage) return 0;

            MagicShieldTime -= (damage - armour) * 60;

            if (attacker.LifeOnHit > 0)
                attacker.ChangeHP(attacker.LifeOnHit);

            LastHitter = attacker;
            LastHitTime = Envir.Time + 10000;
            RegenTime = Envir.Time + RegenDelay;

            if (Envir.Time > BrownTime && PKPoints < 200)
                attacker.BrownTime = Envir.Time + Settings.Minute;

            DamageDura();

            Enqueue(new S.Struck { AttackerID = attacker.ObjectID });
            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });

            ChangeHP(armour - damage);
            return damage - armour;
        }
Ejemplo n.º 6
0
        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            if (Target == null && attacker.IsAttackTarget(this))
                Target = attacker;

            int armour = 0;

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    break;
            }

            armour = (int) (armour*PoisonRate);

            if (damageWeapon)
                attacker.DamageWeapon();

            if (armour >= damage) return 0;

            if (attacker.LifeOnHit > 0)
                attacker.ChangeHP(attacker.LifeOnHit);

            if (Target != this && attacker.IsAttackTarget(this))
                Target = attacker;

            ShockTime = 0;

            if (Master != null && Master != attacker)
                if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
                    attacker.BrownTime = Envir.Time + Settings.Minute;

            if (EXPOwner == null || EXPOwner.Dead)
                EXPOwner = attacker;

            if (EXPOwner == attacker)
                EXPOwnerTime = Envir.Time + EXPOwnerDelay;

            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });

            ChangeHP(armour - damage);

            return damage - armour;
        }
Ejemplo n.º 7
0
        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            if (Target == null && attacker.IsAttackTarget(this))
            {
                Target = attacker;
            }

            int armour = 0;

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    break;
            }

            armour = (int) (armour*PoisonRate);

            if (damageWeapon)
                attacker.DamageWeapon();

            if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100))
            {
                Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical});
                damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
            }

            if (armour >= damage) return 0;

            if (attacker.LifeOnHit > 0)
                attacker.ChangeHP(attacker.LifeOnHit);

            if (Target != this && attacker.IsAttackTarget(this))
            {
                if (attacker.Info.MentalState == 2)
                {
                    if (Functions.MaxDistance(CurrentLocation, attacker.CurrentLocation) < (8 - attacker.Info.MentalStateLvl))
                        Target = attacker;
                }
                else
                    Target = attacker;
            }

            if (BindingShotCenter) ReleaseBindingShot();
            ShockTime = 0;

            if (Master != null && Master != attacker)
                if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
                    attacker.BrownTime = Envir.Time + Settings.Minute;

            if (EXPOwner == null || EXPOwner.Dead)
                EXPOwner = attacker;

            if (EXPOwner == attacker)
                EXPOwnerTime = Envir.Time + EXPOwnerDelay;

            if (attacker.HasParalysisRing && 1 == Envir.Random.Next(1, 15))
                ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 }, attacker);
            byte LevelOffset = (byte)(Level > attacker.Level ? 0 : Math.Min(10, attacker.Level - Level));

            if (attacker.Freezing > 0 && type != DefenceType.MAC && type != DefenceType.MACAgility)
            {
                if ((Envir.Random.Next(Settings.FreezingAttackWeight) < attacker.Freezing) && (Envir.Random.Next(LevelOffset) == 0))
                    ApplyPoison(new Poison { PType = PoisonType.Slow, Duration = Math.Min(10, (3 + Envir.Random.Next(attacker.Freezing))), TickSpeed = 1000 }, attacker);
            }

            if (attacker.PoisonAttack > 0)
            {
                if ((Envir.Random.Next(Settings.PoisonAttackWeight) < attacker.PoisonAttack) && (Envir.Random.Next(LevelOffset) == 0))
                    ApplyPoison(new Poison { PType = PoisonType.Green, Duration = 5, TickSpeed = 1000, Value = Math.Min(10, 3 + Envir.Random.Next(attacker.PoisonAttack)) }, attacker);
            }

            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });

            if (attacker.HpDrainRate > 0)
            {
                attacker.HpDrain += Math.Max(0, ((float)(damage - armour) / 100) * attacker.HpDrainRate);
                if (attacker.HpDrain > 2)
                {
                    int HpGain = (int)Math.Floor(attacker.HpDrain);
                    attacker.ChangeHP(HpGain);
                    attacker.HpDrain -= HpGain;

