Example #1
0
        /// <summary>
        /// Calcul de l'armure
        /// </summary>
        /// <param name="DamageEffect"></param>
        public int CalculArmor(EffectEnum DamageEffect)
        {
            switch (DamageEffect)
            {
            case EffectEnum.DamageTerre:
            case EffectEnum.VolTerre:
            case EffectEnum.DamageNeutre:
            case EffectEnum.DamageLifeNeutre:
            case EffectEnum.VolNeutre:
                return((this.Stats.GetTotal(EffectEnum.AddArmorTerre) * Math.Max(1 + this.Stats.GetTotal(EffectEnum.AddForce) / 100, 1 + this.Stats.GetTotal(EffectEnum.AddForce) / 200 + this.Stats.GetTotal(EffectEnum.AddIntelligence) / 200)) +
                       (this.Stats.GetTotal(EffectEnum.AddArmor) * Math.Max(1 + this.Stats.GetTotal(EffectEnum.AddForce) / 100, 1 + this.Stats.GetTotal(EffectEnum.AddForce) / 200 + this.Stats.GetTotal(EffectEnum.AddIntelligence) / 200)));

            case EffectEnum.DamageFeu:
            case EffectEnum.DamageLifeFeu:
            case EffectEnum.VolFeu:
                return((this.Stats.GetTotal(EffectEnum.AddArmorFeu) * Math.Max(1 + this.Stats.GetTotal(EffectEnum.AddIntelligence) / 100, 1 + this.Stats.GetTotal(EffectEnum.AddIntelligence) / 200 + this.Stats.GetTotal(EffectEnum.AddIntelligence) / 200)) +
                       (this.Stats.GetTotal(EffectEnum.AddArmor) * Math.Max(1 + this.Stats.GetTotal(EffectEnum.AddIntelligence) / 100, 1 + this.Stats.GetTotal(EffectEnum.AddIntelligence) / 200 + this.Stats.GetTotal(EffectEnum.AddIntelligence) / 200)));

            case EffectEnum.DamageAir:
            case EffectEnum.DamageLifeAir:
            case EffectEnum.VolAir:
                return((this.Stats.GetTotal(EffectEnum.AddArmorAir) * Math.Max(1 + this.Stats.GetTotal(EffectEnum.AddAgilite) / 100, 1 + this.Stats.GetTotal(EffectEnum.AddAgilite) / 200 + this.Stats.GetTotal(EffectEnum.AddIntelligence) / 200)) +
                       (this.Stats.GetTotal(EffectEnum.AddArmor) * Math.Max(1 + this.Stats.GetTotal(EffectEnum.AddAgilite) / 100, 1 + this.Stats.GetTotal(EffectEnum.AddAgilite) / 200 + this.Stats.GetTotal(EffectEnum.AddIntelligence) / 200)));

            case EffectEnum.DamageEau:
            case EffectEnum.DamageLifeEau:
            case EffectEnum.VolEau:
                return((this.Stats.GetTotal(EffectEnum.AddArmorEau) * Math.Max(1 + this.Stats.GetTotal(EffectEnum.AddChance) / 100, 1 + this.Stats.GetTotal(EffectEnum.AddChance) / 200 + this.Stats.GetTotal(EffectEnum.AddIntelligence) / 200)) +
                       (this.Stats.GetTotal(EffectEnum.AddArmor) * Math.Max(1 + this.Stats.GetTotal(EffectEnum.AddChance) / 100, 1 + this.Stats.GetTotal(EffectEnum.AddChance) / 200 + this.Stats.GetTotal(EffectEnum.AddIntelligence) / 200)));
            }

            return(0);
        }
Example #2
0
        public void CalculReduceDamages(EffectEnum Effect, ref int Damages)
        {
            switch (Effect)
            {
            case EffectEnum.DamageNeutre:
            case EffectEnum.VolNeutre:
                Damages = Damages * (100 - this.Stats.GetTotal(EffectEnum.AddReduceDamagePourcentNeutre) - this.Stats.GetTotal(EffectEnum.AddReduceDamagePourcentPvPNeutre)) / 100
                          - this.Stats.GetTotal(EffectEnum.AddReduceDamageNeutre) - this.Stats.GetTotal(EffectEnum.AddReduceDamagePvPNeutre) - this.Stats.GetTotal(EffectEnum.AddReduceDamagePhysic);
                break;

            case EffectEnum.DamageTerre:
            case EffectEnum.VolTerre:
                Damages = Damages * (100 - this.Stats.GetTotal(EffectEnum.AddReduceDamagePourcentTerre) - this.Stats.GetTotal(EffectEnum.AddReduceDamagePourcentPvPTerre)) / 100
                          - this.Stats.GetTotal(EffectEnum.AddReduceDamageTerre) - this.Stats.GetTotal(EffectEnum.AddReduceDamagePvPTerre) - this.Stats.GetTotal(EffectEnum.AddReduceDamagePhysic);
                break;

            case EffectEnum.DamageFeu:
            case EffectEnum.VolFeu:
                Damages = Damages * (100 - this.Stats.GetTotal(EffectEnum.AddReduceDamagePourcentFeu) - this.Stats.GetTotal(EffectEnum.AddReduceDamagePourcentPvPFeu)) / 100
                          - this.Stats.GetTotal(EffectEnum.AddReduceDamageFeu) - this.Stats.GetTotal(EffectEnum.AddReduceDamagePvPFeu) - this.Stats.GetTotal(EffectEnum.AddReduceDamageMagic);
                break;

            case EffectEnum.DamageAir:
            case EffectEnum.VolAir:
                Damages = Damages * (100 - this.Stats.GetTotal(EffectEnum.AddReduceDamagePourcentAir) - this.Stats.GetTotal(EffectEnum.AddReduceDamagePourcentPvPAir)) / 100
                          - this.Stats.GetTotal(EffectEnum.AddReduceDamageAir) - this.Stats.GetTotal(EffectEnum.AddReduceDamagePvPAir) - this.Stats.GetTotal(EffectEnum.AddReduceDamageMagic);
                break;

            case EffectEnum.DamageEau:
            case EffectEnum.VolEau:
                Damages = Damages * (100 - this.Stats.GetTotal(EffectEnum.AddReduceDamagePourcentEau) - this.Stats.GetTotal(EffectEnum.AddReduceDamagePourcentPvPEau)) / 100
                          - this.Stats.GetTotal(EffectEnum.AddReduceDamageEau) - this.Stats.GetTotal(EffectEnum.AddReduceDamagePvPEau) - this.Stats.GetTotal(EffectEnum.AddReduceDamageMagic);
                break;
            }
        }
Example #3
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="damageEffect"></param>
        public int CalculArmor(EffectEnum damageEffect)
        {
            switch (damageEffect)
            {
            case EffectEnum.DamageEarth:
            case EffectEnum.StealEarth:
            case EffectEnum.DamageNeutral:
            case EffectEnum.StealNeutral:
                return((Statistics.GetTotal(EffectEnum.AddArmorEarth) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddStrength) / 100, 1 + Statistics.GetTotal(EffectEnum.AddStrength) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200)) +
                       (Statistics.GetTotal(EffectEnum.AddArmor) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddStrength) / 100, 1 + Statistics.GetTotal(EffectEnum.AddStrength) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200)));

