public void ClickerButton() { if (!Health.monsterIsRespawning) // the player cant hit the monster if it is respawning. { CriticalHit.CritCheck(); // Check if the hit is a critical hit or not. ScoreManager.Increase(); // Update the health slider value. } }
/// <summary> /// Handles explosion. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="fireballProp"></param> private void Impact(Creature attacker, Skill skill, Prop fireballProp) { var regionId = attacker.RegionId; var propPos = fireballProp.GetPosition(); var targetLocation = new Location(regionId, propPos); var targets = attacker.GetTargetableCreaturesAround(propPos, ExplosionRadius); var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, targetLocation.ToLocationId(), skill.Info.Id); aAction.Set(AttackerOptions.UseEffect); aAction.PropId = fireballProp.EntityId; var cap = new CombatActionPack(attacker, skill.Info.Id, aAction); foreach (var target in targets) { target.StopMove(); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result | TargetOptions.KnockDown); tAction.Stun = TargetStun; tAction.Delay = 200; tAction.EffectFlags = EffectFlags.SpecialRangeHit; cap.Add(tAction); // Damage var damage = this.GetDamage(attacker, skill); // Elements damage *= this.GetElementalDamageMultiplier(attacker, target); // Critical Hit var critChance = attacker.GetTotalCritChance(target.Protection, true); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Reduce damage SkillHelper.HandleMagicDefenseProtection(target, ref damage); SkillHelper.HandleConditions(attacker, target, ref damage); ManaShield.Handle(target, ref damage, tAction); ManaDeflector.Handle(attacker, target, ref damage, tAction); // Deal damage if (damage > 0) target.TakeDamage(tAction.Damage = damage, attacker); target.Aggro(attacker); // Knockback target.Stability = Creature.MinStability; target.GetShoved(fireballProp, KnockbackDistance); if (target.IsDead) tAction.Set(TargetOptions.FinishingKnockDown); this.Train(skill, tAction); } cap.Handle(); }
new private void Start() { base.Start(); List <IOffensiveModifier> modifiers = new List <IOffensiveModifier>(); CriticalHit criticalHit = new CriticalHit(0.2f, 2.0f); modifiers.Add(criticalHit); attack = new Attack(0.5f, 1.0f, 0, 1.0f, 45, modifiers, (Attackable attackable) => TargetingFunction.IsEnemy(this, attackable)); _skills = new[] { attack }; }
new private void Start() { base.Start(); List <IOffensiveModifier> modifiers = new List <IOffensiveModifier>(); CriticalHit criticalHit = new CriticalHit(0.2f, 2.0f); modifiers.Add(criticalHit); _attack = new Attack(0, 1.0f, this, 45, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)) { Modifiers = modifiers }; Skills = new[] { _attack }; }
/// <summary> /// Bolt specific use code. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="target"></param> protected override void UseSkillOnTarget(Creature attacker, Skill skill, Creature target) { attacker.StopMove(); target.StopMove(); // Create actions var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, target.EntityId); aAction.Set(AttackerOptions.Result); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result); tAction.Stun = TargetStun; var cap = new CombatActionPack(attacker, skill.Info.Id, aAction, tAction); // Damage var damage = this.GetDamage(attacker, skill); // Elements damage *= this.GetElementalDamageMultiplier(attacker, target); // Critical Hit var critChance = attacker.GetTotalCritChance(target.Protection, true); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Reduce damage Defense.Handle(aAction, tAction, ref damage); SkillHelper.HandleMagicDefenseProtection(target, ref damage); ManaShield.Handle(target, ref damage, tAction); // Mana Deflector var delayReduction = ManaDeflector.Handle(attacker, target, ref damage, tAction); // Deal damage if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); } target.Aggro(attacker); // Knock down on deadly if (target.Conditions.Has(ConditionsA.Deadly)) { tAction.Set(TargetOptions.KnockDown); tAction.Stun = TargetStun; } // Reduce stun, based on ping if (delayReduction > 0) { tAction.Stun = (short)Math.Max(0, tAction.Stun - (tAction.Stun / 100 * delayReduction)); } // Death/Knockback if (target.IsDead) { tAction.Set(TargetOptions.FinishingKnockDown); } else { // If knocked down, instant recovery, // if repeat hit, knock down, // otherwise potential knock back. if (target.IsKnockedDown) { tAction.Stun = 0; } else if (target.Stability < MinStability) { tAction.Set(TargetOptions.KnockDown); } else { var stabilityReduction = StabilityReduction; // Reduce reduction, based on ping // While the Wiki says that "the Knockdown Gauge [does not] // build up", tests show that it does. However, it's // reduced, assumedly based on the MD rank. if (delayReduction > 0) { stabilityReduction = (short)Math.Max(0, stabilityReduction - (stabilityReduction / 100 * delayReduction)); } target.Stability -= stabilityReduction; if (target.IsUnstable) { tAction.Set(TargetOptions.KnockBack); } } } if (tAction.IsKnockBack) { attacker.Shove(target, KnockbackDistance); } // Override stun set by defense aAction.Stun = AttackerStun; Send.Effect(attacker, Effect.UseMagic, EffectSkillName); Send.SkillUseStun(attacker, skill.Info.Id, aAction.Stun, 1); skill.Stacks--; // Update current weapon SkillHelper.UpdateWeapon(attacker, target, ProficiencyGainType.Melee, attacker.RightHand); cap.Handle(); }
