Exemple #1
0
        public override void Cast(SkillCast skillCast)
        {
            int spiritCost  = skillCast.GetSpCost();
            int staminaCost = skillCast.GetStaCost();

            if (Value.Stats[StatId.Spirit].Total < spiritCost || Value.Stats[StatId.Stamina].Total < staminaCost)
            {
                return;
            }

            SkillCast = skillCast;

            ConsumeSp(spiritCost);
            ConsumeStamina(staminaCost);
            Value.Session.SendNotice(skillCast.SkillId.ToString());

            // TODO: Move this and all others combat cases like recover sp to its own class.
            // Since the cast is always sent by the skill, we have to check buffs even when not doing damage.
            if (skillCast.IsBuffToOwner() || skillCast.IsBuffToEntity() || skillCast.IsBuffShield() || skillCast.IsDebuffToOwner())
            {
                Status status = new(skillCast, ObjectId, ObjectId, 1);
                StatusHandler.Handle(Value.Session, status);
            }

            Value.Session.FieldManager.BroadcastPacket(SkillUsePacket.SkillUse(skillCast));
            Value.Session.Send(StatPacket.SetStats(this));

            StartCombatStance();
        }
Exemple #2
0
        public override void Execute(GameCommandTrigger trigger)
        {
            int id = trigger.Get <int>("id");

            if (SkillMetadataStorage.GetSkill(id) == null)
            {
                trigger.Session.SendNotice($"No skill found with id: {id}");
                return;
            }

            short level = trigger.Get <short>("level") <= 10 && trigger.Get <short>("level") != 0 ? trigger.Get <short>("level") : (short)1;
            // The Status packet needs this in miliseconds, we are converting them here for the user to just input the actual seconds.
            int duration = trigger.Get <int>("duration") <= 3600 && trigger.Get <int>("duration") != 0 ? trigger.Get <int>("duration") * 1000 : 10000;
            int stacks   = trigger.Get <int>("stacks") == 0 ? 1 : trigger.Get <int>("stacks");

            SkillCast skillCast = new SkillCast(id, level);

            if (skillCast.IsBuffToOwner() || skillCast.IsBuffToEntity() || skillCast.IsBuffShield() || skillCast.IsGM() || skillCast.IsGlobal() || skillCast.IsHealFromBuff())
            {
                Status status = new Status(skillCast, trigger.Session.FieldPlayer.ObjectId, trigger.Session.FieldPlayer.ObjectId, stacks);
                StatusHandler.Handle(trigger.Session, status);
                return;
            }

            trigger.Session.SendNotice($"Skill with id: {id} is not a buff to the owner.");
        }
    public virtual void Cast(SkillCast skillCast)
    {
        SkillCast = skillCast;

        // TODO: Move this and all others combat cases like recover sp to its own class.
        // Since the cast is always sent by the skill, we have to check buffs even when not doing damage.
        if (skillCast.IsBuffToOwner() || skillCast.IsBuffToEntity() || skillCast.IsBuffShield() || skillCast.IsDebuffToOwner())
        {
            Status status = new(skillCast, ObjectId, ObjectId, 1);
            //StatusHandler.Handle(Value.Session, status);
        }
    }