// TODO: 夺取差值 private void castSkillAttDelta(float rate, int angryCost = 0) { BT_Logical war = owner._war; BT_MonsterTeam selfTeam = owner.ownerTeam; if (angryCost > 0) // 扣怒气... { selfTeam.costAngry(angryCost); } BT_Monster enemy = war.enemy(owner); if (owner.curAtt >= enemy.curAtt) { return; } float attDistance = Math.Abs(enemy.curAtt - owner.curAtt); attDistance = attDistance * rate * Consts.oneHundred; attDistance = enemy.sufferAttack(new BT_Hurt() { hurtType = BT_Hurt_Type.HURT_SKILL, damageVal = attDistance, }, owner); CMsgSkillAttDelta msg = new CMsgSkillAttDelta(this, MathHelper.MidpointRounding(attDistance)); war.addMsgToRecorder(msg); msg.beforeAtt = owner.curAtt; owner.curAttAdd(attDistance); msg.curAtt = owner.curAtt; msg.enemyAtt = enemy.curAtt; }
// TODO: 自爆 private void castBombSkill(float rate, int angryCost = 0) { BT_Logical war = owner._war; BT_MonsterTeam selfTeam = owner.ownerTeam; if (angryCost > 0) // 扣怒气... { selfTeam.costAngry(angryCost); } BT_Monster enemy = war.enemy(owner); owner.setCurAtt(0, true); float damage = enemy.curAtt * rate * Consts.oneHundred; CMsgSkillBomb msg = new CMsgSkillBomb(this, enemy.pveId, MathHelper.MidpointRounding(damage)); war.addMsgToRecorder(msg); int finalDamage = enemy.sufferAttack(new BT_Hurt() { hurtType = BT_Hurt_Type.HURT_SKILL, damageVal = damage, }, owner); msg.finalAtt = finalDamage; msg.enemyCurAtt = enemy.curAtt; msg.selfCurAtt = owner.curAtt; }
// TODO: 斩杀 private void castCutSkill(float damage, float rate, int angryCost = 0) { BT_Logical war = owner._war; BT_MonsterTeam selfTeam = owner.ownerTeam; if (angryCost > 0) // 扣怒气... { selfTeam.costAngry(angryCost); } BT_Monster enemy = war.enemy(owner); CMsgSkillCut msg = new CMsgSkillCut(this, enemy.pveId); msg.startAtt = MathHelper.MidpointRounding(damage); war.addMsgToRecorder(msg); int beforeAtt = enemy.curAtt; float cutAtt = enemy.initAtt * rate * Consts.oneHundred; enemy.sufferAttack(new BT_Hurt() { damageVal = damage, hurtType = BT_Hurt_Type.HURT_SKILL, }, owner); if (enemy.alive && enemy.curAtt < cutAtt) { enemy.setCurAtt(0); } msg.finalAtt = enemy.curAtt - beforeAtt; msg.curAtt = enemy.curAtt; }
// TODO: 伤害加倍 private void castHurtUpSkill(float rate, int round, int angryCost = 0) { BT_Logical war = owner._war; BT_MonsterTeam selfTeam = owner.ownerTeam; if (angryCost > 0) // 扣怒气... { selfTeam.costAngry(angryCost); } short bufType = CMsgHeader.BUFF_DEBUFF_HURTUP; int bufRound = round; CMsgSkillBuffDebuff msg = new CMsgSkillBuffDebuff(this); msg.type = bufType; msg.round = bufRound; war.addMsgToRecorder(msg); BT_Monster enemy = war.enemy(owner); BT_BuffOrDebuff debuf = new BT_BuffOrDebuff() { type = bufType, round = bufRound, rate = rate, }; enemy.addBuffOrDebuff(debuf, false); msg.sufferArr = new int[] { enemy.pveId }; }