public CharacterCharacteristicsInformations GetCharacterCharacteristics(Character character) { ulong expFloor = ExperienceRecord.GetExperienceForLevel(character.Level).Player; ulong expNextFloor = ExperienceRecord.GetExperienceForNextLevel(character.Level).Player; CharacterCharacteristicsInformations informations = new CharacterCharacteristicsInformations() { actionPoints = ActionPoints.GetBaseCharacteristic(), actionPointsCurrent = ActionPoints.TotalInContext(), additionnalPoints = 0, agility = Agility.GetBaseCharacteristic(), airDamageBonus = AirDamageBonus.GetBaseCharacteristic(), airElementReduction = AirReduction.GetBaseCharacteristic(), airElementResistPercent = AirResistPercent.GetBaseCharacteristic(), alignmentInfos = character.Record.Alignment.GetActorExtendedAlignement(), allDamagesBonus = AllDamagesBonus.GetBaseCharacteristic(), chance = Chance.GetBaseCharacteristic(), criticalDamageBonus = CriticalDamageBonus.GetBaseCharacteristic(), criticalDamageReduction = CriticalDamageReduction.GetBaseCharacteristic(), criticalHit = CriticalHit.GetBaseCharacteristic(), criticalHitWeapon = CriticalHitWeapon, criticalMiss = Characteristic.Zero().GetBaseCharacteristic(), damagesBonusPercent = DamagesBonusPercent.GetBaseCharacteristic(), dodgePALostProbability = DodgePAProbability.GetBaseCharacteristic(), dodgePMLostProbability = DodgePMProbability.GetBaseCharacteristic(), earthDamageBonus = EarthDamageBonus.GetBaseCharacteristic(), earthElementReduction = EarthReduction.GetBaseCharacteristic(), earthElementResistPercent = EarthResistPercent.GetBaseCharacteristic(), pvpEarthElementReduction = PvPEarthReduction.GetBaseCharacteristic(), pvpEarthElementResistPercent = PvPEarthResistPercent.GetBaseCharacteristic(), fireDamageBonus = FireDamageBonus.GetBaseCharacteristic(), fireElementReduction = FireReduction.GetBaseCharacteristic(), fireElementResistPercent = FireResistPercent.GetBaseCharacteristic(), pvpFireElementReduction = PvPFireReduction.GetBaseCharacteristic(), pvpFireElementResistPercent = PvPFireResistPercent.GetBaseCharacteristic(), glyphBonusPercent = GlyphBonusPercent.GetBaseCharacteristic(), healBonus = HealBonus.GetBaseCharacteristic(), initiative = new CharacterBaseCharacteristic((short)FormulasProvider.Instance.BaseInitiative(this), 0, Initiative.Total(), 0, 0), intelligence = Intelligence.GetBaseCharacteristic(), kamas = character.Record.Kamas, lifePoints = (uint)LifePoints, maxEnergyPoints = MaxEnergyPoints, maxLifePoints = (uint)MaxLifePoints, movementPoints = MovementPoints.GetBaseCharacteristic(), movementPointsCurrent = MovementPoints.TotalInContext(), PMAttack = PMAttack.GetBaseCharacteristic(), PAAttack = PAAttack.GetBaseCharacteristic(), pvpAirElementReduction = PvPAirReduction.GetBaseCharacteristic(), pvpAirElementResistPercent = PvPAirResistPercent.GetBaseCharacteristic(), pvpNeutralElementReduction = PvPNeutralReduction.GetBaseCharacteristic(), pvpNeutralElementResistPercent = PvPNeutralResistPercent.GetBaseCharacteristic(), pvpWaterElementReduction = PvPWaterReduction.GetBaseCharacteristic(), pvpWaterElementResistPercent = PvPWaterResistPercent.GetBaseCharacteristic(), energyPoints = Energy, experience = character.Experience, experienceLevelFloor = expFloor, experienceNextLevelFloor = expNextFloor, neutralDamageBonus = NeutralDamageBonus.GetBaseCharacteristic(), neutralElementReduction = NeutralReduction.GetBaseCharacteristic(), neutralElementResistPercent = NeutralResistPercent.GetBaseCharacteristic(), tackleEvade = TackleEvade.GetBaseCharacteristic(), tackleBlock = TackleBlock.GetBaseCharacteristic(), range = Range.GetBaseCharacteristic(), waterElementReduction = WaterReduction.GetBaseCharacteristic(), waterDamageBonus = WaterDamageBonus.GetBaseCharacteristic(), waterElementResistPercent = WaterResistPercent.GetBaseCharacteristic(), reflect = Reflect.GetBaseCharacteristic(), permanentDamagePercent = PermanentDamagePercent.GetBaseCharacteristic(), prospecting = Prospecting.GetBaseCharacteristic(), pushDamageBonus = PushDamageBonus.GetBaseCharacteristic(), pushDamageReduction = PushDamageReduction.GetBaseCharacteristic(), runeBonusPercent = RuneBonusPercent.GetBaseCharacteristic(), spellModifications = new CharacterSpellModification[0], spellsPoints = character.Record.SpellPoints, statsPoints = character.Record.StatsPoints, vitality = Vitality.GetBaseCharacteristic(), strength = Strength.GetBaseCharacteristic(), summonableCreaturesBoost = SummonableCreaturesBoost.GetBaseCharacteristic(), trapBonus = TrapBonus.GetBaseCharacteristic(), trapBonusPercent = TrapBonusPercent.GetBaseCharacteristic(), weaponDamagesBonusPercent = WeaponDamagesBonusPercent.GetBaseCharacteristic(), wisdom = Wisdom.GetBaseCharacteristic(), probationTime = 0, }; return(informations); }