                }
            }

            attacker.GatherElement();//ArcherSpells - Elemental system

            ChangeHP(armour - damage);

            return damage - armour;
        }
Ejemplo n.º 8
0
        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            if (Target == null && attacker.IsAttackTarget(this))
            {
                Target = attacker;
            }

            int armour = 0;

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    break;
            }

            armour = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(armour * ArmourRate))));
            damage = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(damage * DamageRate))));

            if (damageWeapon)
                attacker.DamageWeapon();
            damage += attacker.AttackBonus;
            bool Crit = false;
            if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100))
            {
                Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical});
                damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
                Crit = true;
            }

            if (armour >= damage)
            {
                BroadcastDamageIndicator(DamageType.Miss);
                return 0;
            }

            if (attacker.LifeOnHit > 0)
                attacker.ChangeHP(attacker.LifeOnHit);

            if (Target != this && attacker.IsAttackTarget(this))
            {
                if (attacker.Info.MentalState == 2)
                {
                    if (Functions.MaxDistance(CurrentLocation, attacker.CurrentLocation) < (8 - attacker.Info.MentalStateLvl))
                        Target = attacker;
                }
                else
                    Target = attacker;
            }

            if (BindingShotCenter) ReleaseBindingShot();
            ShockTime = 0;

            for (int i = PoisonList.Count - 1; i >= 0; i--)
            {
                if (PoisonList[i].PType != PoisonType.LRParalysis) continue;

                PoisonList.RemoveAt(i);
                OperateTime = 0;
            }

            if (Master != null && Master != attacker)
                if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
                    attacker.BrownTime = Envir.Time + Settings.Minute;

            if (EXPOwner == null || EXPOwner.Dead)
                EXPOwner = attacker;

            if (EXPOwner == attacker)
                EXPOwnerTime = Envir.Time + EXPOwnerDelay;

            ushort LevelOffset = (ushort)(Level > attacker.Level ? 0 : Math.Min(10, attacker.Level - Level));

            if (attacker.HasParalysisRing && type != DefenceType.MAC && type != DefenceType.MACAgility && 1 == Envir.Random.Next(1, 15))
            {
                ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 }, attacker);
            }
            
            if (attacker.Freezing > 0 && type != DefenceType.MAC && type != DefenceType.MACAgility)
            {
                if ((Envir.Random.Next(Settings.FreezingAttackWeight) < attacker.Freezing) && (Envir.Random.Next(LevelOffset) == 0))
                    ApplyPoison(new Poison { PType = PoisonType.Slow, Duration = Math.Min(10, (3 + Envir.Random.Next(attacker.Freezing))), TickSpeed = 1000 }, attacker);
            }

            if (attacker.PoisonAttack > 0 && type != DefenceType.MAC && type != DefenceType.MACAgility)
            {
                if ((Envir.Random.Next(Settings.PoisonAttackWeight) < attacker.PoisonAttack) && (Envir.Random.Next(LevelOffset) == 0))
                    ApplyPoison(new Poison { PType = PoisonType.Green, Duration = 5, TickSpeed = 1000, Value = Math.Min(10, 3 + Envir.Random.Next(attacker.PoisonAttack)) }, attacker);
            }

            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });

            if (attacker.HpDrainRate > 0)
            {
                attacker.HpDrain += Math.Max(0, ((float)(damage - armour) / 100) * attacker.HpDrainRate);
                if (attacker.HpDrain > 2)
                {
                    int HpGain = (int)Math.Floor(attacker.HpDrain);
                    attacker.ChangeHP(HpGain);
                    attacker.HpDrain -= HpGain;

                }
            }

            attacker.GatherElement();

            if (attacker.Info.Mentor != 0 && attacker.Info.isMentor)
            {
                Buff buff = attacker.Buffs.Where(e => e.Type == BuffType.Mentor).FirstOrDefault();
                if (buff != null)
                {
                    CharacterInfo Mentee = Envir.GetCharacterInfo(attacker.Info.Mentor);
                    PlayerObject player = Envir.GetPlayer(Mentee.Name);
                    if (player.CurrentMap == attacker.CurrentMap && Functions.InRange(player.CurrentLocation, attacker.CurrentLocation, Globals.DataRange) && !player.Dead)
                    {
                        damage += ((damage / 100) * Settings.MentorDamageBoost);
                    }
                }
            }

