private static void HandleDamage(GameSession session, PacketReader packet) { long skillSn = packet.ReadLong(); int attackCounter = packet.ReadInt(); int playerObjectId = packet.ReadInt(); CoordF position = packet.Read <CoordF>(); CoordF impactPos = packet.Read <CoordF>(); CoordF rotation = packet.Read <CoordF>(); int attackPoint = packet.ReadByte(); byte count = packet.ReadByte(); packet.ReadInt(); IFieldActor <Player> fieldPlayer = session.Player.FieldPlayer; SkillCast skillCast = fieldPlayer.SkillCast; if (skillCast is null || skillCast.SkillSn != skillSn) { return; } // TODO: Verify if its the player or an ally if (skillCast.IsRecovery()) { Status status = new(skillCast, fieldPlayer.ObjectId, fieldPlayer.ObjectId, 1); StatusHandler.Handle(session, status); // TODO: Heal based on stats fieldPlayer.Heal(session, status, 50); return; } bool isCrit = DamageHandler.RollCrit(session.Player.Stats[StatId.CritRate].Total); List <(int targetId, byte damageType, double damage)> damages = new(); for (int i = 0; i < count; i++) { int entityId = packet.ReadInt(); packet.ReadByte(); if (entityId == playerObjectId) { damages.Add(new(playerObjectId, 0, 0)); continue; } IFieldActor <NpcMetadata> mob = session.FieldManager.State.Mobs.GetValueOrDefault(entityId); if (mob == null) { continue; } skillCast.Target = mob; DamageHandler damage = DamageHandler.CalculateDamage(skillCast, fieldPlayer, mob, isCrit); mob.Damage(damage, session); damages.Add(new(damage.Target.ObjectId, (byte)(isCrit ? 1 : 0), damage.Damage)); // TODO: Check if the skill is a debuff for an entity if (!skillCast.IsDebuffElement() && !skillCast.IsDebuffToEntity() && !skillCast.IsDebuffElement()) { continue; } Status status = new(skillCast, mob.ObjectId, fieldPlayer.ObjectId, 1); StatusHandler.Handle(session, status); } session.FieldManager.BroadcastPacket(SkillDamagePacket.Damage(skillCast, attackCounter, position, rotation, damages)); }