/// <summary> /// Executes the style of the given player. Prints /// out messages to the player notifying him of his success or failure. /// </summary> /// <param name="living">The living executing the styles</param> /// <param name="attackData"> /// The AttackData that will be modified to contain the /// new damage and the executed style. /// </param> /// <param name="weapon">The weapon used to execute the style</param> /// <returns>true if a style was performed, false if not</returns> public static bool ExecuteStyle(GameLiving living, AttackData attackData, InventoryItem weapon) { //First thing in processors, lock the objects you modify //This way it makes sure the objects are not modified by //several different threads at the same time! GamePlayer player = living as GamePlayer; lock (living) { //Does the player want to execute a style at all? if (attackData.Style == null) return false; if (weapon != null && weapon.Object_Type == (int)eObjectType.Shield) { attackData.AnimationId = (weapon.Hand != 1) ? attackData.Style.Icon : attackData.Style.TwoHandAnimation; // 2h shield? } int fatCost = 0; if (weapon != null) fatCost = CalculateEnduranceCost(living, attackData.Style, weapon.SPD_ABS); //Reduce endurance if styled attack missed switch (attackData.AttackResult) { case GameLiving.eAttackResult.Blocked: case GameLiving.eAttackResult.Evaded: case GameLiving.eAttackResult.Missed: case GameLiving.eAttackResult.Parried: if (player != null) //No mob endu lost yet living.Endurance -= Math.Max(1, fatCost / 2); return false; } //Ignore all other attack results if (attackData.AttackResult != GameLiving.eAttackResult.HitUnstyled && attackData.AttackResult != GameLiving.eAttackResult.HitStyle) return false; //Did primary and backup style fail? if (!CanUseStyle(living, attackData.Style, weapon)) { if (player != null) { // reduce players endurance, full endurance if failed style player.Endurance -= fatCost; //"You must be hidden to perform this style!" //Print a style-fail message player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "StyleProcessor.ExecuteStyle.ExecuteFail", attackData.Style.Name), eChatType.CT_YouHit, eChatLoc.CL_SystemWindow); } return false; } else { double effectivness = 1.0; if (attackData.Target is GameNPC && player != null) { IControlledBrain brain = ((GameNPC)attackData.Target).Brain as IControlledBrain; if (brain == null) effectivness *= 2; } //Style worked! Print out some nice info and add the damage! :) //Growth Rate * Style Spec * Effective Speed / Unstyled Damage Cap int styledDamageCap = 0; double factor = 1.0; //critical strike for rogue // from: http://www.classesofcamelot.com/other/styles/Styles.htm //Assassination styles (BS, BS2, PA) work differently than normal styles. //Since these styles can only be used as an opener from stealth, these styles have had the DPS portion coded out //and just add a static damage value. This allows for assassins to use fast weapons and still hit hard with their assassination styles. //Furthermore, since the assassination styles add a static damage amount, faster weapons actually allow for a higher DPS than slower //weapons in this case. Thus, one can debate the benefits of a slow assassination weapon versus a fast one. // //Backstab I Cap = ~5 + Critical Strike Spec * 14 / 3 + Nonstyle Cap //Backstab II Cap = 45 + Critical Strike Spec * 6 + Nonstyle Cap //Perforate Artery Cap = 75 + Critical Strike Spec * 9 + Nonstyle Cap // if (attackData.Target is GameNPC || attackData.Target is GamePlayer) { if (attackData.Style.Name == (LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "StyleProcessor.ExecuteStyle.StyleNameBackstab"))) { factor = (5 + living.GetModifiedSpecLevel(Specs.Critical_Strike) * 14 / 3.0) / living.UnstyledDamageCap(weapon); attackData.StyleDamage = (int)Math.Max(1, attackData.UncappedDamage * factor * ServerProperties.Properties.CS_OPENING_EFFECTIVENESS); styledDamageCap = (int)((5 + (living.GetModifiedSpecLevel(Specs.Critical_Strike) * 14 / 3.0 + living.UnstyledDamageCap(weapon))) * effectivness); } else if (attackData.Style.Name == (LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "StyleProcessor.ExecuteStyle.StyleNameBackstabII"))) { factor = (45 + living.GetModifiedSpecLevel(Specs.Critical_Strike) * 6) / living.UnstyledDamageCap(weapon); attackData.StyleDamage = (int)Math.Max(1, attackData.UncappedDamage * factor * ServerProperties.Properties.CS_OPENING_EFFECTIVENESS); styledDamageCap = (int)((45 + (living.GetModifiedSpecLevel(Specs.Critical_Strike) * 6 + living.UnstyledDamageCap(weapon))) * effectivness); } else if (attackData.Style.Name == (LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "StyleProcessor.ExecuteStyle.StyleNamePerforateArtery"))) { factor = (75 + living.GetModifiedSpecLevel(Specs.Critical_Strike) * 9) / living.UnstyledDamageCap(weapon); attackData.StyleDamage = (int)Math.Max(1, attackData.UncappedDamage * factor * ServerProperties.Properties.CS_OPENING_EFFECTIVENESS); styledDamageCap = (int)((75 + (living.GetModifiedSpecLevel(Specs.Critical_Strike) * 9 + living.UnstyledDamageCap(weapon))) * effectivness); } } if (styledDamageCap == 0) { styledDamageCap = (int)((living.UnstyledDamageCap(weapon) + (attackData.Style.GrowthRate * living.GetModifiedSpecLevel(attackData.Style.Spec) * living.AttackSpeed(weapon) * 0.001)) * effectivness); factor = (attackData.Style.GrowthRate * living.GetModifiedSpecLevel(attackData.Style.Spec) * living.AttackSpeed(weapon) * 0.001) / living.UnstyledDamageCap(weapon); attackData.StyleDamage = (int)Math.Max(attackData.Style.GrowthRate > 0 ? 1 : 0, attackData.UncappedDamage * factor); } attackData.StyleDamage = (int)(attackData.StyleDamage * living.GetModified(eProperty.StyleDamage) / 100.0); //Eden - style absorb bonus int absorb=0; if(attackData.Target is GamePlayer && attackData.Target.GetModified(eProperty.StyleAbsorb) > 0) { absorb=(int)Math.Floor((double)attackData.StyleDamage * ((double)attackData.Target.GetModified(eProperty.StyleAbsorb)/100)); attackData.StyleDamage -= absorb; } //Increase regular damage by styledamage ... like on live servers attackData.Damage += attackData.StyleDamage; // apply styled damage cap attackData.Damage = Math.Min(attackData.Damage, styledDamageCap); if (player != null) { // reduce players endurance player.Endurance -= fatCost; if(absorb > 0) { player.Out.SendMessage("A barrier absorbs " + absorb + " damage!", eChatType.CT_YouHit, eChatLoc.CL_SystemWindow); if(living is GamePlayer) (living as GamePlayer).Out.SendMessage("A barrier absorbs " + absorb + " damage!", eChatType.CT_YouHit, eChatLoc.CL_SystemWindow); } } if (attackData.Style.Procs.Count > 0) { ISpellHandler effect; // If ClassID = 0, use the proc for any class, unless there is also a proc with a ClassID // that matches the player's CharacterClass.ID, or for mobs, the style's ClassID - then use // the class-specific proc instead of the ClassID=0 proc if (!attackData.Style.RandomProc) { List<DBStyleXSpell> procsToExecute = new List<DBStyleXSpell>(); bool onlyExecuteClassSpecific = false; foreach (DBStyleXSpell proc in attackData.Style.Procs) { if (player != null && proc.ClassID == player.CharacterClass.ID) { procsToExecute.Add(proc); onlyExecuteClassSpecific = true; } else if (proc.ClassID == attackData.Style.ClassID || proc.ClassID == 0) { procsToExecute.Add(proc); } } foreach (DBStyleXSpell procToExecute in procsToExecute) { if (onlyExecuteClassSpecific && procToExecute.ClassID == 0) continue; if (Util.Chance(procToExecute.Chance)) { effect = CreateMagicEffect(living, attackData.Target, procToExecute.SpellID); //effect could be null if the SpellID is bigger than