Example #1
0
        public static void Proc(ref Actor sActor, ref Actor dActor, ref Map.SkillArgs args)
        {
            byte    level;
            ActorPC pc = (ActorPC)sActor;

            Tasks.PassiveSkillStatus ss;
            Tasks.Regeneration       rege = (Tasks.Regeneration)pc.Tasks["RegenerationSP"];
            args.damage     = 0;
            args.isCritical = 0;
            level           = (byte)(args.skillID - baseID + 1);
            if (!pc.BattleSkills.ContainsKey((uint)args.skillID))
            {
                if (pc.Tasks.ContainsKey("ChakraaBreath"))
                {
                    ss       = (PassiveSkillStatus)pc.Tasks["ChakraaBreath"];
                    rege.sp -= (ushort)GetLevelValue(level);
                    pc.Tasks.Remove("ChakraaBreath");
                }
                return; //if current weapon is not Short Sword
            }
            if (pc.Tasks.ContainsKey("ChakraaBreath"))
            {
                ss       = (PassiveSkillStatus)pc.Tasks["ChakraaBreath"];
                rege.sp -= (ushort)GetLevelValue(ss.level);
                ss.level = level;
                rege.sp += (ushort)GetLevelValue(level);
            }
            else
            {
                ss       = new PassiveSkillStatus(level);
                rege.sp += (ushort)GetLevelValue(level);
                pc.Tasks.Add("ChakraaBreath", ss);
            }
        }
Example #2
0
        public static void Proc(ref Actor sActor, ref Actor dActor, ref Map.SkillArgs args)
        {
            if (sActor.type == ActorType.PC)
            {
                ActorPC pc = (ActorPC)sActor;
                if (pc.SP < SkillFactory.GetSkill((uint)args.skillID).sp)
                {
                    args.damage     = 0;
                    args.isCritical = Map.SkillArgs.AttackResult.Miss;
                    args.failed     = true;
                    return;
                }
                else
                {
                    ActorEventHandlers.PC_EventHandler eh = (ActorEventHandlers.PC_EventHandler)pc.e;
                    pc.SP -= (ushort)SkillFactory.GetSkill((uint)args.skillID).sp;
                    pc.LP += 1;
                    if (pc.LP > 5)
                    {
                        pc.LP = 5;
                    }
                    eh.C.SendCharStatus(0);
                }
            }
            args.damage     = 0;
            args.isCritical = Map.SkillArgs.AttackResult.Nodamage;
            byte    level    = (byte)(args.skillID - baseID + 1);
            ActorPC targetpc = (ActorPC)dActor;

            Tasks.PassiveSkillStatus ss;

            if (targetpc.Tasks.ContainsKey("VenomCoat"))
            {
                ss       = (PassiveSkillStatus)targetpc.Tasks["VenomCoat"];
                ss.level = level;
                SkillHandler.RemoveStatusIcon(dActor, (uint)1457400 + ss.level);
                targetpc.BattleStatus.atkskill -= CalcDamage(ss.level);
                ss.Deactivate();
                ss.dueTime = 1;
                ss.period  = 600000;
                targetpc.BattleStatus.atkskill += CalcDamage(level);
                SkillHandler.AddStatusIcon(dActor, (uint)args.skillID, 600000);
                ss.Activate();
            }
            else
            {
                ss         = new PassiveSkillStatus(level);
                ss.dueTime = 1;
                ss.period  = 600000;

                ss.client = dActor;
                ss.Func   = new PassiveSkillStatus.CallBackFunc(Callback);
                targetpc.Tasks.Add("VenomCoat", ss);
                targetpc.BattleStatus.atkskill += CalcDamage(level);
                SkillHandler.AddStatusIcon(dActor, (uint)args.skillID, 600000);
                ss.Activate();
            }
        }
Example #3
0
        public static void Proc(ref Actor sActor, ref Actor dActor, ref Map.SkillArgs args)
        {
            byte    level;
            ActorPC pc = (ActorPC)sActor;

            ActorEventHandlers.PC_EventHandler eh = (ActorEventHandlers.PC_EventHandler)pc.e;
            Tasks.PassiveSkillStatus           ss;
            level = (byte)(args.skillID - baseID + 1);

            args.damage     = 0;
            args.isCritical = Map.SkillArgs.AttackResult.Nodamage;
            if (dActor.type == ActorType.PC)
            {
                ActorPC targetpc = (ActorPC)dActor;