public override void Serialize(IDataWriter writer) { writer.WriteVarUhLong(Experience); writer.WriteVarUhLong(ExperienceLevelFloor); writer.WriteVarUhLong(ExperienceNextLevelFloor); writer.WriteVarUhLong(ExperienceBonusLimit); writer.WriteVarUhLong(Kamas); writer.WriteVarUhShort(StatsPoints); writer.WriteVarUhShort(AdditionnalPoints); writer.WriteVarUhShort(SpellsPoints); AlignmentInfos.Serialize(writer); writer.WriteVarUhInt(LifePoints); writer.WriteVarUhInt(MaxLifePoints); writer.WriteVarUhShort(EnergyPoints); writer.WriteVarUhShort(MaxEnergyPoints); writer.WriteVarShort(ActionPointsCurrent); writer.WriteVarShort(MovementPointsCurrent); Initiative.Serialize(writer); Prospecting.Serialize(writer); ActionPoints.Serialize(writer); MovementPoints.Serialize(writer); Strength.Serialize(writer); Vitality.Serialize(writer); Wisdom.Serialize(writer); Chance.Serialize(writer); Agility.Serialize(writer); Intelligence.Serialize(writer); Range.Serialize(writer); SummonableCreaturesBoost.Serialize(writer); Reflect.Serialize(writer); CriticalHit.Serialize(writer); writer.WriteVarUhShort(CriticalHitWeapon); CriticalMiss.Serialize(writer); HealBonus.Serialize(writer); AllDamagesBonus.Serialize(writer); WeaponDamagesBonusPercent.Serialize(writer); DamagesBonusPercent.Serialize(writer); TrapBonus.Serialize(writer); TrapBonusPercent.Serialize(writer); GlyphBonusPercent.Serialize(writer); RuneBonusPercent.Serialize(writer); PermanentDamagePercent.Serialize(writer); TackleBlock.Serialize(writer); TackleEvade.Serialize(writer); PAAttack.Serialize(writer); PMAttack.Serialize(writer); PushDamageBonus.Serialize(writer); CriticalDamageBonus.Serialize(writer); NeutralDamageBonus.Serialize(writer); EarthDamageBonus.Serialize(writer); WaterDamageBonus.Serialize(writer); AirDamageBonus.Serialize(writer); FireDamageBonus.Serialize(writer); DodgePALostProbability.Serialize(writer); DodgePMLostProbability.Serialize(writer); NeutralElementResistPercent.Serialize(writer); EarthElementResistPercent.Serialize(writer); WaterElementResistPercent.Serialize(writer); AirElementResistPercent.Serialize(writer); FireElementResistPercent.Serialize(writer); NeutralElementReduction.Serialize(writer); EarthElementReduction.Serialize(writer); WaterElementReduction.Serialize(writer); AirElementReduction.Serialize(writer); FireElementReduction.Serialize(writer); PushDamageReduction.Serialize(writer); CriticalDamageReduction.Serialize(writer); PvpNeutralElementResistPercent.Serialize(writer); PvpEarthElementResistPercent.Serialize(writer); PvpWaterElementResistPercent.Serialize(writer); PvpAirElementResistPercent.Serialize(writer); PvpFireElementResistPercent.Serialize(writer); PvpNeutralElementReduction.Serialize(writer); PvpEarthElementReduction.Serialize(writer); PvpWaterElementReduction.Serialize(writer); PvpAirElementReduction.Serialize(writer); PvpFireElementReduction.Serialize(writer); MeleeDamageDonePercent.Serialize(writer); MeleeDamageReceivedPercent.Serialize(writer); RangedDamageDonePercent.Serialize(writer); RangedDamageReceivedPercent.Serialize(writer); WeaponDamageDonePercent.Serialize(writer); WeaponDamageReceivedPercent.Serialize(writer); SpellDamageDonePercent.Serialize(writer); SpellDamageReceivedPercent.Serialize(writer); writer.WriteShort((short)SpellModifications.Count); foreach (var x in SpellModifications) { x.Serialize(writer); } writer.WriteInt(ProbationTime); }
/// <summary> /// Hits targets with thunderbolt. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="stacks"></param> /// <param name="damageProp"></param> /// <param name="targets"></param> private void Thunderbolt(Creature attacker, Skill skill, int stacks, Prop damageProp, List <Creature> targets) { // Skip if all targets are already dead if (targets.All(a => a.IsDead)) { return; } var locationId = damageProp.GetLocation().ToLocationId(); var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, locationId, skill.Info.Id); aAction.Set(AttackerOptions.KnockBackHit1 | AttackerOptions.UseEffect); aAction.PropId = damageProp.EntityId; var cap = new CombatActionPack(attacker, skill.Info.Id, aAction); foreach (var target in targets.Where(a => !a.IsDead)) { var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result | TargetOptions.KnockDown); tAction.EffectFlags = EffectFlags.SpecialRangeHit; tAction.Delay = 313; tAction.Stun = (short)ThunderboltTargetStun; var damage = this.GetThunderboltDamage(attacker, skill, stacks); // Critical Hit var critChance = attacker.GetTotalCritChance(target.Protection, true); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Reduce damage Defense.Handle(aAction, tAction, ref damage); SkillHelper.HandleMagicDefenseProtection(target, ref damage); SkillHelper.HandleConditions(attacker, target, ref damage); ManaShield.Handle(target, ref damage, tAction); // Mana Deflector var mdResult = ManaDeflector.Handle(attacker, target, ref damage, tAction); var delayReduction = mdResult.DelayReduction; var pinged = mdResult.Pinged; // Deal damage if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); } // Reduce stun, based on ping if (pinged && delayReduction > 0) { tAction.Stun = (short)Math.Max(0, tAction.Stun - (tAction.Stun / 100 * delayReduction)); } // Death/Knockback if (target.IsDead) { tAction.Set(TargetOptions.FinishingKnockDown); } cap.Add(tAction); } cap.Handle(); }