            case EffectEnum.DamageFire:
            case EffectEnum.StealFire:
                return((Statistics.GetTotal(EffectEnum.AddArmorFire) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 100, 1 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200)) +
                       (Statistics.GetTotal(EffectEnum.AddArmor) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 100, 1 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200)));

            case EffectEnum.DamageAir:
            case EffectEnum.StealAir:
                return((Statistics.GetTotal(EffectEnum.AddArmorAir) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddAgility) / 100, 1 + Statistics.GetTotal(EffectEnum.AddAgility) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200)) +
                       (Statistics.GetTotal(EffectEnum.AddArmor) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddAgility) / 100, 1 + Statistics.GetTotal(EffectEnum.AddAgility) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200)));

            case EffectEnum.DamageWater:
            case EffectEnum.StealWater:
                return((Statistics.GetTotal(EffectEnum.AddArmorWater) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddChance) / 100, 1 + Statistics.GetTotal(EffectEnum.AddChance) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200)) +
                       (Statistics.GetTotal(EffectEnum.AddArmor) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddChance) / 100, 1 + Statistics.GetTotal(EffectEnum.AddChance) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200)));
            }

            return(0);
        }
Example #4
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="effect"></param>
        /// <param name="jet"></param>
        public void CalculDamages(EffectEnum effect, ref int jet)
        {
            switch (effect)
            {
            case EffectEnum.DamageEarth:
            case EffectEnum.StealEarth:
            case EffectEnum.DamageNeutral:
            case EffectEnum.StealNeutral:
                jet = (int)Math.Floor((double)jet * (100 + Statistics.GetTotal(EffectEnum.AddStrength) + Statistics.GetTotal(EffectEnum.AddDamagePercent)) / 100 +
                                      Statistics.GetTotal(EffectEnum.AddDamagePhysic) + Statistics.GetTotal(EffectEnum.AddDamage));
                break;

            case EffectEnum.DamageFire:
            case EffectEnum.StealFire:
                jet = (int)Math.Floor((double)jet * (100 + Statistics.GetTotal(EffectEnum.AddIntelligence) + Statistics.GetTotal(EffectEnum.AddDamagePercent)) / 100 +
                                      Statistics.GetTotal(EffectEnum.AddDamageMagic) + Statistics.GetTotal(EffectEnum.AddDamage));
                break;

            case EffectEnum.DamageAir:
            case EffectEnum.StealAir:
                jet = (int)Math.Floor((double)jet * (100 + Statistics.GetTotal(EffectEnum.AddAgility) + Statistics.GetTotal(EffectEnum.AddDamagePercent)) / 100 +
                                      Statistics.GetTotal(EffectEnum.AddDamageMagic) + Statistics.GetTotal(EffectEnum.AddDamage));
                break;

            case EffectEnum.DamageWater:
            case EffectEnum.StealWater:
                jet = (int)Math.Floor((double)jet * (100 + Statistics.GetTotal(EffectEnum.AddChance) + Statistics.GetTotal(EffectEnum.AddDamagePercent)) / 100 +
                                      Statistics.GetTotal(EffectEnum.AddDamageMagic) + Statistics.GetTotal(EffectEnum.AddDamage));
                break;
            }
        }
Example #5
0
        public int CalculReduceDamages(EffectEnum effect, int damages)
        {
            switch (effect)
            {
            case EffectEnum.DamageNeutre:
            case EffectEnum.VolNeutre:
                return(damages * (100 - Stats.GetStat(StatEnum.ReduceDamagePercentNeutre).Total - Stats.GetStat(StatEnum.ReduceDamagePercentPvPNeutre).Total) / 100
                       - Stats.GetStat(StatEnum.ReduceDamageNeutre).Total - Stats.GetStat(StatEnum.ReduceDamagePvPNeutre).Total - Stats.GetStat(StatEnum.ReduceDamagePhysic).Total);

            case EffectEnum.DamageTerre:
            case EffectEnum.VolTerre:
                return(damages * (100 - Stats.GetStat(StatEnum.ReduceDamagePercentTerre).Total - Stats.GetStat(StatEnum.ReduceDamagePercentPvPTerre).Total) / 100
                       - Stats.GetStat(StatEnum.ReduceDamageTerre).Total - Stats.GetStat(StatEnum.ReduceDamagePvPTerre).Total - Stats.GetStat(StatEnum.ReduceDamagePhysic).Total);

            case EffectEnum.DamageFeu:
            case EffectEnum.VolFeu:
                return(damages * (100 - Stats.GetStat(StatEnum.ReduceDamagePercentFeu).Total - Stats.GetStat(StatEnum.ReduceDamagePercentPvPFeu).Total) / 100
                       - Stats.GetStat(StatEnum.ReduceDamageFeu).Total - Stats.GetStat(StatEnum.ReduceDamagePvPFeu).Total - Stats.GetStat(StatEnum.ReduceDamageMagic).Total);

            case EffectEnum.DamageAir:
            case EffectEnum.VolAir:
                return(damages * (100 - Stats.GetStat(StatEnum.ReduceDamagePercentAir).Total - Stats.GetStat(StatEnum.ReduceDamagePercentPvPAir).Total) / 100
                       - Stats.GetStat(StatEnum.ReduceDamageAir).Total - Stats.GetStat(StatEnum.ReduceDamagePvPAir).Total - Stats.GetStat(StatEnum.ReduceDamageMagic).Total);

            case EffectEnum.DamageEau:
            case EffectEnum.VolEau:
                return(damages * (100 - Stats.GetStat(StatEnum.ReduceDamagePercentEau).Total - Stats.GetStat(StatEnum.ReduceDamagePercentPvPEau).Total) / 100
                       - Stats.GetStat(StatEnum.ReduceDamageEau).Total - Stats.GetStat(StatEnum.ReduceDamagePvPEau).Total - Stats.GetStat(StatEnum.ReduceDamageMagic).Total);
            }

            return(0);
        }
Example #6
0
        public static void Play(EffectEnum effect)
        {
            if (Properties.Settings.Default.PlaySounds == false) { return; }

            SoundPlayer soundPlayer = new SoundPlayer();
            switch (effect)
            {
                case EffectEnum.Archive:
                    soundPlayer.Stream = Properties.Resources.SoundArchive;
                    break;
                case EffectEnum.Click:
                    soundPlayer.Stream = Properties.Resources.SoundClick;
                    break;
                case EffectEnum.Open:
                    soundPlayer.Stream = Properties.Resources.SoundOpen;
                    break;
                case EffectEnum.Open2:
                    soundPlayer.Stream = Properties.Resources.SoundOpen2;
                    break;
                case EffectEnum.Thump:
                    soundPlayer.Stream = Properties.Resources.SoundThump;
                    break;
                default:
                    break;
            }

            soundPlayer.Play();
        }
Example #7
0
        public int CalculDamages(EffectEnum effect, int jet)
        {
            switch (effect)
            {
            case EffectEnum.DamageTerre:
            case EffectEnum.VolTerre:
            case EffectEnum.DamageNeutre:
            case EffectEnum.VolNeutre:
                return((int)Math.Floor((double)jet * (100 + Stats.GetStat(StatEnum.Force).Total + Stats.GetStat(StatEnum.DamagePercent).Total) / 100 +
                                       Stats.GetStat(StatEnum.DamagePhysic).Total + Stats.GetStat(StatEnum.Damage).Total));