            for (int i = 0; i < attacker.Pets.Count; i++)
            {
                MonsterObject ob = attacker.Pets[i];

                if (IsAttackTarget(ob)) ob.Target = this;
            }

            #region Weapon Effects Pete107 26/1/2016
            UserItem _item = attacker.Info.Equipment[(int)EquipmentSlot.Weapon];
            Random randy = new Random();
            if (_item != null && attacker != null && randy.Next(0, 100) >= 90)
            {
                switch (_item.Info.Effect)
                {
                    case 0:
                        break;
                    case 1:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.FatalSword }, attacker.CurrentLocation);
                        break;
                    case 2:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Teleport }, attacker.CurrentLocation);
                        break;
                    case 3:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Healing }, attacker.CurrentLocation);
                        break;
                    case 4:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.RedMoonEvil }, attacker.CurrentLocation);
                        break;
                    case 5:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.TwinDrakeBlade }, attacker.CurrentLocation);
                        break;
                    case 6:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.MagicShieldUp }, attacker.CurrentLocation);
                        break;
                    case 7:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.MagicShieldDown }, attacker.CurrentLocation);
                        break;
                    case 8:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.GreatFoxSpirit }, attacker.CurrentLocation);
                        break;
                    case 9:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Entrapment }, attacker.CurrentLocation);
                        break;
                    case 10:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect }, attacker.CurrentLocation);
                        break;
                    case 11:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical }, attacker.CurrentLocation);
                        break;
                    case 12:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Mine }, attacker.CurrentLocation);
                        break;
                    case 13:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.ElementalBarrierUp }, attacker.CurrentLocation);
                        break;
                    case 14:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.ElementalBarrierDown }, attacker.CurrentLocation);
                        break;
                    case 15:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.DelayedExplosion }, attacker.CurrentLocation);
                        break;
                    case 16:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.MPEater }, attacker.CurrentLocation);
                        break;
                    case 17:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Hemorrhage }, attacker.CurrentLocation);
                        break;
                    case 18:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Bleeding }, attacker.CurrentLocation);
                        break;
                    case 19:
                        CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.StormEscape }, attacker.CurrentLocation);
                        break;
                    default:
                        break;
                }
            }
            #endregion
            if (Crit)
                BroadcastDamageIndicator(DamageType.Critical, armour - damage);
            else
                BroadcastDamageIndicator(DamageType.Hit, armour - damage);

            ChangeHP(armour - damage);
            return damage - armour;
        }
Ejemplo n.º 9
0
        private void Act(IList<NPCActions> acts, PlayerObject player)
        {
            for (var i = 0; i < acts.Count; i++)
            {
                NPCActions act = acts[i];
                uint gold;
                uint count;
                string path;

                switch (act.Type)
                {
                    case ActionType.Teleport:
                        var map = SMain.Envir.GetMapByNameAndInstance((string)act.Params[0]);
                        if (map == null) return;

                        var coords = (Point)act.Params[1];

                        if (coords.X > 0 && coords.Y > 0) player.Teleport(map, coords);
                        else player.TeleportRandom(200, 0, map);
                        break;

                    case ActionType.InstanceTeleport:
                        map = SMain.Envir.GetMapByNameAndInstance((string)act.Params[0], (int)act.Params[1]);
                        if (map == null) return;
                        player.Teleport(map, (Point)act.Params[2]);
                        break;

                    case ActionType.GiveGold:
                        gold = (uint)act.Params[0];

                        if (gold + player.Account.Gold >= uint.MaxValue)
                            gold = uint.MaxValue - player.Account.Gold;

                        player.GainGold(gold);
                        break;

                    case ActionType.TakeGold:
                        gold = (uint)act.Params[0];

                        if (gold >= player.Account.Gold) gold = player.Account.Gold;

                        player.Account.Gold -= gold;
                        player.Enqueue(new S.LoseGold { Gold = gold });
                        break;

                    case ActionType.GiveItem:
                        count = (uint)act.Params[1];

                        while (count > 0)
                        {
                            UserItem item = SMain.Envir.CreateFreshItem((ItemInfo)act.Params[0]);

                            if (item == null)
                            {
                                SMain.Enqueue(string.Format("Failed to create UserItem: {0}, Page: {1}", act.Params[0], Key));
                                return;
                            }

                            if (item.Info.StackSize > count)
                            {
                                item.Count = count;
                                count = 0;
                            }
                            else
                            {
                                count -= item.Info.StackSize;
                                item.Count = item.Info.StackSize;
                            }