ushort if (effect != null) { attackData.StyleEffects.Add(effect); if (attackData.Style.OpeningRequirementType == Style.eOpening.Offensive || attackData.Style.OpeningRequirementType == Style.eOpening.Defensive) { effect.UseMinVariance = true; } } } } } else { //Add one proc randomly int random = Util.Random(attackData.Style.Procs.Count - 1); //effect could be null if the SpellID is bigger than ushort effect = CreateMagicEffect(living, attackData.Target, attackData.Style.Procs[random].SpellID); if (effect != null) { attackData.StyleEffects.Add(effect); if (attackData.Style.OpeningRequirementType == Style.eOpening.Offensive || attackData.Style.OpeningRequirementType == Style.eOpening.Defensive) { effect.UseMinVariance = true; } } } } if (weapon != null) attackData.AnimationId = (weapon.Hand != 1) ? attackData.Style.Icon : attackData.Style.TwoHandAnimation; // special animation for two-hand else if (living.Inventory != null) attackData.AnimationId = (living.Inventory.GetItem(eInventorySlot.RightHandWeapon) != null) ? attackData.Style.Icon : attackData.Style.TwoHandAnimation; // special animation for two-hand else attackData.AnimationId = attackData.Style.Icon; return true; } } }
/// <summary> /// Executes the style of the given player. Prints /// out messages to the player notifying him of his success or failure. /// </summary> /// <param name="living">The living executing the styles</param> /// <param name="attackData"> /// The AttackData that will be modified to contain the /// new damage and the executed style. /// </param> /// <param name="weapon">The weapon used to execute the style</param> /// <returns>true if a style was performed, false if not</returns> public static bool ExecuteStyle(GameLiving living, AttackData attackData, InventoryItem weapon) { //First thing in processors, lock the objects you modify //This way it makes sure the objects are not modified by //several different threads at the same time! GamePlayer player = living as GamePlayer; lock (living) { //Does the player want to execute a style at all? if (attackData.Style == null) return false; if (weapon != null && weapon.Object_Type == (int)eObjectType.Shield) { attackData.AnimationId = (weapon.Hand != 1) ? attackData.Style.Icon : attackData.Style.TwoHandAnimation; // 2h shield? } int fatCost = 0; if (weapon != null) fatCost = CalculateEnduranceCost(living, attackData.Style, weapon.SPD_ABS); //Reduce endurance if styled attack missed switch (attackData.AttackResult) { case GameLiving.eAttackResult.Blocked: case GameLiving.eAttackResult.Evaded: case GameLiving.eAttackResult.Missed: case GameLiving.eAttackResult.Parried: if (player != null) //No mob endu lost yet living.Endurance -= Math.Max(1, fatCost / 2); return false; } //Ignore all other attack results if (attackData.AttackResult != GameLiving.eAttackResult.HitUnstyled && attackData.AttackResult != GameLiving.eAttackResult.HitStyle) return false; //Did primary and backup style fail? if (!CanUseStyle(living, attackData.Style, weapon)) { if (player != null) { // reduce players endurance, full endurance if failed style player.Endurance -= fatCost; //"You must be hidden to perform this style!" //Print a style-fail message player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "StyleProcessor.ExecuteStyle.ExecuteFail", attackData.Style.Name), eChatType.CT_YouHit, eChatLoc.CL_SystemWindow); } return false; } else { //Style worked! Print out some nice info and add the damage! :) //Growth * Style Spec * Effective Speed / Unstyled Damage Cap bool staticGrowth = attackData.Style.StealthRequirement; //static growth is not a function of (effective) weapon speed double absorbRatio = attackData.Damage / living.UnstyledDamageCap(weapon); //scaling factor for style damage double effectiveWeaponSpeed = living.AttackSpeed(weapon) * 0.001; double