            case EffectEnum.DamageFeu:
            case EffectEnum.VolFeu:
                return((int)Math.Floor((double)jet * (100 + Stats.GetStat(StatEnum.Intelligence).Total + Stats.GetStat(StatEnum.DamagePercent).Total) / 100 +
                                       Stats.GetStat(StatEnum.DamageMagic).Total + Stats.GetStat(StatEnum.Damage).Total));

            case EffectEnum.DamageAir:
            case EffectEnum.VolAir:
                return((int)Math.Floor((double)jet * (100 + Stats.GetStat(StatEnum.Agilite).Total + Stats.GetStat(StatEnum.DamagePercent).Total) / 100 +
                                       Stats.GetStat(StatEnum.DamageMagic).Total + Stats.GetStat(StatEnum.Damage).Total));

            case EffectEnum.DamageEau:
            case EffectEnum.VolEau:
                return((int)Math.Floor((double)jet * (100 + Stats.GetStat(StatEnum.Chance).Total + Stats.GetStat(StatEnum.DamagePercent).Total) / 100 +
                                       Stats.GetStat(StatEnum.DamageMagic).Total + Stats.GetStat(StatEnum.Damage).Total));
            }

            return(0);
        }
Example #8
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="id"></param>
 /// <param name="value1"></param>
 /// <param name="value2"></param>
 /// <param name="args"></param>
 /// <returns></returns>
 public void AddEffect(EffectEnum id, int value1, int value2 = 0, int value3 = 0, string args = "0")
 {
     if (!m_effects.ContainsKey(id))
     {
         m_effects.Add((EffectEnum)id, new GenericEffect(id, value1, value2, value3, args));
     }
 }
Example #9
0
        public int CalculArmor(EffectEnum effect)
        {
            switch (effect)
            {
            case EffectEnum.DamageTerre:
            case EffectEnum.VolTerre:
            case EffectEnum.DamageNeutre:
            case EffectEnum.VolNeutre:
                return((Stats.GetStat(StatEnum.ArmorTerre).Total *Math.Max(1 + Stats.GetStat(StatEnum.Force).Total / 100, 1 + Stats.GetStat(StatEnum.Force).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200)) +
                       (Stats.GetStat(StatEnum.Armor).Total *Math.Max(1 + Stats.GetStat(StatEnum.Force).Total / 100, 1 + Stats.GetStat(StatEnum.Force).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200)));

            case EffectEnum.DamageFeu:
            case EffectEnum.VolFeu:
                return((Stats.GetStat(StatEnum.ArmorFeu).Total *Math.Max(1 + Stats.GetStat(StatEnum.Intelligence).Total / 100, 1 + Stats.GetStat(StatEnum.Intelligence).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200)) +
                       (Stats.GetStat(StatEnum.Armor).Total *Math.Max(1 + Stats.GetStat(StatEnum.Intelligence).Total / 100, 1 + Stats.GetStat(StatEnum.Intelligence).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200)));

            case EffectEnum.DamageAir:
            case EffectEnum.VolAir:
                return((Stats.GetStat(StatEnum.ArmorAir).Total *Math.Max(1 + Stats.GetStat(StatEnum.Agilite).Total / 100, 1 + Stats.GetStat(StatEnum.Agilite).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200)) +
                       (Stats.GetStat(StatEnum.Armor).Total *Math.Max(1 + Stats.GetStat(StatEnum.Agilite).Total / 100, 1 + Stats.GetStat(StatEnum.Agilite).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200)));

            case EffectEnum.DamageEau:
            case EffectEnum.VolEau:
                return((Stats.GetStat(StatEnum.ArmorEau).Total *Math.Max(1 + Stats.GetStat(StatEnum.Chance).Total / 100, 1 + Stats.GetStat(StatEnum.Chance).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200)) +
                       (Stats.GetStat(StatEnum.Armor).Total *Math.Max(1 + Stats.GetStat(StatEnum.Chance).Total / 100, 1 + Stats.GetStat(StatEnum.Chance).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200)));
            }

            return(0);
        }
Example #10
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="character"></param>
 /// <param name="effect"></param>
 /// <param name="parameters"></param>
 public void ApplyEffect(CharacterEntity character, EffectEnum effect, Dictionary <string, string> parameters)
 {
     if (m_effectById.ContainsKey(effect))
     {
         m_effectById[effect].Process(character, parameters);
     }
 }
Example #11
0
        public void CalculDamages(EffectEnum Effect, ref int Jet)
        {
            switch (Effect)
            {
            case EffectEnum.DamageTerre:
            case EffectEnum.VolTerre:
            case EffectEnum.DamageNeutre:
            case EffectEnum.VolNeutre:
                Jet = (int)Math.Floor((double)Jet * (100 + this.Stats.GetTotal(EffectEnum.AddForce) + this.Stats.GetTotal(EffectEnum.AddDamagePercent)) / 100 +
                                      this.Stats.GetTotal(EffectEnum.AddDamagePhysic) + this.Stats.GetTotal(EffectEnum.AddDamage));
                break;

            case EffectEnum.DamageFeu:
            case EffectEnum.VolFeu:
                Jet = (int)Math.Floor((double)Jet * (100 + this.Stats.GetTotal(EffectEnum.AddIntelligence) + this.Stats.GetTotal(EffectEnum.AddDamagePercent)) / 100 +
                                      this.Stats.GetTotal(EffectEnum.AddDamageMagic) + this.Stats.GetTotal(EffectEnum.AddDamage));
                break;

            case EffectEnum.DamageAir:
            case EffectEnum.VolAir:
                Jet = (int)Math.Floor((double)Jet * (100 + this.Stats.GetTotal(EffectEnum.AddAgilite) + this.Stats.GetTotal(EffectEnum.AddDamagePercent)) / 100 +
                                      this.Stats.GetTotal(EffectEnum.AddDamageMagic) + this.Stats.GetTotal(EffectEnum.AddDamage));
                break;

            case EffectEnum.DamageEau:
            case EffectEnum.VolEau:
                Jet = (int)Math.Floor((double)Jet * (100 + this.Stats.GetTotal(EffectEnum.AddChance) + this.Stats.GetTotal(EffectEnum.AddDamagePercent)) / 100 +
                                      this.Stats.GetTotal(EffectEnum.AddDamageMagic) + this.Stats.GetTotal(EffectEnum.AddDamage));
                break;
            }
        }
Example #12
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="effectType"></param>
        /// <returns></returns>
        public static bool IsDamageEffect(EffectEnum effectType)
        {
            switch (effectType)
            {
            case EffectEnum.StealEarth:
            case EffectEnum.StealFire:
            case EffectEnum.StealWater:
            case EffectEnum.StealAir:
            case EffectEnum.StealNeutral:
            case EffectEnum.DamageEarth:
            case EffectEnum.DamageNeutral:
            case EffectEnum.DamageFire:
            case EffectEnum.DamageWater:
            case EffectEnum.DamageAir:
            case EffectEnum.DamageBrut:
            case EffectEnum.DamageLifeAir:
            case EffectEnum.DamageLifeEarth:
            case EffectEnum.DamageLifeFire:
            case EffectEnum.DamageLifeNeutral:
            case EffectEnum.DamageLifeWater:
            case EffectEnum.DamagePerAP:
            case EffectEnum.LifeSteal:
                return(true);
            }