                if (targetpc.Tasks.ContainsKey("Meditation"))
                {
                    ss = (PassiveSkillStatus)targetpc.Tasks["Meditation"];
                    targetpc.BattleStatus.fireresist -= CalcValue(ss.level);
                    targetpc.BattleStatus.iceresist  -= CalcValue(ss.level);
                    targetpc.BattleStatus.windresist -= CalcValue(ss.level);
                    targetpc.BattleStatus.holyresist -= CalcValue(ss.level);
                    targetpc.BattleStatus.darkresist -= CalcValue(ss.level);
                    ss.level = level;
                    targetpc.BattleStatus.fireresist += CalcValue(level);
                    targetpc.BattleStatus.iceresist  += CalcValue(level);
                    targetpc.BattleStatus.windresist += CalcValue(level);
                    targetpc.BattleStatus.holyresist += CalcValue(level);
                    targetpc.BattleStatus.darkresist += CalcValue(level);
                    if (dActor.type == ActorType.PC)
                    {
                        eh = (ActorEventHandlers.PC_EventHandler)dActor.e;
                        eh.C.SendBattleStatus();
                    }
                }
                else
                {
                    ss            = new PassiveSkillStatus(level);
                    ss.DeactFunc += Deactivate;
                    ss.client     = dActor;
                    targetpc.Tasks.Add("Meditation", ss);
                    targetpc.BattleStatus.fireresist += CalcValue(level);
                    targetpc.BattleStatus.iceresist  += CalcValue(level);
                    targetpc.BattleStatus.windresist += CalcValue(level);
                    targetpc.BattleStatus.holyresist += CalcValue(level);
                    targetpc.BattleStatus.darkresist += CalcValue(level);
                    if (dActor.type == ActorType.PC)
                    {
                        eh = (ActorEventHandlers.PC_EventHandler)dActor.e;
                        eh.C.SendBattleStatus();
                    }
                }
            }
        }
Example #4
0
        public static void Proc(ref Actor sActor, ref Actor dActor, ref Map.SkillArgs args)
        {
            byte level;
            ActorPC pc = (ActorPC)sActor;
            ActorEventHandlers.PC_EventHandler eh = (ActorEventHandlers.PC_EventHandler)pc.e;
            Tasks.PassiveSkillStatus ss;
            level = (byte)(args.skillID - baseID + 1);

            args.damage = 0;
            args.isCritical =  Map.SkillArgs.AttackResult.Nodamage;
            if (dActor.type == ActorType.PC)
            {
                ActorPC targetpc = (ActorPC)dActor;

                if (targetpc.Tasks.ContainsKey("Meditation"))
                {
                    ss = (PassiveSkillStatus)targetpc.Tasks["Meditation"];
                    targetpc.BattleStatus.fireresist -= CalcValue(ss.level);
                    targetpc.BattleStatus.iceresist -= CalcValue(ss.level);
                    targetpc.BattleStatus.windresist -= CalcValue(ss.level);
                    targetpc.BattleStatus.holyresist -= CalcValue(ss.level);
                    targetpc.BattleStatus.darkresist -= CalcValue(ss.level);
                    ss.level = level;
                    targetpc.BattleStatus.fireresist += CalcValue(level);
                    targetpc.BattleStatus.iceresist += CalcValue(level);
                    targetpc.BattleStatus.windresist += CalcValue(level);
                    targetpc.BattleStatus.holyresist += CalcValue(level);
                    targetpc.BattleStatus.darkresist += CalcValue(level);
                    if (dActor.type == ActorType.PC)
                    {
                        eh = (ActorEventHandlers.PC_EventHandler)dActor.e;
                        eh.C.SendBattleStatus();
                    }
                }
                else
                {
                    ss = new PassiveSkillStatus(level);
                    ss.DeactFunc += Deactivate;
                    ss.client = dActor;
                    targetpc.Tasks.Add("Meditation", ss);
                    targetpc.BattleStatus.fireresist += CalcValue(level);
                    targetpc.BattleStatus.iceresist += CalcValue(level);
                    targetpc.BattleStatus.windresist += CalcValue(level);
                    targetpc.BattleStatus.holyresist += CalcValue(level);
                    targetpc.BattleStatus.darkresist += CalcValue(level);
                    if (dActor.type == ActorType.PC)
                    {
                        eh = (ActorEventHandlers.PC_EventHandler)dActor.e;
                        eh.C.SendBattleStatus();
                    }
                }
            }
        }
Example #5
0
 /// <summary>
 /// Add a passive status to a Actor
 /// </summary>
 /// <param name="pc">Actor</param>
 /// <param name="StatusName">Name of the Status</param>
 /// <param name="WeaponType">Weapon type</param>
 /// <param name="Status">Status instance</param>
 /// <param name="callback">Delegate to a callback function</param>
 /// <param name="DeactFunc">Delegate to a deactivation function</param>
 /// <returns>Result</returns>
 public static PassiveStatusAddResult AddPassiveStatus(Actor pc, string StatusName, byte WeaponType, out PassiveSkillStatus Status, PassiveSkillStatus.CallBackFunc callback, PassiveSkillStatus.DeactivateFunc DeactFunc)
 {
     Status = null;
     if (pc.type == ActorType.PC)
     {
         if (SagaDB.Items.WeaponFactory.GetActiveWeapon((ActorPC)pc).type != WeaponType && WeaponType != 255)
         {
             if (pc.Tasks.ContainsKey(StatusName))
             {
                 Status = (PassiveSkillStatus)pc.Tasks[StatusName];
                 pc.Tasks.Remove(StatusName);
             }
             return(PassiveStatusAddResult.WeaponMissMatch);
         }
     }
     if (pc.Tasks.ContainsKey(StatusName))
     {
         Status = (PassiveSkillStatus)pc.Tasks[StatusName];
         return(PassiveStatusAddResult.Updated);
     }
     else
     {
         Status = new PassiveSkillStatus(1);
         if (DeactFunc != null)
         {
             Status.DeactFunc += DeactFunc;
         }
         if (callback != null)
         {
             Status.Func += callback;
         }
         Status.client = pc;
         pc.Tasks.Add(StatusName, Status);
         return(PassiveStatusAddResult.OK);
     }
 }
Example #6
0
        public static void Proc(ref Actor sActor, ref Actor dActor,ref Map.SkillArgs args)
        {
            if (sActor.type == ActorType.PC)
            {
                ActorPC pc = (ActorPC)sActor;
                if (pc.SP < SkillFactory.GetSkill((uint)args.skillID).sp)
                {
                    args.damage = 0;
                    args.isCritical =  Map.SkillArgs.AttackResult.Miss;
                    args.failed = true;
                    return;
                }
                else
                {
                    ActorEventHandlers.PC_EventHandler eh = (ActorEventHandlers.PC_EventHandler)pc.e;
                    pc.SP -= (ushort)SkillFactory.GetSkill((uint)args.skillID).sp;
                    pc.LP += 1;
                    if (pc.LP > 5) pc.LP = 5;
                    eh.C.SendCharStatus(0);
                }
            }
            args.damage = 0;
            args.isCritical = Map.SkillArgs.AttackResult.Nodamage;
            byte level = (byte)(args.skillID - baseID + 1);
            ActorPC targetpc = (ActorPC)dActor;
            Tasks.PassiveSkillStatus ss;

