Exemple #1
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 (!SkillHandler.CheckSkillSP(pc, args.skillID))
         {
             SkillHandler.SetSkillFailed(ref args);
             return;
         }
         SkillHandler.GainLP(pc, args.skillID);
         args.damage     = 0;
         args.isCritical = SkillHandler.CalcCrit(sActor, dActor, args, SkillHandler.AttackType.Magical);
         if (args.isCritical != Map.SkillArgs.AttackResult.Miss && args.isCritical != Map.SkillArgs.AttackResult.Block)
         {
             uint MDamage;
             uint WindDamage;
             args.damage = CalcDamage(sActor, dActor, args);
             MDamage     = SkillHandler.MagicalAttack(ref sActor, ref dActor, args.damage, SkillHandler.AttackElements.NEUTRAL, ref args);
             args.damage = CalcWindDamage(sActor, dActor, args);
             WindDamage  = SkillHandler.MagicalAttack(ref sActor, ref dActor, args.damage, SkillHandler.AttackElements.WIND, ref args);
             args.damage = MDamage + WindDamage;
         }
     }
 }
Exemple #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 (!SkillHandler.CheckSkillSP(pc, args.skillID))
         {
             SkillHandler.SetSkillFailed(ref args);
             return;
         }
         SkillHandler.GainLP(pc, args.skillID);
     }
     args.damage     = 0;
     args.isCritical = SkillHandler.CalcCrit(sActor, dActor, args, SkillHandler.AttackType.Physical);
     if (args.isCritical != Map.SkillArgs.AttackResult.Miss && args.isCritical != Map.SkillArgs.AttackResult.Block)
     {
         ActorPC targetPC = (ActorPC)sActor;
         args.damage = CalcDamage(sActor, dActor, args);
     }
     if (args.damage <= 0)
     {
         args.damage = 1;
     }
     SkillHandler.PhysicalAttack(ref sActor, ref dActor, args.damage, SkillHandler.AttackElements.NEUTRAL, ref args);
 }
Exemple #3
0
        public static void Proc(ref Actor sActor, ref Actor dActor, ref Map.SkillArgs args)
        {
            byte    level;
            ActorPC pc = (ActorPC)sActor;

            level = (byte)(args.skillID - baseID + 1);
            ActorEventHandlers.PC_EventHandler eh = (ActorEventHandlers.PC_EventHandler)pc.e;
            if (!SkillHandler.CheckSkillSP(pc, args.skillID))
            {
                SkillHandler.SetSkillFailed(ref args);
                return;
            }
            SkillHandler.GainLP(pc, args.skillID, (byte)((level + 1) / 2));
            args.damage     = 0;
            args.isCritical = Map.SkillArgs.AttackResult.Nodamage;
        }
Exemple #4
0
 public static void Proc(ref Actor sActor, ref Actor dActor, ref Map.SkillArgs args)
 {
     if (sActor.type == ActorType.PC)
     {
         ActorPC pc = (ActorPC)sActor;
         ActorEventHandlers.PC_EventHandler eh = (SagaMap.ActorEventHandlers.PC_EventHandler)pc.e;
         byte level = (byte)(args.skillID - baseID + 1);
         if (!SkillHandler.CheckSkillSP(pc, args.skillID))
         {
             SkillHandler.SetSkillFailed(ref args);
             return;
         }
         SkillHandler.GainLP(pc, args.skillID);
         args.damage     = 0;
         args.isCritical = Map.SkillArgs.AttackResult.Nodamage;
         SkillHandler.ApplyAddition(dActor, new Additions.Recruit.Designation(args.skillID, dActor));
     }
 }
Exemple #5
0
 public static void Proc(ref Actor sActor, ref Actor dActor, ref Map.SkillArgs args)
 {
     if (sActor.type == ActorType.PC)
     {
         ActorPC pc = (ActorPC)sActor;
         ActorEventHandlers.PC_EventHandler eh = (SagaMap.ActorEventHandlers.PC_EventHandler)pc.e;
         byte level = (byte)(args.skillID - baseID + 1);
         if (!SkillHandler.CheckSkillSP(pc, args.skillID))
         {
             SkillHandler.SetSkillFailed(ref args);
             return;
         }
         SkillHandler.GainLP(pc, args.skillID);
         args.damage     = 0;
         args.isCritical = Map.SkillArgs.AttackResult.Nodamage;
         SkillHandler.ApplyAddition(dActor, new Additions.Global.DefaultBuff(args.skillID, dActor, "PredatorFocus", 900000, Addition.AdditionType.Buff));
         eh.C.SendBattleStatus();
     }
 }
Exemple #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 (!SkillHandler.CheckSkillSP(pc, args.skillID))
                {
                    SkillHandler.SetSkillFailed(ref args);
                    return;
                }
                SkillHandler.GainLP(pc, args.skillID);
            }
            args.damage     = 0;
            args.isCritical = SkillHandler.CalcCrit(sActor, dActor, args, SkillHandler.AttackType.Ranged);
            byte level = (byte)(args.skillID - baseID + 1);

            if (args.isCritical != Map.SkillArgs.AttackResult.Miss && args.isCritical != Map.SkillArgs.AttackResult.Block)
            {
                ActorPC targetPC = (ActorPC)sActor;
                args.damage = CalcDamage(sActor, dActor, args);
                if (dActor.type == ActorType.NPC)//currently only can be casted on NPCs(Mob)
                {
                    ActorNPC npc = (ActorNPC)dActor;
                    Mob      mob = (Mob)dActor.e;
                    if (Global.Random.Next(0, 99) < 50)
                    {
                        SkillHandler.ApplyAddition(dActor, new Additions.Global.DefaultBuff(1004801, dActor, "LowerBodyParalysis", 5000, Addition.AdditionType.Debuff));
                    }
                }
            }
            if (args.damage <= 0)
            {
                args.damage = 1;
            }
            SkillHandler.PhysicalAttack(ref sActor, ref dActor, args.damage, SkillHandler.AttackElements.NEUTRAL, ref args);
        }