            return(false);
        }
Example #13
0
 public GenericEffect(EffectEnum EffectId, int Base = 0, int Items = 0, int Dons = 0, int Boosts = 0)
 {
     this.EffectType = EffectId;
     this.Base       = Base;
     this.Items      = Items;
     this.Dons       = Dons;
     this.Boosts     = Boosts;
 }
Example #14
0
 public int GetItem(EffectEnum EffectType)
 {
     if (!this.myStats.ContainsKey(EffectType))
     {
         this.myStats.Add(EffectType, new GenericEffect(EffectType, Items: 0));
     }
     return(this.myStats[EffectType].Items);
 }
Example #15
0
 public int GetBase(EffectEnum EffectType)
 {
     if (!this.myStats.ContainsKey(EffectType))
     {
         this.myStats.Add(EffectType, new GenericEffect(EffectType, 0));
     }
     return(this.myStats[EffectType].Base);
 }
Example #16
0
 public bool Equals(EffectEnum obj)
 {
     if ((object)obj == null)
     {
         return(false);
     }
     return(StringComparer.OrdinalIgnoreCase.Equals(this.Value, obj.Value));
 }
 public Effect(EffectEnum id, string stats)
 {
     Id = id;
     if (int.TryParse(stats, out int data))
     {
         Stats = data;
     }
 }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="id"></param>
 /// <param name="value1"></param>
 /// <param name="value2"></param>
 /// <param name="args"></param>
 public GenericEffect(EffectEnum id, int value1, int value2, int value3, string args)
 {
     Id = (int)id;
     Value1 = value1;
     Value2 = value2;
     Value3 = value3;
     Args = args;
 }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="id"></param>
 /// <param name="baseValue"></param>
 /// <param name="items"></param>
 /// <param name="dons"></param>
 /// <param name="boosts"></param>
 public GenericEffect(EffectEnum id, int baseValue = 0, int items = 0, int dons = 0, int boosts = 0)
 {
     Id = (int)id;
     Base = baseValue;
     Items = items;
     Dons = dons;
     Boosts = boosts;
 }
Example #20
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="id"></param>
 /// <returns></returns>
 public GenericEffect GetEffect(EffectEnum id)
 {
     if (!m_effects.ContainsKey(id))
     {
         m_effects.Add(id, new GenericEffect(id));
     }
     return(m_effects[id]);
 }
Example #21
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="EffectType"></param>
 /// <param name="value"></param>
 public void AddBase(EffectEnum id, int value)
 {
     if (!m_effects.ContainsKey(id))
     {
         m_effects.Add(id, new GenericEffect(id));
     }
     m_effects[id].Base += value;
 }
Example #22
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="EffectType"></param>
 /// <param name="value"></param>
 public void AddDon(EffectEnum effectType, int value)
 {
     if (!m_effects.ContainsKey(effectType))
     {
         m_effects.Add(effectType, new GenericEffect(effectType));
     }
     m_effects[effectType].Dons += value;
 }
Example #23
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="id"></param>
 /// <param name="baseValue"></param>
 /// <param name="items"></param>
 /// <param name="dons"></param>
 /// <param name="boosts"></param>
 public GenericEffect(EffectEnum id, int baseValue = 0, int items = 0, int dons = 0, int boosts = 0)
 {
     Id     = (int)id;
     Base   = baseValue;
     Items  = items;
     Dons   = dons;
     Boosts = boosts;
 }
Example #24
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="id"></param>
 /// <param name="value1"></param>
 /// <param name="value2"></param>
 /// <param name="args"></param>
 public GenericEffect(EffectEnum id, int value1, int value2, int value3, string args)
 {
     Id     = (int)id;
     Value1 = value1;
     Value2 = value2;
     Value3 = value3;
     Args   = args;
 }
Example #25
0
        public GenericEffect GetEffect(EffectEnum EffectType)
        {
            if (!this.myStats.ContainsKey(EffectType))
            {
                this.myStats.Add(EffectType, new GenericEffect(EffectType));
            }

            return(this.myStats[EffectType]);
        }
Example #26
0
        public WeaponEffect GetWeaponEffet(EffectEnum EffectType)
        {
            if (myWeaponStats.ContainsKey(EffectType))
            {
                return(myWeaponStats[EffectType]);
            }

            return(null);
        }
Example #27
0
        public String GetSpecialEffect(EffectEnum EffectType)
        {
            if (mySpecialEffects.ContainsKey(EffectType))
            {
                return(mySpecialEffects[EffectType]);
            }

            return(null);
        }
Example #28
0
 public IEffect MakeSprite(EffectEnum spriteType, Vector2 location)
 {
     return(spriteType switch
     {
         EffectEnum.HitSprite => new HitSprite(texture2, location),
         EffectEnum.SwordBeamExplode => new SwordBeamExplode(texture2, location),
         EffectEnum.Death => new DeathCloud(texture2, location, game),
         EffectEnum.GanonAshes => new GanonAshes(texture1, location),
         _ => throw new ArgumentException("Invalid sprite! " + spriteType.ToString() + " Sprite factory failed."),
     });
Example #29
0
        /// <summary>
        /// Called when the given effect expires
        /// </summary>
        public void RemoveEffect(EffectEnum targetEffect)
        {
            var index = this.Icons.FindIndex(icon => icon.TargetEffect == targetEffect);

            if (index >= 0)
            {
                this.Icons.RemoveAt(index);
                this.RearrangeAllIcons();
            }
        }
Example #30
0
 public EffectInfos(SpellLevel Spell, EffectEnum Type, int v1, int v2, int v3, int Duration, int Chance, string RangeType)
 {
     this.Spell      = Spell;
     this.EffectType = Type;
     this.Value1     = v1;
     this.Value2     = v2;
     this.Value3     = v3;
     this.Duration   = Duration;
     this.Chance     = Chance;
     this.RangeType  = RangeType;
 }
Example #31
0
        /// <summary>
        /// Gets the prefab for the target effect
        /// </summary>
        /// <param name="targetEffect">The target effect</param>
        /// <returns>Prefab for the target effect. Null if unapplicable</returns>
        public EnemyStatusIcon GetEnemyStatusIcon(EffectEnum targetEffect)
        {
            EnemyStatusIcon result = null;

            if (!this._statusIconHash.TryGetValue(targetEffect, out result))
            {
                return(null);
            }

            return(result);
        }
Example #32
0
        private void ParseStats()
        {
            this.myStats = new GenericStats(this);

            string[] StatsArray = this.Effects.Split(',');

            foreach (string StatsRow in StatsArray)
            {
                try
                {
                    string[]   Stats   = StatsRow.Split('#');
                    EffectEnum StatsId = (EffectEnum)HexToInt(Stats[0]);

                    if ((int)StatsId == 997 || (int)StatsId == 996)
                    {
                        this.myStats.AddSpecialEffect(StatsId, Stats[4]);