            if (targetpc.Tasks.ContainsKey("VenomCoat"))
            {
                ss = (PassiveSkillStatus)targetpc.Tasks["VenomCoat"];
                ss.level = level;
                SkillHandler.RemoveStatusIcon(dActor, (uint)1457400 + ss.level);
                targetpc.BattleStatus.atkskill -= CalcDamage(ss.level);
                ss.Deactivate();
                ss.dueTime = 1;
                ss.period = 600000;
                targetpc.BattleStatus.atkskill += CalcDamage(level);
                SkillHandler.AddStatusIcon(dActor, (uint)args.skillID, 600000);
                ss.Activate();
            }
            else
            {
                ss = new PassiveSkillStatus(level);
                ss.dueTime = 1;
                ss.period = 600000;

                ss.client = dActor;
                ss.Func = new PassiveSkillStatus.CallBackFunc(Callback);
                targetpc.Tasks.Add("VenomCoat", ss);
                targetpc.BattleStatus.atkskill += CalcDamage(level);
                SkillHandler.AddStatusIcon(dActor, (uint)args.skillID, 600000);
                ss.Activate();
            }
        }
Example #7
0
 /// <summary>
 /// Add a passive status to a Actor
 /// </summary>
 /// <param name="pc">Actor</param>
 /// <param name="StatusName">Name of the Status</param>
 /// <param name="WeaponType">Weapon type</param>
 /// <param name="Status">Status instance</param>
 /// <param name="callback">Delegate to a callback function</param>
 /// <param name="DeactFunc">Delegate to a deactivation function</param>
 /// <returns>Result</returns>
 public static PassiveStatusAddResult AddPassiveStatus(Actor pc, string StatusName, byte WeaponType, out PassiveSkillStatus Status, PassiveSkillStatus.CallBackFunc callback, PassiveSkillStatus.DeactivateFunc DeactFunc)
 {
     Status = null;
     if (pc.type == ActorType.PC)
     {
         if (SagaDB.Items.WeaponFactory.GetActiveWeapon((ActorPC)pc).type != WeaponType && WeaponType != 255)
         {
             if (pc.Tasks.ContainsKey(StatusName))
             {
                 Status = (PassiveSkillStatus)pc.Tasks[StatusName];
                 pc.Tasks.Remove(StatusName);
             }
             return PassiveStatusAddResult.WeaponMissMatch;
         }
     }
     if (pc.Tasks.ContainsKey(StatusName))
     {
         Status = (PassiveSkillStatus)pc.Tasks[StatusName];
         return PassiveStatusAddResult.Updated;
     }
     else
     {
         Status = new PassiveSkillStatus(1);
         if (DeactFunc != null) Status.DeactFunc += DeactFunc;
         if (callback != null) Status.Func += callback;
         Status.client = pc;
         pc.Tasks.Add(StatusName, Status);
         return PassiveStatusAddResult.OK;
     }
 }