/// <summary> /// Handles initial bolts. /// </summary> private void Bolts(Creature attacker, Skill skill, int stacks, Creature mainTarget, List <Creature> targets, int thunderboltDelay) { // Combat action var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, mainTarget.EntityId); aAction.Set(AttackerOptions.Result); aAction.Stun = (short)thunderboltDelay; var cap = new CombatActionPack(attacker, skill.Info.Id, aAction); foreach (var target in targets) { target.StopMove(); target.Aggro(attacker); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result); tAction.Stun = (short)(thunderboltDelay + 1000); var damage = this.GetBoltDamage(attacker, skill, stacks); // Critical Hit var critChance = attacker.GetTotalCritChance(target.Protection, true); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Reduce damage Defense.Handle(aAction, tAction, ref damage); SkillHelper.HandleMagicDefenseProtection(target, ref damage); SkillHelper.HandleConditions(attacker, target, ref damage); ManaShield.Handle(target, ref damage, tAction); // Mana Deflector var mdResult = ManaDeflector.Handle(attacker, target, ref damage, tAction); var delayReduction = mdResult.DelayReduction; var pinged = mdResult.Pinged; // Deal damage if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); } // Reduce stun, based on ping if (pinged && delayReduction > 0) { tAction.Stun = (short)Math.Max(0, tAction.Stun - (tAction.Stun / 100 * delayReduction)); } // Death/Knockback if (target.IsDead) { tAction.Set(TargetOptions.FinishingKnockDown); } else { // If knocked down, instant recovery, // if repeat hit, knock down, // otherwise potential knock back. if (target.IsKnockedDown) { tAction.Stun = 0; } else if (target.Stability < MinStability) { tAction.Set(TargetOptions.KnockDown); } else { var stabilityReduction = StabilityReduction; if (delayReduction > 0) { stabilityReduction = (short)Math.Max(0, stabilityReduction - (stabilityReduction / 100 * delayReduction)); } target.Stability -= stabilityReduction; if (target.IsUnstable) { tAction.Set(TargetOptions.KnockBack); } } } cap.Add(tAction); this.Train(skill, tAction); } cap.Handle(); }
/// <summary> /// Handles drop kick's splash attack /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="initTarget"></param> /// <param name="skillLength"></param> /// <param name="damageBonus"></param> public void HandleSplash(Creature attacker, Skill skill, Creature initTarget, float skillLength, float damageBonus, float damageReduction) { // Variables var skillWidth = skill.RankData.Var3; var attackerPos = attacker.GetPosition(); // Set training variable attacker.Temp.DropKickSplashTargetCount = 0; // Get splash targets var targets = SkillHelper.GetTargetableCreaturesInSkillArea(attacker, (int)skillLength, (int)skillWidth); targets.Remove(initTarget); // Target Area? var targetAreaLoc = new Location(attacker.RegionId, attackerPos); var targetAreaId = targetAreaLoc.ToLocationId(); // Prepare Splash Combat Actions var cap = new CombatActionPack(attacker, skill.Info.Id); var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, targetAreaId, skill.Info.Id); aAction.Set(AttackerOptions.Result); cap.Add(aAction); // Get critical hit (also for splash attacks) var rnd = RandomProvider.Get(); var crit = false; var critSkill = attacker.Skills.Get(SkillId.CriticalHit); if (critSkill != null && critSkill.Info.Rank > SkillRank.Novice) { var critChance = Math2.Clamp(0, 30, attacker.GetTotalCritChance(0)); if (rnd.NextDouble() * 100 < critChance) { crit = true; } } // Target Actions foreach (var target in targets) { attacker.Temp.DropKickSplashTargetCount += 1; var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Delay = target.GetPosition().GetDistance(attackerPos); cap.Add(tAction); // Splash Damage var damage = (attacker.GetRndFighterDamage() * (skill.RankData.Var5 / 100f)); // Chain Mastery Damage Bonus damage += damage * (damageBonus / 100f); // Heavy Armor Damage Reduction if (attacker.HasEquipped("/heavyarmor/")) { damage -= damage * (damageReduction / 100f); } // Master Title - Damage +10% if (attacker.Titles.SelectedTitle == skill.Data.MasterTitle) { damage += (damage * 0.1f); } // Critical Hit if (crit) { CriticalHit.Handle(attacker, 100, ref damage, tAction); } // Handle skills and reductions SkillHelper.HandleDefenseProtection(target, ref damage); HeavyStander.Handle(attacker, target, ref damage, tAction); SkillHelper.HandleConditions(attacker, target, ref damage); ManaShield.Handle(target, ref damage, tAction); // Apply Damage target.TakeDamage(tAction.Damage = damage, attacker); // Aggro target.Aggro(attacker); // Stun tAction.Stun = TargetStun; // Death and Knockback if (target.IsDead) { if (target.Is(RaceStands.KnockDownable)) { tAction.Set(TargetOptions.FinishingKnockDown); attacker.Shove(target, (int)skillLength); } else { tAction.Set(TargetOptions.Finished | TargetOptions.FinishingHit); } } else { if (!target.IsKnockedDown) { target.Stability -= StabilityReduction; } if (target.Is(RaceStands.KnockDownable)) // Always knock down { tAction.Set(TargetOptions.KnockDown); attacker.Shove(target, (int)skillLength); } } } cap.Handle(); }