                        continue;
                    }

                    //Si stats avec Texte (Signature, apartenance, etc)
                    if (StatsId == EffectEnum.LivingType || (!Stats[3].Equals("") && !Stats[3].Equals("0")))
                    {
                        this.myStats.AddSpecialEffect(StatsId, Stats[3]);
                        continue;
                    }

                    string Jet = Stats[4];

                    if (ItemTemplateModel.IsWeaponEffect(StatsId))
                    {
                        int Min = int.Parse(Stats[1], System.Globalization.NumberStyles.HexNumber);
                        int Max = int.Parse(Stats[2], System.Globalization.NumberStyles.HexNumber);

                        string Args  = Min + ";" + Max + ";-1;-1;0;" + Jet;
                        int    Value = 0;
                        if (Stats.Length > 4)
                        {
                            Value = int.Parse(Stats[4].Split('+')[1]);
                        }

                        this.myStats.AddWeaponEffect(StatsId, Min, Max, Args, Value);
                    }
                    else
                    {
                        int value = HexToInt(Stats[1]);
                        this.myStats.AddItem(StatsId, value);
                    }
                }
                catch (Exception e)
                {
                }
            }
        }
Example #33
0
        public void AddEffect(EffectEnum targetEffect)
        {
            var index = this.Icons.FindIndex(icon => icon.TargetEffect == targetEffect);

            if (index < 0)
            {
                var newIcon = Instantiate(PrefabManager.CurrentInstance.GetEnemyStatusIcon(targetEffect), this.transform);
                newIcon.transform.localPosition = new Vector3(this.Icons.Count * GeneralSettings.IconSize, 0);
                this.Icons.Add(newIcon);
            }
        }
Example #34
0
        public GenericStat(StatEnum type, EffectEnum[] addEffects, EffectEnum[] subEffects, int baseValue = 0, StatTotalFormule formule = null)
        {
            Type = type;
            AddEffects = addEffects;
            SubEffects = subEffects;

            Formule = (formule == null ? GenericStats.FormuleTotal : formule);

            Base = baseValue;
            Equipped = 0;
            Given = 0;
            Bonus = 0;
        }
Example #35
0
 public EffectCast(EffectEnum type, int spellID, int cellID, int value1, int value2, int value3, int chance, int duration, bool atCAC, Fighter caster, List<Fighter> targets, Fighter target = null)
 {
     Type = type;
     SpellID = spellID;
     CellID = cellID;
     Value1 = value1;
     Value2 = value2;
     Value3 = value3;
     Chance = chance;
     Duration = duration;
     AtCac = atCAC;
     Caster = caster;
     Targets = targets;
     Target = target;
 }
Example #36
0
 /// <summary>
 /// 
 /// </summary>
 /// <param name="effectType"></param>
 /// <param name="spellId"></param>
 /// <param name="cellId"></param>
 /// <param name="value1"></param>
 /// <param name="value2"></param>
 /// <param name="value3"></param>
 /// <param name="chance"></param>
 /// <param name="duration"></param>
 /// <param name="caster"></param>
 /// <param name="target"></param>
 /// <param name="rangeType"></param>
 /// <param name="targetKnownCellId"></param>
 /// <param name="spellLevel"></param>
 /// <param name="isMelee"></param>
 /// <param name="isTrap"></param>
 /// <param name="subEffect"></param>
 /// <param name="damageValue"></param>
 /// <param name="fakeValue"></param>
 public CastInfos(EffectEnum effectType,
     int spellId,
     int cellId,
     int value1,
     int value2,
     int value3,
     int chance,
     int duration,
     AbstractFighter caster,
     AbstractFighter target,
     string rangeType = "",
     int targetKnownCellId = 0,
     int spellLevel = -1,
     bool isMelee = false,
     bool isTrap = false,
     EffectEnum subEffect = EffectEnum.None,
     int damageValue = 0, int fakeValue = 0)
 {
     Fight = caster.Fight;
     Map = caster.Fight.Map;
     SpellLevel = spellLevel;
     TargetKnownCellId = targetKnownCellId;
     FakeValue = fakeValue;
     RangeType = rangeType;
     EffectType = effectType;
     SpellId = spellId;
     CellId = cellId;
     Value1 = value1;
     Value2 = value2;
     Value3 = value3;
     Chance = chance;
     IsTrap = isTrap;
     Duration = duration;
     Caster = caster;
     Target = target;
     if (subEffect == EffectEnum.None)
     {
         SubEffect = effectType;
     }
     else
     {
         SubEffect = subEffect;
     }
     DamageValue = damageValue;
     IsMelee = isMelee;
 }
 /// <summary>
 ///
 /// </summary>
 /// <param name="EffectType"></param>
 /// <param name="value"></param>
 public void AddBase(EffectEnum id, int value)
 {
     if (!m_effects.ContainsKey(id))
         m_effects.Add(id, new GenericEffect(id));
     m_effects[id].Base += value;
 }
        /// <summary>
        /// 
        /// </summary>
        /// <param name="effect"></param>
        /// <returns></returns>
        public GenericEffect GetTotalEffect(EffectEnum effectType)
        {
            var totalBase = 0;
            var totalItems = 0;
            var totalDons = 0;
            var totalBoosts = 0;
            var effect = GetEffect(effectType);

            totalBase = effect.Base;
            totalItems = effect.Items;
            totalDons = effect.Dons;
            totalBoosts = effect.Boosts;

            switch (effectType)
            {
                case EffectEnum.AddAPDodge:
                case EffectEnum.AddMPDodge:
                    totalBase += GetTotal(EffectEnum.AddWisdom) / 4;
                    break;
                case EffectEnum.AddAP:
                    totalItems += GetTotal(EffectEnum.AddAPBis);
                    break;
                case EffectEnum.AddMP:
                    totalItems += GetTotal(EffectEnum.MPBonus);
                    break;
                case EffectEnum.AddReflectDamage:
                    totalItems += GetTotal(EffectEnum.AddReflectDamageItem);
                    break;
            }

            if (OppositeStats.ContainsKey(effectType))
            {
                foreach (EffectEnum OppositeEffect in OppositeStats[effectType])
                {
                    if (m_effects.ContainsKey(OppositeEffect))
                    {
                        totalBase -= m_effects[OppositeEffect].Base;
                        totalBoosts -= m_effects[OppositeEffect].Boosts;
                        totalDons -= m_effects[OppositeEffect].Dons;
                        totalItems -= m_effects[OppositeEffect].Items;
                    }
                }
            }

            return new GenericEffect(effectType, totalBase, totalItems, totalDons, totalBoosts);
        }
 /// <summary>
 ///
 /// </summary>
 /// <param name="id"></param>
 /// <returns></returns>
 public GenericEffect GetEffect(EffectEnum id)
 {
     if (!m_effects.ContainsKey(id))
         m_effects.Add(id, new GenericEffect(id));
     return m_effects[id];
 }
        /// <summary>
        ///
        /// </summary>
        /// <param name="effectType"></param>
        /// <returns></returns>
        public int GetTotal(EffectEnum effectType)
        {
            int total = 0;

            if (m_effects.ContainsKey(effectType))
                total += m_effects[effectType].Total;

            switch (effectType)
            {
                case EffectEnum.AddAPDodge:
                case EffectEnum.AddMPDodge:
                    total += GetTotal(EffectEnum.AddWisdom) / 4;
                    break;
                case EffectEnum.AddAP:
                    total += GetTotal(EffectEnum.AddAPBis);
                    break;
                case EffectEnum.AddMP:
                    total += GetTotal(EffectEnum.MPBonus);
                    break;
            }