private void castSkillOp117() { BT_Logical war = owner._war; BT_Monster enemy = war.enemy(owner); int damage = MathHelper.MidpointRounding(param.rate * Consts.oneHundred * enemy.curAtt * RdCast); castAttackSkill(damage, param.nuqi * RdCast, param.num * RdCast); }
// TODO: 吸血技能. // 吸取敌人攻击力,转换其中一部分变成自己的攻击力 // /num 吸取敌人血的百分比 // /type 0:固定值 1:比例 // /convert 吸取血之后加到自己身上的百分比 // /angryCost 怒气 // /selfInc 0:convert吸取血之后加到自己身上的百分比 1:自身攻击力增加convert private void castSuckSkill(float num, int type, float convert, int angryCost = 0, int selfInc = 0) { BT_Logical war = owner._war; BT_Monster enemy = war.enemy(owner); BT_MonsterTeam selfTeam = owner.ownerTeam; if (selfTeam.curAngry >= angryCost) { if (enemy.alive) { float suck = num; if (type == 1) { suck = num * Consts.oneHundred * enemy.curAtt; } if (suck > enemy.curAtt) { suck = enemy.curAtt; } if (angryCost > 0) // 扣怒气... { selfTeam.costAngry(angryCost); } CMsgSkillSuckAttack msg = new CMsgSkillSuckAttack(this, enemy.pveId, MathHelper.MidpointRounding(suck)); war.addMsgToRecorder(msg); // 减敌方血,加给自己. BT_Hurt hurt = new BT_Hurt() { damageVal = suck, hurtType = BT_Hurt_Type.HURT_SKILL, }; int finalSuck = enemy.sufferAttack(hurt, owner); float addAtt = 0f; if (selfInc == 0) { addAtt = convert * Consts.oneHundred * finalSuck; } else { addAtt = convert * Consts.oneHundred * owner.curAtt; } owner.curAttAdd(addAtt); msg.convertAttack = MathHelper.MidpointRounding(addAtt); msg.finalSuckAtt = finalSuck; msg.sufferCurAtt = enemy.curAtt; msg.casterCurAtt = owner.curAtt; msg.curAngry = selfTeam.curAngry; } } }
// TODO: 变更当前攻击力技能 // 增加 自己/对手 当前战斗力X% type:0---百分比 1---固定值 private void castChangeAttackSkill(bool beOwner, float addRate, int type = 0, int angryCost = 0) { BT_Logical war = owner._war; BT_Monster enemy = war.enemy(owner); BT_Monster target = beOwner ? owner : enemy; if (target.alive) { if (angryCost > 0) // 扣怒气... { BT_MonsterTeam selfTeam = owner.ownerTeam; selfTeam.costAngry(angryCost); } CMsgSkillChangeAttack msg = new CMsgSkillChangeAttack(this, target.pveId); int beforeAtt = target.curAtt; if (0 == type) { if (beOwner) { target.curAttEnhance(1 + addRate * 0.01f); } else { int hp = target.curAtt; float damage = hp * addRate * 0.01f; damage = returnDamage(owner, enemy, damage); if (false == target.canSufferSkillDamage()) { damage = 0; } target.curAttAdd(-damage); // target.curAttEnhance ( 1 - addRate / 100 ); } } else { target.curAttAdd(addRate); } int afterAtt = target.curAtt; msg.curAtt = afterAtt; msg.addAtt = afterAtt - beforeAtt; war.addMsgToRecorder(msg); } }
private ForcastSk preCastSkOp111() { BT_Logical war = owner._war; BT_Monster enemy = war.enemy(owner); int damage = MathHelper.MidpointRounding(param.rate * Consts.oneHundred * enemy.curAtt); ForcastSk forcast = new ForcastSk() { target = -1, dmgOrRec = damage, }; return(forcast); }