/// <summary> /// Uses Charging Strike /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="packet"></param> public void Use(Creature attacker, Skill skill, Packet packet) { // Get Target var targetEntityId = packet.GetLong(); var target = attacker.Region.GetCreature(targetEntityId); var attackerPos = attacker.GetPosition(); var targetPos = target.GetPosition(); // Check target + collisions if (target == null || attacker.Region.Collisions.Any(attackerPos, targetPos)) { Send.SkillUseSilentCancel(attacker); attacker.Unlock(Locks.All); return; } // Stop movement attacker.Lock(Locks.Walk | Locks.Run); attacker.StopMove(); target.StopMove(); // Effects Send.EffectDelayed(attacker, attackerPos.GetDistance(targetPos), Effect.ChargingStrike, (byte)0, targetEntityId); // Conditions var extra = new MabiDictionary(); extra.SetBool("CONDITION_FAST_MOVE_NO_LOCK", false); attacker.Conditions.Activate(ConditionsC.FastMove, extra); Send.ForceRunTo(attacker, targetPos); attacker.SetPosition(targetPos.X, targetPos.Y); Send.SkillUseEntity(attacker, skill.Info.Id, targetEntityId); Send.EffectDelayed(attacker, attackerPos.GetDistance(targetPos), Effect.ChargingStrike, (byte)1, targetEntityId); // Counter if (Counterattack.Handle(target, attacker)) { attacker.Conditions.Deactivate(ConditionsC.FastMove); return; } // Prepare Combat Actions var cap = new CombatActionPack(attacker, skill.Info.Id); var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, targetEntityId, skill.Info.Id); aAction.Set(AttackerOptions.UseEffect); aAction.PropId = targetEntityId; var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result); tAction.Delay = attackerPos.GetDistance(targetPos); cap.Add(aAction, tAction); // Damage var damage = (attacker.GetRndFighterDamage() * (skill.RankData.Var1 / 100f)); // Chain Mastery Damage Bonus var chainMasterySkill = attacker.Skills.Get(SkillId.ChainMastery); var damageBonus = (chainMasterySkill == null ? 0 : chainMasterySkill.RankData.Var1); damage += damage * (damageBonus / 100f); // Master Title - Damage +30% if (attacker.Titles.SelectedTitle == skill.Data.MasterTitle) { damage += (damage * 0.3f); } // Critical Hit var critChance = attacker.GetRightCritChance(target.Protection); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Handle skills and reductions SkillHelper.HandleDefenseProtection(target, ref damage); HeavyStander.Handle(attacker, target, ref damage, tAction); SkillHelper.HandleConditions(attacker, target, ref damage); ManaShield.Handle(target, ref damage, tAction); // Apply Damage target.TakeDamage(tAction.Damage = damage, attacker); // Aggro target.Aggro(attacker); // Stun Times tAction.Stun = TargetStun; aAction.Stun = AttackerStun; // Death and Knockback if (target.IsDead) { if (target.Is(RaceStands.KnockDownable)) { tAction.Set(TargetOptions.FinishingKnockDown); attacker.Shove(target, KnockbackDistance); } else { tAction.Set(TargetOptions.Finished | TargetOptions.FinishingHit); } } else // This skill never knocks back normally { if (!target.IsKnockedDown) { target.Stability -= StabilityReduction; } } cap.Handle(); attacker.Conditions.Deactivate(ConditionsC.FastMove); Send.SkillComplete(attacker, skill.Info.Id); // Chain Progress to Stage 2 attacker.Temp.FighterChainStartTime = DateTime.Now; attacker.Temp.FighterChainLevel = 2; attacker.Skills.ActiveSkill = null; // Charging strike locks EVERYTHING for some reason... attacker.Unlock(Locks.All); }
public override int GetHashCode() { int hashCode = 0; unchecked { if (unknown != null) { hashCode += 1000000007 * unknown.GetHashCode(); } hashCode += 1000000009 * Type.GetHashCode(); hashCode += 1000000021 * Gender.GetHashCode(); hashCode += 1000000033 * Race.GetHashCode(); hashCode += 1000000087 * Class.GetHashCode(); hashCode += 1000000093 * Magic.GetHashCode(); hashCode += 1000000097 * Level.GetHashCode(); hashCode += 1000000103 * Language.GetHashCode(); hashCode += 1000000123 * Appearance.GetHashCode(); hashCode += 1000000181 * Face.GetHashCode(); hashCode += 1000000207 * InventoryPicture.GetHashCode(); hashCode += 1000000223 * ActionPoints.GetHashCode(); hashCode += 1000000241 * DialogueOptions.GetHashCode(); hashCode += 1000000271 * ResponseOptions.GetHashCode(); hashCode += 1000000289 * TrainingPoints.GetHashCode(); hashCode += 1000000297 * Gold.GetHashCode(); hashCode += 1000000321 * Rations.GetHashCode(); hashCode += 1000000349 * Conditions.GetHashCode(); hashCode += 1000000363 * Strength.GetHashCode(); hashCode += 1000000403 * Intelligence.GetHashCode(); hashCode += 1000000409 * Dexterity.GetHashCode(); hashCode += 1000000411 * Speed.GetHashCode(); hashCode += 1000000427 * Stamina.GetHashCode(); hashCode += 1000000433 * Luck.GetHashCode(); hashCode += 1000000439 * MagicResistance.GetHashCode(); hashCode += 1000000447 * MagicTallent.GetHashCode(); hashCode += 1000000453 * CloseRangeCombat.GetHashCode(); hashCode += 1000000459 * LongRangeCombat.GetHashCode(); hashCode += 1000000483 * CriticalHit.GetHashCode(); hashCode += 1000000513 * Lockpicking.GetHashCode(); hashCode += 1000000531 * LifePoints.GetHashCode(); hashCode += 1000000579 * SpellPoints.GetHashCode(); hashCode += 1000000007 * Age.GetHashCode(); hashCode += 1000000009 * BaseProtection.GetHashCode(); hashCode += 1000000021 * Protection.GetHashCode(); hashCode += 1000000033 * BaseDamage.GetHashCode(); hashCode += 1000000087 * Damage.GetHashCode(); hashCode += 1000000093 * Experience.GetHashCode(); if (Spells != null) { hashCode += 1000000097 * Spells.GetHashCode(); } if (Name != null) { hashCode += 1000000103 * Name.GetHashCode(); } if (SpellStrengths != null) { hashCode += 1000000123 * SpellStrengths.GetHashCode(); } } return(hashCode); }