            if (OppositeStats.ContainsKey(effectType))
                foreach (EffectEnum OppositeEffect in OppositeStats[effectType])
                    if (m_effects.ContainsKey(OppositeEffect))
                        total -= m_effects[OppositeEffect].Total;

            return total;
        }
        /// <summary>
        /// 
        /// </summary>
        /// <param name="damageEffect"></param>
        public int CalculArmor(EffectEnum damageEffect)
        {
            switch (damageEffect)
            {
                case EffectEnum.DamageEarth:
                case EffectEnum.StealEarth:
                case EffectEnum.DamageNeutral:
                case EffectEnum.StealNeutral:
                    return (Statistics.GetTotal(EffectEnum.AddArmorEarth) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddStrength) / 100, 1 + Statistics.GetTotal(EffectEnum.AddStrength) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200)) +
                           (Statistics.GetTotal(EffectEnum.AddArmor) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddStrength) / 100, 1 + Statistics.GetTotal(EffectEnum.AddStrength) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200));

                case EffectEnum.DamageFire:
                case EffectEnum.StealFire:
                    return (Statistics.GetTotal(EffectEnum.AddArmorFire) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 100, 1 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200)) +
                           (Statistics.GetTotal(EffectEnum.AddArmor) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 100, 1 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200));

                case EffectEnum.DamageAir:
                case EffectEnum.StealAir:
                    return (Statistics.GetTotal(EffectEnum.AddArmorAir) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddAgility) / 100, 1 + Statistics.GetTotal(EffectEnum.AddAgility) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200)) +
                           (Statistics.GetTotal(EffectEnum.AddArmor) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddAgility) / 100, 1 + Statistics.GetTotal(EffectEnum.AddAgility) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200));

                case EffectEnum.DamageWater:
                case EffectEnum.StealWater:
                    return (Statistics.GetTotal(EffectEnum.AddArmorWater) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddChance) / 100, 1 + Statistics.GetTotal(EffectEnum.AddChance) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200)) +
                           (Statistics.GetTotal(EffectEnum.AddArmor) * Math.Max(1 + Statistics.GetTotal(EffectEnum.AddChance) / 100, 1 + Statistics.GetTotal(EffectEnum.AddChance) / 200 + Statistics.GetTotal(EffectEnum.AddIntelligence) / 200));

            }

            return 0;
        }
Example #42
0
        public int CalculArmor(EffectEnum effect)
        {
            switch (effect)
            {
                case EffectEnum.DamageTerre:
                case EffectEnum.VolTerre:
                case EffectEnum.DamageNeutre:
                case EffectEnum.VolNeutre:
                    return (Stats.GetStat(StatEnum.ArmorTerre).Total * Math.Max(1 + Stats.GetStat(StatEnum.Force).Total / 100, 1 + Stats.GetStat(StatEnum.Force).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200)) +
                           (Stats.GetStat(StatEnum.Armor).Total * Math.Max(1 + Stats.GetStat(StatEnum.Force).Total / 100, 1 + Stats.GetStat(StatEnum.Force).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200));

                case EffectEnum.DamageFeu:
                case EffectEnum.VolFeu:
                    return (Stats.GetStat(StatEnum.ArmorFeu).Total * Math.Max(1 + Stats.GetStat(StatEnum.Intelligence).Total / 100, 1 + Stats.GetStat(StatEnum.Intelligence).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200)) +
                           (Stats.GetStat(StatEnum.Armor).Total * Math.Max(1 + Stats.GetStat(StatEnum.Intelligence).Total / 100, 1 + Stats.GetStat(StatEnum.Intelligence).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200));

                case EffectEnum.DamageAir:
                case EffectEnum.VolAir:
                    return (Stats.GetStat(StatEnum.ArmorAir).Total * Math.Max(1 + Stats.GetStat(StatEnum.Agilite).Total / 100, 1 + Stats.GetStat(StatEnum.Agilite).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200)) +
                           (Stats.GetStat(StatEnum.Armor).Total * Math.Max(1 + Stats.GetStat(StatEnum.Agilite).Total / 100, 1 + Stats.GetStat(StatEnum.Agilite).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200));

                case EffectEnum.DamageEau:
                case EffectEnum.VolEau:
                    return (Stats.GetStat(StatEnum.ArmorEau).Total * Math.Max(1 + Stats.GetStat(StatEnum.Chance).Total / 100, 1 + Stats.GetStat(StatEnum.Chance).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200)) +
                           (Stats.GetStat(StatEnum.Armor).Total * Math.Max(1 + Stats.GetStat(StatEnum.Chance).Total / 100, 1 + Stats.GetStat(StatEnum.Chance).Total / 200 + Stats.GetStat(StatEnum.Intelligence).Total / 200));
            }

            return 0;
        }
Example #43
0
        public int CalculDamages(EffectEnum effect, int jet)
        {
            switch (effect)
            {
                case EffectEnum.DamageTerre:
                case EffectEnum.VolTerre:
                case EffectEnum.DamageNeutre:
                case EffectEnum.VolNeutre:
                    return (int)Math.Floor((double)jet * (100 + Stats.GetStat(StatEnum.Force).Total + Stats.GetStat(StatEnum.DamagePercent).Total) / 100 +
                                                  Stats.GetStat(StatEnum.DamagePhysic).Total + Stats.GetStat(StatEnum.Damage).Total);

                case EffectEnum.DamageFeu:
                case EffectEnum.VolFeu:
                    return (int)Math.Floor((double)jet * (100 + Stats.GetStat(StatEnum.Intelligence).Total + Stats.GetStat(StatEnum.DamagePercent).Total) / 100 +
                                                  Stats.GetStat(StatEnum.DamageMagic).Total + Stats.GetStat(StatEnum.Damage).Total);

                case EffectEnum.DamageAir:
                case EffectEnum.VolAir:
                    return (int)Math.Floor((double)jet * (100 + Stats.GetStat(StatEnum.Agilite).Total + Stats.GetStat(StatEnum.DamagePercent).Total) / 100 +
                                                  Stats.GetStat(StatEnum.DamageMagic).Total + Stats.GetStat(StatEnum.Damage).Total);

                case EffectEnum.DamageEau:
                case EffectEnum.VolEau:
                    return (int)Math.Floor((double)jet * (100 + Stats.GetStat(StatEnum.Chance).Total + Stats.GetStat(StatEnum.DamagePercent).Total) / 100 +
                                                  Stats.GetStat(StatEnum.DamageMagic).Total + Stats.GetStat(StatEnum.Damage).Total);
            }

            return 0;
        }
Example #44
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="effectType"></param>
        /// <returns></returns>
        public static bool IsDamageEffect(EffectEnum effectType)
        {
            switch (effectType)
            {
                case EffectEnum.StealEarth:
                case EffectEnum.StealFire:
                case EffectEnum.StealWater:
                case EffectEnum.StealAir:
                case EffectEnum.StealNeutral:
                case EffectEnum.DamageEarth:
                case EffectEnum.DamageNeutral:
                case EffectEnum.DamageFire:
                case EffectEnum.DamageWater:
                case EffectEnum.DamageAir:
                case EffectEnum.DamageBrut:
                case EffectEnum.DamageLifeAir:
                case EffectEnum.DamageLifeEarth:
                case EffectEnum.DamageLifeFire:
                case EffectEnum.DamageLifeNeutral:
                case EffectEnum.DamageLifeWater:
                case EffectEnum.DamagePerAP:
                case EffectEnum.LifeSteal:
                    return true;
            }

