public void Update(long currentTime) { MobStatValue endFlag = 0; BuffPhysicalDamage.TryReset(currentTime, ref endFlag); BuffPhysicalDefense.TryReset(currentTime, ref endFlag); BuffMagicDamage.TryReset(currentTime, ref endFlag); BuffMagicDefense.TryReset(currentTime, ref endFlag); BuffAccurrency.TryReset(currentTime, ref endFlag); BuffEvasion.TryReset(currentTime, ref endFlag); BuffSpeed.TryReset(currentTime, ref endFlag); BuffStun.TryReset(currentTime, ref endFlag); BuffFreeze.TryReset(currentTime, ref endFlag); BuffPoison.TryReset(currentTime, ref endFlag); BuffSeal.TryReset(currentTime, ref endFlag); BuffDarkness.TryReset(currentTime, ref endFlag); BuffPowerUp.TryReset(currentTime, ref endFlag); BuffMagicUp.TryReset(currentTime, ref endFlag); BuffPowerGuardUp.TryReset(currentTime, ref endFlag); BuffMagicGuardUp.TryReset(currentTime, ref endFlag); BuffPhysicalImmune.TryReset(currentTime, ref endFlag); BuffMagicImmune.TryReset(currentTime, ref endFlag); BuffDoom.TryReset(currentTime, ref endFlag); BuffWeb.TryReset(currentTime, ref endFlag); BuffHardSkin.TryReset(currentTime, ref endFlag); BuffAmbush.TryReset(currentTime, ref endFlag); BuffVenom.TryReset(currentTime, ref endFlag); BuffBlind.TryReset(currentTime, ref endFlag); BuffSealSkill.TryReset(currentTime, ref endFlag); if (endFlag > 0) { MobPacket.SendMobStatsTempReset(Mob, endFlag); } }
public static void HandleUseSkill(Character chr, Packet packet) { if (chr.PrimaryStats.HP == 0) { // We don't like zombies InventoryPacket.NoChange(chr); return; } var field = chr.Field; var SkillID = packet.ReadInt(); var SkillLevel = packet.ReadByte(); if (SkillID == Constants.Priest.Skills.MysticDoor && MasterThread.CurrentTime - chr.tLastDoor < 3000) { //hack fix for door dc bug InventoryPacket.NoChange(chr); return; } if (!chr.Skills.Skills.ContainsKey(SkillID) || SkillLevel < 1 || SkillLevel > chr.Skills.Skills[SkillID]) { Program.MainForm.LogAppend("Player {0} tried to use a skill without having it.", chr.ID); ReportManager.FileNewReport("Player {0} tried to use a skill without having it.", chr.ID, 0); chr.Player.Socket.Disconnect(); return; } var isGMHideSkill = SkillID == Constants.Gm.Skills.Hide; // Prevent sending the hide enable/disable packet to others if (isGMHideSkill) { chr.SetHide(chr.GMHideEnabled == false, false); if (chr.GMHideEnabled == false) { StopSkill(chr, SkillID); } } else if (SkillID != Constants.Cleric.Skills.Heal || chr.Inventory.GetEquippedItemId((short)Constants.EquipSlots.Slots.Weapon, false) == 0) { // If you are using Heal, and are not using a wand/weapon, it won't show anything. MapPacket.SendPlayerSkillAnim(chr, SkillID, SkillLevel); } var sld = DataProvider.Skills[SkillID].Levels[SkillLevel]; if (SkillID == (int)Constants.Spearman.Skills.HyperBody && !chr.PrimaryStats.HasBuff((int)Constants.Spearman.Skills.HyperBody)) // Buff already exists, do not execute bonus again. Allow multiple casts for duration refresh { var hpmpBonus = (short)((double)chr.PrimaryStats.MaxHP * ((double)sld.XValue / 100.0d)); chr.PrimaryStats.BuffBonuses.MaxHP = hpmpBonus; hpmpBonus = (short)((double)chr.PrimaryStats.MaxMP * ((double)sld.YValue / 100.0d)); chr.PrimaryStats.BuffBonuses.MaxMP = hpmpBonus; } short skillDelay = 0; IEnumerable <Character> getCharactersForPartyBuff(byte Flags, bool deadPlayersToo = false) { if (chr.PartyID == 0) { yield break; } if (PartyData.Parties.TryGetValue(chr.PartyID, out var party)) { for (var i = 5; i >= 0; i--) { if ((Flags >> (5 - i) & 1) == 0) { continue; } var charid = party.Members[i]; if (charid == 0) { continue; } var affected = Server.Instance.GetCharacter(charid); if (affected != null && chr.MapID == affected.MapID && (deadPlayersToo || affected.PrimaryStats.HP > 0)) { yield return(affected); } } } } void handlePartyEffects(byte Flags, short Delay, bool deadPlayersToo = false, Action <Character> additionalEffects = null) { handlePartyEffectsWithPlayers(getCharactersForPartyBuff(Flags, deadPlayersToo), Delay, additionalEffects); } void handlePartyEffectsWithPlayers(IEnumerable <Character> characters, short Delay, Action <Character> additionalEffects = null) { foreach (var character in characters) { if (character == chr) { continue; } if (!computerSaysYes()) { continue; } MapPacket.SendPlayerSkillAnimThirdParty(character, SkillID, SkillLevel, true, true); MapPacket.SendPlayerSkillAnimThirdParty(character, SkillID, SkillLevel, true, false); additionalEffects?.Invoke(character); } } // Runs func() for each mob inside the packet that: // - is not a boss (when isBossable is false) // - effect chance was a success void handleMobStatEffects(bool isBossable, Action <Mob, short> func) { var mobCount = packet.ReadByte(); var mobs = new List <Mob>(mobCount); for (var i = 0; i < mobCount; i++) { var mobId = packet.ReadInt(); var mob = field.GetMob(mobId); if (mob == null) { continue; } if (chr.AssertForHack(mob.IsBoss && !isBossable, "Tried hitting boss with non-boss skill", false)) { continue; } if (computerSaysYes()) { mobs.Add(mob); } } var delay = packet.ReadShort(); mobs.ForEach(x => func(x, delay)); } IEnumerable <Character> getFullMapPlayersForGMSkill() { return(field.Characters.Where(victim => { if (victim == chr) { return false; } if (chr.GMHideEnabled && victim.GMHideEnabled == false) { return false; } // Only Admins can buff other regular people if (chr.IsGM && !chr.IsAdmin && !victim.IsGM) { return false; } return true; })); } bool computerSaysYes() { var chance = sld.Property; if (chance == 0) { chance = 100; } return(!(Rand32.Next() % 100 >= chance)); } //TODO refactor copy-pasted "nearest 6 mobs" logic switch (SkillID) { case Constants.Assassin.Skills.Haste: case Constants.Bandit.Skills.Haste: case Constants.Cleric.Skills.Bless: case Constants.Spearman.Skills.IronWill: case Constants.Fighter.Skills.Rage: case Constants.FPWizard.Skills.Meditation: case Constants.ILWizard.Skills.Meditation: case Constants.Hermit.Skills.MesoUp: { var Flags = packet.ReadByte(); var Delay = packet.ReadShort(); handlePartyEffects(Flags, Delay, false, victim => { victim.Buffs.AddBuff(SkillID, SkillLevel); }); break; } case Constants.Spearman.Skills.HyperBody: { var Flags = packet.ReadByte(); var Delay = packet.ReadShort(); handlePartyEffects(Flags, Delay, false, victim => { if (!victim.PrimaryStats.HasBuff((int)Constants.Spearman.Skills.HyperBody)) // Buff already exists, do not execute bonus again. Allow multiple casts for duration refresh { var hpmpBonus = (short)((double)victim.PrimaryStats.MaxHP * ((double)sld.XValue / 100.0d)); victim.PrimaryStats.BuffBonuses.MaxHP = hpmpBonus; hpmpBonus = (short)((double)victim.PrimaryStats.MaxMP * ((double)sld.YValue / 100.0d)); victim.PrimaryStats.BuffBonuses.MaxMP = hpmpBonus; } victim.Buffs.AddBuff(SkillID, SkillLevel); }); break; } case Constants.Cleric.Skills.Heal: { var Flags = packet.ReadByte(); var Delay = packet.ReadShort(); var members = getCharactersForPartyBuff(Flags, false); var count = members.Count(); double healRate = 0; if (sld.HPProperty > 0) { int chrInt = chr.PrimaryStats.getTotalInt(); int chrLuk = chr.PrimaryStats.getTotalLuk(); var rate = (chrInt * 0.8) + Rand32.Next() % (chrInt * 0.2); healRate = (((rate * 1.5 + chrLuk) * (chr.PrimaryStats.getTotalMagicAttack() + chr.PrimaryStats.BuffMagicAttack.N) * 0.01) * (count * 0.3 + 1.0) * sld.HPProperty * 0.01); } var bigHeal = Math.Min(((long)healRate / (count == 0 ? 