/// <summary> /// Uses LightningRod /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="packet"></param> public void Use(Creature attacker, Skill skill, Packet packet) { // Set full charge variable attacker.Temp.LightningRodFullCharge = (DateTime.Now >= attacker.Temp.LightningRodPrepareTime.AddMilliseconds(skill.RankData.Var3)); // Get direction for target Area var direction = Mabi.MabiMath.ByteToRadian(attacker.Direction); var attackerPos = attacker.GetPosition(); // Calculate polygon points var r = MabiMath.ByteToRadian(attacker.Direction); var poe = attackerPos.GetRelative(r, 800); var pivot = new Point(poe.X, poe.Y); var p1 = new Point(pivot.X - SkillLength / 2, pivot.Y - SkillWidth / 2); var p2 = new Point(pivot.X - SkillLength / 2, pivot.Y + SkillWidth / 2); var p3 = new Point(pivot.X + SkillLength / 2, pivot.Y + SkillWidth / 2); var p4 = new Point(pivot.X + SkillLength / 2, pivot.Y - SkillWidth / 2); p1 = this.RotatePoint(p1, pivot, r); p2 = this.RotatePoint(p2, pivot, r); p3 = this.RotatePoint(p3, pivot, r); p4 = this.RotatePoint(p4, pivot, r); // TargetProp var lProp = new Prop(280, attacker.RegionId, poe.X, poe.Y, MabiMath.ByteToRadian(attacker.Direction), 1f, 0f, "single"); attacker.Region.AddProp(lProp); // Prepare Combat Actions var cap = new CombatActionPack(attacker, skill.Info.Id); var targetAreaId = new Location(attacker.RegionId, poe).ToLocationId(); var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, targetAreaId); aAction.Set(AttackerOptions.KnockBackHit1 | AttackerOptions.UseEffect); aAction.PropId = lProp.EntityId; cap.Add(aAction); // Get targets in Polygon - includes collission check var targets = attacker.Region.GetCreaturesInPolygon(p1, p2, p3, p4).Where(x => attacker.CanTarget(x) && !attacker.Region.Collisions.Any(attacker.GetPosition(), x.GetPosition())).ToList(); var rnd = RandomProvider.Get(); // Check crit var crit = false; var critSkill = attacker.Skills.Get(SkillId.CriticalHit); if (critSkill != null && critSkill.Info.Rank > SkillRank.Novice) { var critChance = Math2.Clamp(0, 30, attacker.GetTotalCritChance(0)); if (rnd.NextDouble() * 100 < critChance) { crit = true; } } foreach (var target in targets) { var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, SkillId.CombatMastery); tAction.Set(TargetOptions.None); tAction.AttackerSkillId = skill.Info.Id; cap.Add(tAction); var damage = attacker.GetRndMagicDamage(skill, skill.RankData.Var1, skill.RankData.Var2); // Add damage if the skill is fully charged var dmgMultiplier = skill.RankData.Var4 / 100f; if (attacker.Temp.LightningRodFullCharge) { damage += (damage * dmgMultiplier); } // Critical Hit if (crit) { CriticalHit.Handle(attacker, 100, ref damage, tAction); } // Handle skills and reductions SkillHelper.HandleMagicDefenseProtection(target, ref damage); SkillHelper.HandleConditions(attacker, target, ref damage); var delayReduction = ManaDeflector.Handle(attacker, target, ref damage, tAction); ManaShield.Handle(target, ref damage, tAction); // Apply Damage target.TakeDamage(tAction.Damage = damage, attacker); // Stun Time tAction.Stun = TargetStun; // Death or Knockback if (target.IsDead) { tAction.Set(TargetOptions.FinishingKnockDown); attacker.Shove(target, KnockbackDistance); } else { // Always knock down if (target.Is(RaceStands.KnockDownable)) { tAction.Set(TargetOptions.KnockDown); attacker.Shove(target, KnockbackDistance); } } } // Update current weapon SkillHelper.UpdateWeapon(attacker, targets.FirstOrDefault(), ProficiencyGainType.Melee, attacker.RightHand); cap.Handle(); Send.Effect(attacker, Effect.LightningRod, LightningRodEffect.Attack, poe.X, poe.Y); Send.SkillUse(attacker, skill.Info.Id, targetAreaId, 0, 1); skill.Train(1); // Use the Skill attacker.Region.RemoveProp(lProp); }
/// <summary> /// Uses the skill /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="packet"></param> public void UseSkill(Creature attacker, Skill skill, long targetEntityId) { var target = attacker.Region.GetCreature(targetEntityId); var attackerPos = attacker.GetPosition(); var targetPos = target.GetPosition(); // Check target + collisions if (target == null || attacker.Region.Collisions.Any(attackerPos, targetPos)) { Send.SkillUseSilentCancel(attacker); return; } // Stop movement attacker.StopMove(); target.StopMove(); Send.SkillUseEntity(attacker, skill.Info.Id, targetEntityId); skill.State = SkillState.Used; // Counter if (Counterattack.Handle(target, attacker)) { return; } // Defense/Protection decrease on target var debuffChance = (int)skill.RankData.Var6; var defDecrease = (int)skill.RankData.Var3; var protDecrease = (int)skill.RankData.Var4; var extra = new MabiDictionary(); extra.SetShort("NEW_DEF", (short)defDecrease); extra.SetShort("NEW_PROT", (short)protDecrease); extra.SetLong("DDP_CHAR", attacker.EntityId); extra.SetShort("DDP_SKILL", (short)skill.Info.Id); var rnd = RandomProvider.Get(); if (rnd.NextDouble() * 100 < debuffChance) { Send.Effect(target, Effect.SpinningUppercutDebuff, (short)skill.Info.Id, 0, defDecrease, protDecrease); target.Conditions.Activate(ConditionsC.DefProtectDebuff, extra); attacker.Temp.SpinningUppercutDebuffApplied = true; } // Prepare Combat Actions var cap = new CombatActionPack(attacker, skill.Info.Id); var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId, skill.Info.Id); aAction.Set(AttackerOptions.Result); var tAction = new TargetAction(CombatActionType.TakeHit | CombatActionType.Attacker, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result | TargetOptions.FighterUnk); cap.Add(aAction, tAction); // Damage var damage = (attacker.GetRndFighterDamage() * (skill.RankData.Var1 / 100f)); // Chain Mastery Damage Bonus var chainMasterySkill = attacker.Skills.Get(SkillId.ChainMastery); var damageBonus = (chainMasterySkill == null ? 0 : chainMasterySkill.RankData.Var1); damage += damage * (damageBonus / 100f); // Master Title - Damage +20% if (attacker.Titles.SelectedTitle == skill.Data.MasterTitle) { damage += (damage * 0.2f); } // Critical Hit var critChance = attacker.GetRightCritChance(target.Protection); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Handle skills and reductions SkillHelper.HandleDefenseProtection(target, ref damage); HeavyStander.Handle(attacker, target, ref damage, tAction); SkillHelper.HandleConditions(attacker, target, ref damage); ManaShield.Handle(target, ref damage, tAction); // Apply Damage target.TakeDamage(tAction.Damage = damage, attacker); // Aggro target.Aggro(attacker); // Stun Times tAction.Stun = TargetStun; aAction.Stun = AttackerStun; // Death and Knockback if (target.IsDead) { if (target.Is(RaceStands.KnockDownable)) { tAction.Set(TargetOptions.FinishingKnockDown); attacker.Shove(target, KnockbackDistance); } else { tAction.Set(TargetOptions.Finished | TargetOptions.FinishingHit); } } else { if (!target.IsKnockedDown) { target.Stability -= StabilityReduction; } if (target.IsUnstable && target.Is(RaceStands.KnockDownable)) { tAction.Set(TargetOptions.KnockDown); attacker.Shove(target, KnockbackDistance); } } cap.Handle(); // Chain Progress to Stage 3 attacker.Temp.FighterChainStartTime = DateTime.Now; attacker.Temp.FighterChainLevel = 3; }
/// <summary> /// Bolt specific use code. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="target"></param> protected override void UseSkillOnTarget(Creature attacker, Skill skill, Creature mainTarget) { // Create actions var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, mainTarget.EntityId); aAction.Set(AttackerOptions.Result); var cap = new CombatActionPack(attacker, skill.Info.Id, aAction); // Get targets // Add the main target as first target, so it gets the first hit, // and the full damage. var targets = new List <Creature>(); targets.Add(mainTarget); var inSplashRange = attacker.GetTargetableCreaturesAround(mainTarget.GetPosition(), SplashRange); targets.AddRange(inSplashRange.Where(a => a != mainTarget)); // Damage var damage = this.GetDamage(attacker, skill); var max = Math.Min(targets.Count, skill.Stacks); for (int i = 0; i < max; ++i) { var target = targets[i]; var targetDamage = damage; target.StopMove(); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result); tAction.Stun = TargetStun; // Full damage for the first target, -10% for every subsequent one. targetDamage -= (targetDamage * 0.1f) * i; // Critical Hit var critChance = attacker.GetTotalCritChance(target.Protection, true); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Reduce damage Defense.Handle(aAction, tAction, ref targetDamage); SkillHelper.HandleMagicDefenseProtection(target, ref targetDamage); SkillHelper.HandleConditions(attacker, target, ref damage); ManaShield.Handle(target, ref targetDamage, tAction); // Mana Deflector var delayReduction = ManaDeflector.Handle(attacker, target, ref targetDamage, tAction); // Deal damage if (targetDamage > 0) { target.TakeDamage(tAction.Damage = targetDamage, attacker); } if (target == mainTarget) { target.Aggro(attacker); } // Reduce stun, based on ping if (delayReduction > 0) { tAction.Stun = (short)Math.Max(0, tAction.Stun - (tAction.Stun / 100 * delayReduction)); } // Death/Knockback if (target.IsDead) { tAction.Set(TargetOptions.FinishingKnockDown); } else { // If knocked down, instant recovery, // if repeat hit, knock down, // otherwise potential knock back. if (target.IsKnockedDown) { tAction.Stun = 0; } else if (target.Stability < MinStability) { tAction.Set(TargetOptions.KnockDown); } else { // If number of stacks is greater than the number of // targets hit, the targets are knocked back, which is // done by reducing the stability to min here. // Targets with high enough Mana Deflector might // negate this knock back, by reducing the stability // reduction to 0. var stabilityReduction = (skill.Stacks > targets.Count ? OverchargeStabilityReduction : StabilityReduction); // Reduce reduction, based on ping // While the Wiki says that "the Knockdown Gauge [does not] // build up", tests show that it does. However, it's // reduced, assumedly based on the MD rank. if (delayReduction > 0) { stabilityReduction = (short)Math.Max(0, stabilityReduction - (stabilityReduction / 100 * delayReduction)); } target.Stability -= stabilityReduction; if (target.IsUnstable) { tAction.Set(TargetOptions.KnockBack); } } } if (tAction.IsKnockBack) { attacker.Shove(target, KnockbackDistance); } cap.Add(tAction); } // Override stun set by defense aAction.Stun = AttackerStun; Send.Effect(attacker, Effect.UseMagic, EffectSkillName); Send.SkillUseStun(attacker, skill.Info.Id, aAction.Stun, 1); skill.Stacks = 0; // Update current weapon SkillHelper.UpdateWeapon(attacker, targets.FirstOrDefault(), ProficiencyGainType.Melee, attacker.RightHand); cap.Handle(); }