                            if (player.CanGainItem(item, false))
                                player.GainItem(item);
                        }
                        break;

                    case ActionType.TakeItem:
                        ItemInfo info = (ItemInfo)act.Params[0];

                        count = (uint)act.Params[1];

                        for (int o = 0; o < player.Info.Inventory.Length; o++)
                        {
                            UserItem item = player.Info.Inventory[o];
                            if (item == null) continue;
                            if (item.Info != info) continue;

                            if (count > item.Count)
                            {
                                player.Enqueue(new S.DeleteItem { UniqueID = item.UniqueID, Count = item.Count });
                                player.Info.Inventory[o] = null;

                                count -= item.Count;
                                continue;
                            }

                            player.Enqueue(new S.DeleteItem { UniqueID = item.UniqueID, Count = count });
                            if (count == item.Count)
                                player.Info.Inventory[o] = null;
                            else
                                item.Count -= count;
                            break;
                        }
                        player.RefreshStats();
                        break;

                    case ActionType.GiveExp:
                        player.GainExp((uint)act.Params[0]);
                        break;

                    case ActionType.GivePet:
                        for (var c = 0; c < (byte)act.Params[1]; c++)
                        {
                            MonsterObject monster = MonsterObject.GetMonster((MonsterInfo)act.Params[0]);
                            if (monster == null) return;
                            monster.PetLevel = (byte)act.Params[2];
                            monster.Master = player;
                            monster.MaxPetLevel = 7;
                            monster.Direction = player.Direction;
                            monster.ActionTime = SMain.Envir.Time + 1000;
                            monster.Spawn(player.CurrentMap, player.CurrentLocation);
                            player.Pets.Add(monster);
                        }
                        break;

                    case ActionType.AddNameList:
                        path = (string)act.Params[0];
                        if (File.ReadAllLines(path).All(t => player.Name != t))
                            {
                                using (var line = File.AppendText(path))
                                {
                                    line.WriteLine(player.Name);
                                }
                            }
                        break;

                    case ActionType.DelNameList:
                        path = (string)act.Params[0];
                        File.WriteAllLines(path, File.ReadLines(path).Where(l => l != player.Name).ToList());
                        break;

                    case ActionType.ClearNameList:
                        path = (string)act.Params[0];
                        File.WriteAllLines(path, new string[] { });
                        break;

                    case ActionType.GiveHP:
                        player.ChangeHP((int)act.Params[0]);
                        break;

                    case ActionType.GiveMP:
                        player.ChangeMP((int)act.Params[0]);
                        break;

                    case ActionType.ChangeLevel:
                        player.Level = (byte) act.Params[0];
                        player.LevelUp();
                        break;

                    case ActionType.SetPkPoint:
                        player.PKPoints = (int) act.Params[0];
                        break;

                    case ActionType.ChangeGender:
                        switch (player.Info.Gender)
                        {
                            case MirGender.Male:
                                player.Info.Gender = MirGender.Female;
                                break;
                            case MirGender.Female:
                                player.Info.Gender = MirGender.Male;
                                break;
                        }
                        break;

                    case ActionType.ChangeClass:
                        var data = (MirClass)act.Params[0];
                        switch (data)
                        {
                            case MirClass.Warrior:
                                player.Info.Class = MirClass.Warrior;
                                break;
                            case MirClass.Taoist:
                                player.Info.Class = MirClass.Taoist;
                                break;
                            case MirClass.Wizard:
                                player.Info.Class = MirClass.Wizard;
                                break;
                            case MirClass.Assassin:
                                player.Info.Class = MirClass.Assassin;
                                break;
                        }
                        break;

                    case ActionType.LineMessage:
                        player.ReceiveChat((string)act.Params[0], (ChatType)act.Params[1]);
                        break;

                    case ActionType.GiveSkill:
                        var magic = new UserMagic((Spell)act.Params[0]) { Level = (byte)act.Params[1] };

                        player.Info.Magics.Add(magic);
                        player.Enqueue(magic.GetInfo());
                        break;

                    case ActionType.Goto:
                        player.NPCGoto = true;
                        player.NPCGotoPage = "[" + act.Params[0] + "]";
                        break;

                    case ActionType.Set:
                        player.Info.Flags[(uint) act.Params[0]] = (bool) act.Params[1];
                        break;
                }
            }
        }