// TODO: 自损技能 // type 0:固定值 1:比例 private void castChangeAttBothSKill(int snum, int stype, int senum, int etype, int angryCost = 0) { BT_Logical war = owner._war; BT_Monster enemy = war.enemy(owner); if (enemy.alive) { if (angryCost > 0) // 扣怒气... { BT_MonsterTeam selfTeam = owner.ownerTeam; selfTeam.costAngry(angryCost); } float sAdd = snum; if (stype == 1) { sAdd = snum * Consts.oneHundred * owner.curAtt; } float eAdd = senum; if (etype == 1) { eAdd = senum * Consts.oneHundred * enemy.curAtt; } sAdd = -sAdd; eAdd = -eAdd; CMsgSkillChangeCurAttackBoth msg = new CMsgSkillChangeCurAttackBoth(this); war.addMsgToRecorder(msg); owner.curAttAdd(sAdd); if (enemy.canSufferSkillDamage()) { enemy.curAttAdd(eAdd); } msg.selfAttChange = MathHelper.MidpointRounding(sAdd); msg.enemyAttChange = MathHelper.MidpointRounding(eAdd); msg.selfCurAtt = owner.curAtt; msg.enemyCurAtt = enemy.curAtt; } }
// damage 伤害 // angryCost 怒气的消耗 // angryRecover 怒气的恢复 private void castAttackSkill(int damage, int angryCost = 0, int angryRecover = 0) { BT_Logical war = owner._war; BT_Monster enemy = war.enemy(owner); if (enemy.alive) { // 扣怒气... owner.ownerTeam.costAngry(angryCost); int angry = owner.ownerTeam.curAngry; owner.ownerTeam.addAngry(angryRecover); CMsgSkillAttack msg = makeAttackMsg(enemy, damage); msg.recoverAngry = angryRecover; msg.costAngry = angryCost; msg.preAngry = angry; war.addMsgToRecorder(msg); } }
private ForcastSk preCastSkOp104() { BT_Logical war = owner._war; BT_Monster enemy = war.enemy(owner); int beforeAtt = enemy.curAtt; float cutAtt = enemy.initAtt * param.rate * Consts.oneHundred; int damage = param.damage; if ((beforeAtt - damage) < cutAtt) { damage = beforeAtt; } ForcastSk forcast = new ForcastSk() { target = -1, dmgOrRec = damage, }; return(forcast); }
// TODO: 连击技能... // 对对方造成damage的伤害 并且可能有额外几次的伤害... private void castAttackComboSkill(float damage, int extra, int angryCost = 0) { BT_Logical war = owner._war; BT_Monster enemy = war.enemy(owner); if (enemy.alive) { CMsgSkillAttackCombo msg = new CMsgSkillAttackCombo(this); BT_MonsterTeam selfTeam = owner.ownerTeam; // 扣怒气... if (angryCost > 0) { selfTeam.costAngry(angryCost); } war.addMsgToRecorder(msg); // 返回当前的怒气值 msg.curAngry = selfTeam.curAngry; msg.attackArr = null; List <CMsgSkillAttack> realArr = new List <CMsgSkillAttack>(); for (int i = 0; i < extra + 1; i++) { if (enemy.alive) { CMsgSkillAttack attackMsg = makeAttackMsg(enemy, damage); realArr.Add(attackMsg); } } if (realArr.Count > 0) { msg.attackArr = realArr.ToArray(); } } }
// TODO: 战后回复 private void castRecoverySkill(float rate, int angryCost = 0) { BT_Logical war = owner._war; BT_MonsterTeam selfTeam = owner.ownerTeam; BT_Monster enemy = war.enemy(owner); if (angryCost > 0) // 扣怒气... { selfTeam.costAngry(angryCost); } CMsgSkillAfterRecovery msg = new CMsgSkillAfterRecovery(this); msg.suffer = owner.pveId; msg.startAtt = owner.curAtt; msg.enemyAtt = enemy.curAtt; war.addMsgToRecorder(msg); float addAtt = owner.initAtt * rate * Consts.oneHundred; owner.curAttAdd(addAtt); msg.finalAtt = owner.curAtt; }