/// <summary> /// Bolt specific use code. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="target"></param> protected override void UseSkillOnTarget(Creature attacker, Skill skill, Creature target) { attacker.StopMove(); target.StopMove(); // Create actions var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, target.EntityId); aAction.Set(AttackerOptions.Result); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result | TargetOptions.KnockDown); tAction.Stun = TargetStun; var cap = new CombatActionPack(attacker, skill.Info.Id, aAction, tAction); // Damage var damage = this.GetDamage(attacker, skill); // Elements damage *= this.GetElementalDamageMultiplier(attacker, target); // Critical Hit var critChance = attacker.GetTotalCritChance(target.Protection, true); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Reduce damage SkillHelper.HandleMagicDefenseProtection(target, ref damage); SkillHelper.HandleConditions(attacker, target, ref damage); ManaShield.Handle(target, ref damage, tAction); ManaDeflector.Handle(attacker, target, ref damage, tAction); // Deal damage if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); } target.Aggro(attacker); // Knockback target.Stability = Creature.MinStability; attacker.Shove(target, KnockbackDistance); if (target.IsDead) { tAction.Set(TargetOptions.FinishingKnockDown); } // Override stun set by defense aAction.Stun = AttackerStun; Send.Effect(attacker, Effect.UseMagic, EffectSkillName); Send.SkillUseStun(attacker, skill.Info.Id, aAction.Stun, 1); skill.Stacks = 0; // Update current weapon SkillHelper.UpdateWeapon(attacker, target, ProficiencyGainType.Melee, attacker.RightHand); cap.Handle(); }
/// <summary> /// Uses the skill /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="packet"></param> public void UseSkill(Creature attacker, Skill skill, long targetEntityId) { var target = attacker.Region.GetCreature(targetEntityId); var attackerPos = attacker.GetPosition(); var targetPos = target.GetPosition(); // Check target + collisions if (target == null || attacker.Region.Collisions.Any(attackerPos, targetPos)) { Send.SkillUseSilentCancel(attacker); return; } // Stop movement target.StopMove(); Send.SkillUseEntity(attacker, skill.Info.Id, targetEntityId); skill.State = SkillState.Used; // Variables var skillLength = skill.RankData.Var4; // Effects Send.Effect(attacker, Effect.DropKick, (byte)1, targetEntityId); Send.EffectDelayed(attacker, 300, Effect.DropKick, (byte)2, targetEntityId, (short)400); // Prepare Singular Target Combat Actions var cap = new CombatActionPack(attacker, skill.Info.Id); var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId, skill.Info.Id); aAction.Set(AttackerOptions.Result); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result | TargetOptions.FighterUnk); cap.Add(aAction, tAction); // Damage var damage = (attacker.GetRndFighterDamage() * (skill.RankData.Var1 / 100f)); // Chain Mastery Damage Bonus var chainMasterySkill = attacker.Skills.Get(SkillId.ChainMastery); var damageBonus = (chainMasterySkill == null ? 0 : chainMasterySkill.RankData.Var1); damage += damage * (damageBonus / 100f); // Heavy Armor Damage Reduction var damageReduction = (chainMasterySkill == null ? 0 : (100 - chainMasterySkill.RankData.Var3)); if (attacker.HasEquipped("/heavyarmor/")) { damage -= damage * (damageReduction / 100f); } // Master Title - Damage +10% if (attacker.Titles.SelectedTitle == skill.Data.MasterTitle) { damage += (damage * 0.1f); } // Critical Hit var critChance = attacker.GetRightCritChance(target.Protection); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Handle skills and reductions SkillHelper.HandleDefenseProtection(target, ref damage); HeavyStander.Handle(attacker, target, ref damage, tAction); SkillHelper.HandleConditions(attacker, target, ref damage); ManaShield.Handle(target, ref damage, tAction); // Apply Damage target.TakeDamage(tAction.Damage = damage, attacker); // Aggro target.Aggro(attacker); // Stun Times tAction.Stun = TargetStun; aAction.Stun = AttackerStun; // Death and Knockback if (target.IsDead) { if (target.Is(RaceStands.KnockDownable)) { tAction.Set(TargetOptions.FinishingKnockDown); attacker.Shove(target, (int)skillLength); } else { tAction.Set(TargetOptions.Finished | TargetOptions.FinishingHit); } } else { if (!target.IsKnockedDown) { target.Stability -= StabilityReduction; } if (target.Is(RaceStands.KnockDownable)) // Always knock down { tAction.Set(TargetOptions.KnockDown); attacker.Shove(target, (int)skillLength); } } cap.Handle(); // Splash Damage this.HandleSplash(attacker, skill, target, skillLength, damageBonus, damageReduction); }