public TakeDamage ( float damage, Creature from ) : void | ||
damage | float | |
from | Creature | |
Résultat | void |
/// <summary> /// Bolt specific use code. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="target"></param> protected override void UseSkillOnTarget(Creature attacker, Skill skill, Creature target) { attacker.StopMove(); target.StopMove(); // Create actions var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, target.EntityId); aAction.Set(AttackerOptions.Result); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result); tAction.Stun = TargetStun; var cap = new CombatActionPack(attacker, skill.Info.Id, aAction, tAction); // Damage var damage = this.GetDamage(attacker, skill); // Elements damage *= this.GetElementalDamageMultiplier(attacker, target); // Reduce damage SkillHelper.HandleMagicDefenseProtection(target, ref damage); ManaShield.Handle(target, ref damage, tAction); ManaDeflector.Handle(attacker, target, ref damage, tAction); // Deal damage if (damage > 0) target.TakeDamage(tAction.Damage = damage, attacker); target.Aggro(attacker); // Knock down on deadly if (target.Conditions.Has(ConditionsA.Deadly)) { tAction.Set(TargetOptions.KnockDown); tAction.Stun = TargetStun; } // Death/Knockback attacker.Shove(target, KnockbackDistance); if (target.IsDead) tAction.Set(TargetOptions.FinishingKnockDown); else tAction.Set(TargetOptions.KnockDown); // Override stun set by defense aAction.Stun = AttackerStun; Send.Effect(attacker, Effect.UseMagic, EffectSkillName); Send.SkillUseStun(attacker, skill.Info.Id, aAction.Stun, 1); skill.Stacks = 0; cap.Handle(); }
/// <summary> /// Bolt specific use code. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="target"></param> protected virtual void UseSkillOnTarget(Creature attacker, Skill skill, Creature target) { target.StopMove(); // Create actions var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, skill.Info.Id, target.EntityId); aAction.Set(AttackerOptions.Result); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result); tAction.Stun = TargetStun; var cap = new CombatActionPack(attacker, skill.Info.Id, aAction, tAction); // Damage var damage = this.GetDamage(attacker, skill); // Reduce damage if (this.Defendable) Defense.Handle(aAction, tAction, ref damage); SkillHelper.HandleMagicDefenseProtection(target, ref damage); ManaShield.Handle(target, ref damage, tAction); // Deal damage if (damage > 0) target.TakeDamage(tAction.Damage = damage, attacker); target.Aggro(attacker); // Death/Knockback this.HandleKnockBack(attacker, target, tAction); // Override stun set by defense aAction.Stun = AttackerStun; Send.Effect(attacker, Effect.UseMagic, EffectSkillName); Send.SkillUseStun(attacker, skill.Info.Id, aAction.Stun, 1); this.BeforeHandlingPack(attacker, skill); cap.Handle(); }
/// <summary> /// Handles usage of the skill. /// </summary> /// <param name="attacker"></param> /// <param name="target"></param> public void Use(Creature attacker, Creature target) { // Updating unlock because of the updating lock for pre-renovation // Has to be done here because we can't have an updating unlock // after the combat action, it resets the stun. if (!AuraData.FeaturesDb.IsEnabled("TalentRenovationCloseCombat")) attacker.Unlock(Locks.Move, true); var skill = attacker.Skills.Get(SkillId.Counterattack); var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, SkillId.Counterattack, target.EntityId); aAction.Options |= AttackerOptions.Result | AttackerOptions.KnockBackHit2; var tAction = new TargetAction(CombatActionType.CounteredHit2, target, attacker, target.Skills.IsReady(SkillId.Smash) ? SkillId.Smash : SkillId.CombatMastery); tAction.Options |= TargetOptions.Result | TargetOptions.Smash; var cap = new CombatActionPack(attacker, skill.Info.Id); cap.Add(aAction, tAction); var damage = (attacker.GetRndTotalDamage() * (skill.RankData.Var2 / 100f)) + (target.GetRndTotalDamage() * (skill.RankData.Var1 / 100f)); var critChance = attacker.GetTotalCritChance(target.Protection) + skill.RankData.Var3; CriticalHit.Handle(attacker, critChance, ref damage, tAction, true); SkillHelper.HandleDefenseProtection(target, ref damage, true, true); target.TakeDamage(tAction.Damage = damage, attacker); target.Aggro(attacker); if (target.IsDead) tAction.Options |= TargetOptions.FinishingKnockDown; aAction.Stun = StunTime; tAction.Stun = StunTime; target.Stability = Creature.MinStability; attacker.Shove(target, KnockbackDistance); // Update both weapons SkillHelper.UpdateWeapon(attacker, target, attacker.RightHand, attacker.LeftHand); Send.SkillUseStun(attacker, skill.Info.Id, StunTime, 1); this.Training(aAction, tAction); cap.Handle(); }