styleGrowth = Math.Max(0,attackData.Style.GrowthOffset + attackData.Style.GrowthRate * living.GetModifiedSpecLevel(attackData.Style.Spec)); double styleDamageBonus = living.GetModified(eProperty.StyleDamage) * 0.01 - 1; if (staticGrowth) { if (living.AttackWeapon.Item_Type == Slot.TWOHAND) { styleGrowth = styleGrowth * 1.25 + living.WeaponDamage(living.AttackWeapon) * Math.Max(0,living.AttackWeapon.SPD_ABS - 21) * 10 / 66d; } attackData.StyleDamage = (int)(absorbRatio * styleGrowth * ServerProperties.Properties.CS_OPENING_EFFECTIVENESS); } else attackData.StyleDamage = (int)(absorbRatio * styleGrowth * effectiveWeaponSpeed); attackData.StyleDamage += (int)(attackData.Damage * styleDamageBonus); //Eden - style absorb bonus int absorb=0; if(attackData.Target is GamePlayer && attackData.Target.GetModified(eProperty.StyleAbsorb) > 0) { absorb=(int)Math.Floor((double)attackData.StyleDamage * ((double)attackData.Target.GetModified(eProperty.StyleAbsorb)/100)); attackData.StyleDamage -= absorb; } //Increase regular damage by styledamage ... like on live servers attackData.Damage += attackData.StyleDamage; if (player != null) { // reduce players endurance player.Endurance -= fatCost; if(absorb > 0) { player.Out.SendMessage("A barrier absorbs " + absorb + " damage!", eChatType.CT_YouHit, eChatLoc.CL_SystemWindow); if(living is GamePlayer) (living as GamePlayer).Out.SendMessage("A barrier absorbs " + absorb + " damage!", eChatType.CT_YouHit, eChatLoc.CL_SystemWindow); } } #region StyleProcs if (attackData.Style.Procs.Count > 0) { ISpellHandler effect; // If ClassID = 0, use the proc for any class, unless there is also a proc with a ClassID // that matches the player's CharacterClass.ID, or for mobs, the style's ClassID - then use // the class-specific proc instead of the ClassID=0 proc if (!attackData.Style.RandomProc) { List<Tuple<Spell, int, int>> procsToExecute = new List<Tuple<Spell, int, int>>(); bool onlyExecuteClassSpecific = false; foreach (Tuple<Spell, int, int> proc in attackData.Style.Procs) { if (player != null && proc.Item2 == player.CharacterClass.ID) { procsToExecute.Add(proc); onlyExecuteClassSpecific = true; } else if (proc.Item2 == attackData.Style.ClassID || proc.Item2 == 0) { procsToExecute.Add(proc); } } foreach (Tuple<Spell, int, int> procToExecute in procsToExecute) { if (onlyExecuteClassSpecific && procToExecute.Item2 == 0) continue; if (Util.Chance(procToExecute.Item3)) { effect = CreateMagicEffect(living, attackData.Target, procToExecute.Item1.ID); //effect could be null if the SpellID is bigger than ushort if (effect != null) { attackData.StyleEffects.Add(effect); if (attackData.Style.OpeningRequirementType == Style.eOpening.Offensive || attackData.Style.OpeningRequirementType == Style.eOpening.Defensive) { effect.UseMinVariance = true; } } } } } else { //Add one proc randomly int random = Util.Random(attackData.Style.Procs.Count - 1); //effect could be null if the SpellID is bigger than ushort effect = CreateMagicEffect(living, attackData.Target, attackData.Style.Procs[random].Item1.ID); if (effect != null) { attackData.StyleEffects.Add(effect); if (attackData.Style.OpeningRequirementType == Style.eOpening.Offensive || attackData.Style.OpeningRequirementType == Style.eOpening.Defensive) { effect.UseMinVariance = true; } } } } #endregion StyleProcs #region Animation if (weapon != null) attackData.AnimationId = (weapon.Hand != 1) ? attackData.Style.Icon : attackData.Style.TwoHandAnimation; // special animation for two-hand else if (living.Inventory != null) attackData.AnimationId = (living.Inventory.GetItem(eInventorySlot.RightHandWeapon) != null) ? attackData.Style.Icon : attackData.Style.TwoHandAnimation; // special animation for two-hand else attackData.AnimationId = attackData.Style.Icon; #endregion Animation return true; } } }