            return false;
        }
Example #45
0
        public void ModifyStatBonus(EffectEnum effect, int value, bool opposite = false)
        {
            GenericStat stat = null;
            bool addValue = false;

            foreach (GenericStat forStat in myStats)
            {
                if (forStat.AddEffects.Contains(effect))
                {
                    stat = forStat;
                    addValue = true;
                    break;
                }

                if (forStat.SubEffects.Contains(effect))
                {
                    stat = forStat;
                    addValue = false;
                    break;
                }
            }

            if (stat == null)
                return;

            if (opposite)
                addValue = !addValue;

            if (addValue)
                stat.Bonus += value;
            else
                stat.Bonus -= value;
        }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="id"></param>
 /// <param name="value1"></param>
 /// <param name="value2"></param>
 /// <param name="args"></param>
 /// <returns></returns>
 public void AddEffect(EffectEnum id, int value1, int value2 = 0, int value3 = 0, string args = "0")
 {
     if (!m_effects.ContainsKey(id))
         m_effects.Add((EffectEnum)id, new GenericEffect(id, value1, value2, value3, args));
 }
Example #47
0
 /// <summary>
 /// 
 /// </summary>
 /// <param name="effectType"></param>
 /// <returns></returns>
 public static bool IsSpecial(EffectEnum effectType)
 {
     switch (effectType)
     {
         case EffectEnum.UseTrap:
         case EffectEnum.UseGlyph:
         case EffectEnum.Invocation:
         case EffectEnum.InvocDouble:
         case EffectEnum.Teleport:
             return true;
     }
     return false;
 }
Example #48
0
 /// <summary>
 /// 
 /// </summary>
 /// <param name="effectType"></param>
 /// <returns></returns>
 public static bool IsMalusEffect(EffectEnum effectType)
 {
     return !IsDamageEffect(effectType) && !IsBonusEffect(effectType) && !IsFriendlyEffect(effectType) && !IsSpecial(effectType);
 }
Example #49
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="effectType"></param>
        /// <returns></returns>
        public static bool IsFriendlyEffect(EffectEnum effectType)
        {
            switch(effectType)
            {
                case EffectEnum.Sacrifice:
                case EffectEnum.Evasion:
                case EffectEnum.Transpose:
                case EffectEnum.PandaCarrier:
                case EffectEnum.PandaLaunch:
                case EffectEnum.ReflectSpell:
                    return true;
            }

            return false;
        }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="EffectType"></param>
 /// <param name="value"></param>
 public void AddDon(EffectEnum effectType, int value)
 {
     if (!m_effects.ContainsKey(effectType))
         m_effects.Add(effectType, new GenericEffect(effectType));
     m_effects[effectType].Dons += value;
 }
        /// <summary>
        /// 
        /// </summary>
        /// <param name="effect"></param>
        /// <param name="jet"></param>
        public void CalculDamages(EffectEnum effect, ref int jet)
        {
            switch (effect)
            {
                case EffectEnum.DamageEarth:
                case EffectEnum.StealEarth:
                case EffectEnum.DamageNeutral:
                case EffectEnum.StealNeutral:
                    jet = (int)Math.Floor((double)jet * (100 + Statistics.GetTotal(EffectEnum.AddStrength) + Statistics.GetTotal(EffectEnum.AddDamagePercent)) / 100 +
                                                  Statistics.GetTotal(EffectEnum.AddDamagePhysic) + Statistics.GetTotal(EffectEnum.AddDamage));
                    break;

                case EffectEnum.DamageFire:
                case EffectEnum.StealFire:
                    jet = (int)Math.Floor((double)jet * (100 + Statistics.GetTotal(EffectEnum.AddIntelligence) + Statistics.GetTotal(EffectEnum.AddDamagePercent)) / 100 +
                                           Statistics.GetTotal(EffectEnum.AddDamageMagic) + Statistics.GetTotal(EffectEnum.AddDamage));
                    break;

                case EffectEnum.DamageAir:
                case EffectEnum.StealAir:
                    jet = (int)Math.Floor((double)jet * (100 + Statistics.GetTotal(EffectEnum.AddAgility) + Statistics.GetTotal(EffectEnum.AddDamagePercent)) / 100 +
                                           Statistics.GetTotal(EffectEnum.AddDamageMagic) + Statistics.GetTotal(EffectEnum.AddDamage));
                    break;

                case EffectEnum.DamageWater:
                case EffectEnum.StealWater:
                    jet = (int)Math.Floor((double)jet * (100 + Statistics.GetTotal(EffectEnum.AddChance) + Statistics.GetTotal(EffectEnum.AddDamagePercent)) / 100 +
                                           Statistics.GetTotal(EffectEnum.AddDamageMagic) + Statistics.GetTotal(EffectEnum.AddDamage));
                    break;
            }
        }
Example #52
0
        public void ModifyStatGiven(EffectEnum effect, int value)
        {
            GenericStat stat = null;
            bool addValue = false;

            foreach (GenericStat forStat in myStats)
            {
                if (forStat.AddEffects.Contains(effect))
                {
                    stat = forStat;
                    addValue = true;
                    break;
                }

                if (forStat.SubEffects.Contains(effect))
                {
                    stat = forStat;
                    addValue = false;
                    break;
                }
            }

            if (stat == null)
                return;

            if (addValue)
                stat.Given += value;
            else
                stat.Given -= value;
        }
 /// <summary>
 /// /
 /// </summary>
 /// <param name="damageType"></param>
 public DamageLifePercentEffect(EffectEnum damageType)
 {
     m_damageType = damageType;
 }
        /// <summary>
        /// 
        /// </summary>
        /// <param name="effect"></param>
        /// <param name="damages"></param>
        public void CalculReduceDamages(EffectEnum effect, ref int damages)
        {
            var coef = damages;
            switch (effect)
            {
                case EffectEnum.DamageNeutral:
                case EffectEnum.StealNeutral:
                    coef = damages * (100 - Statistics.GetTotal(EffectEnum.AddReduceDamagePercentNeutral) - Statistics.GetTotal(EffectEnum.AddReduceDamagePercentPvPNeutral)) / 100
                                             - Statistics.GetTotal(EffectEnum.AddReduceDamageNeutral) - Statistics.GetTotal(EffectEnum.AddReduceDamagePvPNeutral);
                    damages = (int)(coef - Statistics.GetTotal(EffectEnum.AddReduceDamagePhysic));
                    break;

                case EffectEnum.DamageEarth:
                case EffectEnum.StealEarth:
                    coef = damages * (100 - Statistics.GetTotal(EffectEnum.AddReduceDamagePercentEarth) - Statistics.GetTotal(EffectEnum.AddReduceDamagePercentPvPEarth)) / 100
                                             - Statistics.GetTotal(EffectEnum.AddReduceDamageEarth) - Statistics.GetTotal(EffectEnum.AddReduceDamagePvPEarth);
                    damages = (int)(coef - Statistics.GetTotal(EffectEnum.AddReduceDamagePhysic));
                    break;