1 : count)), short.MaxValue); //prevent integer overflow caused by high stats. Set count to 1 when not in party var heal = (short)bigHeal; chr.ModifyHP((short)Math.Min(heal, (chr.PrimaryStats.GetMaxHP() - chr.PrimaryStats.HP))); handlePartyEffectsWithPlayers(members, Delay, victim => { int oldHP = victim.PrimaryStats.HP; victim.ModifyHP((short)Math.Min(heal, (victim.PrimaryStats.GetMaxHP() - victim.PrimaryStats.HP))); chr.AddEXP(20 * ((victim.PrimaryStats.HP - oldHP) / (8 * victim.Level + 190)), true); }); break; } case Constants.Priest.Skills.Dispel: { var Flags = packet.ReadByte(); var Delay = packet.ReadShort(); if (computerSaysYes()) { chr.Buffs.Dispell(); } handlePartyEffects(Flags, Delay, false, victim => { victim.Buffs.Dispell(); }); handleMobStatEffects(false, (mob, delay) => { MobStatus.MobStatValue Flag = 0; Flag |= mob.Status.BuffPowerUp.Reset(); Flag |= mob.Status.BuffMagicUp.Reset(); Flag |= mob.Status.BuffMagicGuardUp.Reset(); Flag |= mob.Status.BuffPowerGuardUp.Reset(); Flag |= mob.Status.BuffHardSkin.Reset(); MobPacket.SendMobStatsTempReset(mob, Flag); }); break; } case Constants.Priest.Skills.HolySymbol: { var Flags = packet.ReadByte(); var Delay = packet.ReadShort(); handlePartyEffects(Flags, Delay, false, victim => { victim.Buffs.AddBuff(SkillID, SkillLevel); }); break; } // DOOR case Constants.Priest.Skills.MysticDoor: { var x = packet.ReadShort(); var y = packet.ReadShort(); if (chr.DoorMapId != Constants.InvalidMap) { DataProvider.Maps[chr.DoorMapId].DoorPool.TryRemoveDoor(chr.ID); } chr.DoorMapId = chr.MapID; field.DoorPool.CreateDoor(chr, x, y, MasterThread.CurrentTime + sld.BuffTime * 1000); chr.tLastDoor = MasterThread.CurrentTime; break; } // GM SKILLS case Constants.Gm.Skills.Haste: case Constants.Gm.Skills.HolySymbol: case Constants.Gm.Skills.Bless: { getFullMapPlayersForGMSkill().ForEach(victim => { MapPacket.SendPlayerSkillAnimThirdParty(victim, SkillID, SkillLevel, true, true); MapPacket.SendPlayerSkillAnimThirdParty(victim, SkillID, SkillLevel, true, false); victim.Buffs.AddBuff(SkillID, SkillLevel); }); break; } case Constants.Gm.Skills.HealPlusDispell: { getFullMapPlayersForGMSkill().ForEach(victim => { MapPacket.SendPlayerSkillAnimThirdParty(victim, SkillID, SkillLevel, true, true); MapPacket.SendPlayerSkillAnimThirdParty(victim, SkillID, SkillLevel, true, false); victim.ModifyHP(victim.PrimaryStats.GetMaxMP(false), true); victim.ModifyMP(victim.PrimaryStats.GetMaxMP(false), true); victim.Buffs.Dispell(); }); chr.ModifyHP(chr.PrimaryStats.GetMaxMP(false), true); chr.ModifyMP(chr.PrimaryStats.GetMaxMP(false), true); chr.Buffs.Dispell(); break; } case Constants.Gm.Skills.Resurrection: { getFullMapPlayersForGMSkill().ForEach(victim => { if (victim.PrimaryStats.HP <= 0) { MapPacket.SendPlayerSkillAnimThirdParty(victim, SkillID, SkillLevel, true, true); MapPacket.SendPlayerSkillAnimThirdParty(victim, SkillID, SkillLevel, true, false); victim.ModifyHP(victim.PrimaryStats.GetMaxHP(false), true); } }); break; } // MOB SKILLS case Constants.Page.Skills.Threaten: { var buffTime = MasterThread.CurrentTime + (sld.BuffTime * 1000); handleMobStatEffects(false, (mob, delay) => { var stat = mob.Status.BuffPhysicalDamage.Set( SkillID, (short)-((mob.Data.PAD * SkillLevel) / 100), buffTime + delay ); stat |= mob.Status.BuffPhysicalDefense.Set( SkillID, (short)-((mob.Data.PDD * SkillLevel) / 100), buffTime + delay ); MobPacket.SendMobStatsTempSet(mob, delay, stat); }); break; } case Constants.FPWizard.Skills.Slow: case Constants.ILWizard.Skills.Slow: { var buffNValue = sld.XValue; var buffTime = MasterThread.CurrentTime + (sld.BuffTime * 1000); handleMobStatEffects(false, (mob, delay) => { MobPacket.SendMobStatsTempSet(mob, delay, mob.Status.BuffSpeed.Set(SkillID, buffNValue, buffTime + delay)); }); break; } case Constants.Gm.Skills.ItemExplosion: { field.DropPool.Clear(RewardLeaveType.Explode); // TODO: Explode people and such break; } case Constants.WhiteKnight.Skills.MagicCrash: { handleMobStatEffects(false, (mob, delay) => { MobPacket.SendMobStatsTempReset(mob, mob.Status.BuffMagicGuardUp.Reset()); }); break; } case Constants.DragonKnight.Skills.PowerCrash: { handleMobStatEffects(false, (mob, delay) => { MobPacket.SendMobStatsTempReset(mob, mob.Status.BuffPowerUp.Reset()); }); break; } case Constants.Crusader.Skills.ArmorCrash: { handleMobStatEffects(false, (mob, delay) => { MobPacket.SendMobStatsTempReset(mob, mob.Status.BuffPowerGuardUp.Reset()); }); break; } case Constants.ILMage.Skills.Seal: case Constants.FPMage.Skills.Seal: { var buffTime = MasterThread.CurrentTime + (sld.BuffTime * 1000); handleMobStatEffects(false, (mob, delay) => { MobPacket.SendMobStatsTempSet(mob, delay, mob.Status.BuffSeal.Set(SkillID, 1, buffTime + delay)); }); break; } case Constants.Hermit.Skills.ShadowWeb: { var buffTime = MasterThread.CurrentTime + (sld.BuffTime * 1000); handleMobStatEffects(false, (mob, delay) => { var stat = mob.Status.BuffWeb.Set( SkillID, (short)(mob.MaxHP / (50 - SkillLevel)), buffTime + delay ); MobPacket.SendMobStatsTempSet(mob, delay, stat); }); break; } case Constants.Priest.Skills.Doom: { var buffTime = MasterThread.CurrentTime + (sld.BuffTime * 1000); handleMobStatEffects(false, (mob, delay) => { MobPacket.SendMobStatsTempSet(mob, delay, mob.Status.BuffDoom.Set(SkillID, 1, buffTime + delay)); }); break; } // SUMMONS case Constants.Priest.Skills.SummonDragon: case Constants.Ranger.Skills.SilverHawk: case Constants.Sniper.Skills.GoldenEagle: { var X = packet.ReadShort(); var Y = packet.ReadShort(); var fh = field.GetFootholdUnderneath(X, Y, out var MaxY); ushort fhid = 0; fhid = fh?.ID ?? (ushort)chr.Foothold; var bird = new Summon(chr, SkillID, SkillLevel, X, Y, true, fhid, MasterThread.CurrentTime + sld.BuffTime * 1000); chr.Summons.SetSummon(bird); break; } case Constants.Ranger.Skills.Puppet: case Constants.Sniper.Skills.Puppet: { Program.MainForm.LogDebug(packet.ToString()); var X = packet.ReadShort(); var Y = packet.ReadShort(); var fh = field.GetFootholdUnderneath(X, Y, out var MaxY); var floor = field.FindFloor(new Pos(X, Y)); ushort fhid = 0; fhid = fh?.ID ?? (ushort)chr.Foothold; var puppet = new Puppet(chr, SkillID, SkillLevel, floor.X, floor.Y, false, fhid, MasterThread.CurrentTime + sld.BuffTime * 1000, sld.XValue); chr.Summons.SetSummon(puppet); break; } } if (packet.Length == packet.Position + 2) { // Read the delay... skillDelay = packet.ReadShort(); } // Handle regular skill stuff if (!isGMHideSkill || chr.GMHideEnabled) { chr.Buffs.AddBuff(SkillID, SkillLevel, skillDelay); } InventoryPacket.NoChange(chr); chr.Skills.DoSkillCost(SkillID, SkillLevel); if (sld.Speed > 0) { MapPacket.SendAvatarModified(chr, MapPacket.AvatarModFlag.Speed); } }