/// <summary> /// Bolt specific use code. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="target"></param> protected override void UseSkillOnTarget(Creature attacker, Skill skill, Creature target) { attacker.StopMove(); target.StopMove(); // Create actions var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, target.EntityId); aAction.Set(AttackerOptions.Result); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result); tAction.Stun = TargetStun; var cap = new CombatActionPack(attacker, skill.Info.Id, aAction, tAction); // Damage var damage = this.GetDamage(attacker, skill); // Elements damage *= this.GetElementalDamageMultiplier(attacker, target); // Critical Hit var critChance = attacker.GetTotalCritChance(target.Protection, true); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Reduce damage Defense.Handle(aAction, tAction, ref damage); SkillHelper.HandleMagicDefenseProtection(target, ref damage); ManaShield.Handle(target, ref damage, tAction); // Mana Deflector var delayReduction = ManaDeflector.Handle(attacker, target, ref damage, tAction); // Deal damage if (damage > 0) target.TakeDamage(tAction.Damage = damage, attacker); target.Aggro(attacker); // Knock down on deadly if (target.Conditions.Has(ConditionsA.Deadly)) { tAction.Set(TargetOptions.KnockDown); tAction.Stun = TargetStun; } // Reduce stun, based on ping if (delayReduction > 0) tAction.Stun = (short)Math.Max(0, tAction.Stun - (tAction.Stun / 100 * delayReduction)); // Death/Knockback if (target.IsDead) { tAction.Set(TargetOptions.FinishingKnockDown); } else { // If knocked down, instant recovery, // if repeat hit, knock down, // otherwise potential knock back. if (target.IsKnockedDown) { tAction.Stun = 0; } else if (target.Stability < MinStability) { tAction.Set(TargetOptions.KnockDown); } else { var stabilityReduction = StabilityReduction; // Reduce reduction, based on ping // While the Wiki says that "the Knockdown Gauge [does not] // build up", tests show that it does. However, it's // reduced, assumedly based on the MD rank. if (delayReduction > 0) stabilityReduction = (short)Math.Max(0, stabilityReduction - (stabilityReduction / 100 * delayReduction)); target.Stability -= stabilityReduction; if (target.IsUnstable) { tAction.Set(TargetOptions.KnockBack); } } } if (tAction.IsKnockBack) attacker.Shove(target, KnockbackDistance); // Override stun set by defense aAction.Stun = AttackerStun; Send.Effect(attacker, Effect.UseMagic, EffectSkillName); Send.SkillUseStun(attacker, skill.Info.Id, aAction.Stun, 1); skill.Stacks--; // Update current weapon SkillHelper.UpdateWeapon(attacker, target, ProficiencyGainType.Melee, attacker.RightHand); cap.Handle(); }
/// <summary> /// Handles usage of the skill. /// </summary> /// <param name="attacker"></param> /// <param name="target"></param> public void Use(Creature attacker, Creature target) { // Updating unlock because of the updating lock for pre-renovation // Has to be done here because we can't have an updating unlock // after the combat action, it resets the stun. if (!AuraData.FeaturesDb.IsEnabled("TalentRenovationCloseCombat")) { attacker.Unlock(Locks.Run, true); attacker.Unlock(Locks.Move, true); } var skill = attacker.Skills.Get(SkillId.Counterattack); var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, SkillId.Counterattack, target.EntityId); aAction.Options |= AttackerOptions.Result | AttackerOptions.KnockBackHit2; var tAction = new TargetAction(CombatActionType.CounteredHit2, target, attacker, target.Skills.IsReady(SkillId.Smash) ? SkillId.Smash : SkillId.CombatMastery); tAction.Options |= TargetOptions.Result | TargetOptions.Smash; var cap = new CombatActionPack(attacker, skill.Info.Id); cap.Add(aAction, tAction); float damage; if (attacker.RightHand != null && attacker.RightHand.Data.HasTag("/weapon/gun/")) //TODO: Only do this when out of ammo. { damage = (attacker.GetRndBareHandDamage() * (skill.RankData.Var2 / 100f)) + (target.GetRndTotalDamage() * (skill.RankData.Var1 / 100f)); } else { damage = (attacker.GetRndTotalDamage() * (skill.RankData.Var2 / 100f)) + (target.GetRndTotalDamage() * (skill.RankData.Var1 / 100f)); } var critShieldReduction = (target.LeftHand != null ? target.LeftHand.Data.DefenseBonusCrit : 0); var critChance = attacker.GetTotalCritChance(target.Protection + critShieldReduction) + skill.RankData.Var3; CriticalHit.Handle(attacker, critChance, ref damage, tAction, true); var maxDamage = damage; //Damage without Defense and Protection SkillHelper.HandleDefenseProtection(target, ref damage, true, true); ManaShield.Handle(target, ref damage, tAction, maxDamage); target.TakeDamage(tAction.Damage = damage, attacker); target.Aggro(attacker); if (target.IsDead) tAction.Options |= TargetOptions.FinishingKnockDown; if (attacker.IsCharacter && AuraData.FeaturesDb.IsEnabled("CombatSystemRenewal")) { aAction.Stun = 2000; } else { aAction.Stun = AttackStunTime; } tAction.Stun = StunTime; target.Stability = Creature.MinStability; attacker.Shove(target, KnockbackDistance); // Update both weapons SkillHelper.UpdateWeapon(attacker, target, attacker.RightHand, attacker.LeftHand); Send.SkillUseStun(attacker, skill.Info.Id, aAction.Stun, 1); this.Training(aAction, tAction); cap.Handle(); }