                case EffectEnum.DamageFire:
                case EffectEnum.StealFire:
                    coef = damages * (100 - Statistics.GetTotal(EffectEnum.AddReduceDamagePercentFire) - Statistics.GetTotal(EffectEnum.AddReduceDamagePercentPvPFire)) / 100
                                             - Statistics.GetTotal(EffectEnum.AddReduceDamageFire) - Statistics.GetTotal(EffectEnum.AddReduceDamagePvPFire);
                    damages = (int)(coef - Statistics.GetTotal(EffectEnum.AddReduceDamageMagic));
                    break;

                case EffectEnum.DamageAir:
                case EffectEnum.StealAir:
                    coef = damages * (100 - Statistics.GetTotal(EffectEnum.AddReduceDamagePercentAir) - Statistics.GetTotal(EffectEnum.AddReduceDamagePercentPvPAir)) / 100
                                             - Statistics.GetTotal(EffectEnum.AddReduceDamageAir) - Statistics.GetTotal(EffectEnum.AddReduceDamagePvPAir);
                    damages = (int)(coef - Statistics.GetTotal(EffectEnum.AddReduceDamageMagic));
                    break;

                case EffectEnum.DamageWater:
                case EffectEnum.StealWater:
                    coef = damages * (100 - Statistics.GetTotal(EffectEnum.AddReduceDamagePercentWater) - Statistics.GetTotal(EffectEnum.AddReduceDamagePercentPvPWater)) / 100
                                             - Statistics.GetTotal(EffectEnum.AddReduceDamageWater) - Statistics.GetTotal(EffectEnum.AddReduceDamagePvPWater);
                    damages = (int)(coef - Statistics.GetTotal(EffectEnum.AddReduceDamageMagic));
                    break;
            }
        }
Example #55
0
        public int CalculReduceDamages(EffectEnum effect, int damages)
        {
            switch (effect)
            {
                case EffectEnum.DamageNeutre:
                case EffectEnum.VolNeutre:
                    return damages * (100 - Stats.GetStat(StatEnum.ReduceDamagePercentNeutre).Total - Stats.GetStat(StatEnum.ReduceDamagePercentPvPNeutre).Total) / 100
                                             - Stats.GetStat(StatEnum.ReduceDamageNeutre).Total - Stats.GetStat(StatEnum.ReduceDamagePvPNeutre).Total - Stats.GetStat(StatEnum.ReduceDamagePhysic).Total;

                case EffectEnum.DamageTerre:
                case EffectEnum.VolTerre:
                    return damages * (100 - Stats.GetStat(StatEnum.ReduceDamagePercentTerre).Total - Stats.GetStat(StatEnum.ReduceDamagePercentPvPTerre).Total) / 100
                                             - Stats.GetStat(StatEnum.ReduceDamageTerre).Total - Stats.GetStat(StatEnum.ReduceDamagePvPTerre).Total - Stats.GetStat(StatEnum.ReduceDamagePhysic).Total;

                case EffectEnum.DamageFeu:
                case EffectEnum.VolFeu:
                    return damages * (100 - Stats.GetStat(StatEnum.ReduceDamagePercentFeu).Total - Stats.GetStat(StatEnum.ReduceDamagePercentPvPFeu).Total) / 100
                                             - Stats.GetStat(StatEnum.ReduceDamageFeu).Total - Stats.GetStat(StatEnum.ReduceDamagePvPFeu).Total - Stats.GetStat(StatEnum.ReduceDamageMagic).Total;

                case EffectEnum.DamageAir:
                case EffectEnum.VolAir:
                    return damages * (100 - Stats.GetStat(StatEnum.ReduceDamagePercentAir).Total - Stats.GetStat(StatEnum.ReduceDamagePercentPvPAir).Total) / 100
                                             - Stats.GetStat(StatEnum.ReduceDamageAir).Total - Stats.GetStat(StatEnum.ReduceDamagePvPAir).Total - Stats.GetStat(StatEnum.ReduceDamageMagic).Total;

                case EffectEnum.DamageEau:
                case EffectEnum.VolEau:
                    return damages * (100 - Stats.GetStat(StatEnum.ReduceDamagePercentEau).Total - Stats.GetStat(StatEnum.ReduceDamagePercentPvPEau).Total) / 100
                                             - Stats.GetStat(StatEnum.ReduceDamageEau).Total - Stats.GetStat(StatEnum.ReduceDamagePvPEau).Total - Stats.GetStat(StatEnum.ReduceDamageMagic).Total;
            }

            return 0;
        }
Example #56
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="effectType"></param>
        /// <returns></returns>
        public static bool IsBonusEffect(EffectEnum effectType)
        {
            switch (effectType)
            {
                case EffectEnum.Heal:
                case EffectEnum.AddAgility:
                case EffectEnum.AddAP:
                case EffectEnum.AddAPBis:
                case EffectEnum.AddAPDodge:
                case EffectEnum.AddArmor:
                case EffectEnum.AddArmorAir:
                case EffectEnum.AddArmorBis:
                case EffectEnum.AddArmorEarth:
                case EffectEnum.AddArmorFire:
                case EffectEnum.AddArmorNeutral:
                case EffectEnum.AddArmorWater:
                case EffectEnum.AddCaractAgility:
                case EffectEnum.AddCaractIntelligence:
                case EffectEnum.AddCaractPoint:
                case EffectEnum.AddCaractStrength:
                case EffectEnum.AddCaractVitality:
                case EffectEnum.AddCaractWisdom:
                case EffectEnum.AddChance:
                case EffectEnum.AddChatiment:
                case EffectEnum.AddDamage:
                case EffectEnum.AddDamageCritic:
                case EffectEnum.AddDamageMagic:
                case EffectEnum.AddDamagePercent:
                case EffectEnum.AddDamagePhysic:
                case EffectEnum.AddDamagePiege:
                case EffectEnum.AddHealCare:
                case EffectEnum.AddInitiative:
                case EffectEnum.AddIntelligence:
                case EffectEnum.AddInvocationMax:
                case EffectEnum.AddLife:
                case EffectEnum.AddMP:
                case EffectEnum.AddMPDodge:
                case EffectEnum.AddPO:
                case EffectEnum.AddPods:
                case EffectEnum.AddProspection:
                case EffectEnum.AddReduceDamageAir:
                case EffectEnum.AddReduceDamageEarth:
                case EffectEnum.AddReduceDamageFire:
                case EffectEnum.AddReduceDamageMagic:
                case EffectEnum.AddReduceDamageNeutral:
                case EffectEnum.AddReduceDamagePercentAir:
                case EffectEnum.AddReduceDamagePercentEarth:
                case EffectEnum.AddReduceDamagePercentFire:
                case EffectEnum.AddReduceDamagePercentNeutral:
                case EffectEnum.AddReduceDamagePercentWater:
                case EffectEnum.AddReduceDamagePhysic:
                case EffectEnum.AddReduceDamageWater:
                case EffectEnum.AddReflectDamage:
                case EffectEnum.AddState:
                case EffectEnum.AddStrength:
                case EffectEnum.AddVitality:
                case EffectEnum.AddWisdom:
                    return true;
            }

            return false;
        }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="id"></param>
 /// <returns></returns>
 public bool HasEffect(EffectEnum id)
 {
     return m_effects.ContainsKey(id);
 }