Exemple #1
0
        public static void OnStatChangeByMobSkill(Character chr, MobSkillLevelData msld, short delay = 0)
        {
            // See if we can actually set the effect...
            int prop = 100;

            if (msld.Prop != 0)
            {
                prop = msld.Prop;
            }

            if (Rand32.Next() % 100 >= prop)
            {
                return;                              // Luck.
            }
            BuffStat setStat = null;
            int      rValue  = msld.SkillID | (msld.Level << 16);
            var      ps      = chr.PrimaryStats;
            int      nValue  = 1;

            switch ((Constants.MobSkills.Skills)msld.SkillID)
            {
            case Constants.MobSkills.Skills.Seal: setStat = ps.BuffSeal; break;

            case Constants.MobSkills.Skills.Darkness: setStat = ps.BuffDarkness; break;

            case Constants.MobSkills.Skills.Weakness: setStat = ps.BuffWeakness; break;

            case Constants.MobSkills.Skills.Stun: setStat = ps.BuffStun; break;

            case Constants.MobSkills.Skills.Curse: setStat = ps.BuffCurse; break;

            case Constants.MobSkills.Skills.Poison:
                setStat = ps.BuffPoison;
                nValue  = msld.X;
                break;
            }

            if (setStat != null && !setStat.IsSet())
            {
                var buffTime = msld.Time * 1000;
                var stat     = setStat.Set(rValue, (short)nValue, BuffStat.GetTimeForBuff(buffTime + delay));

                if (stat != 0)
                {
                    chr.Buffs.FinalizeBuff(stat, delay);
                }
            }
        }
Exemple #2
0
        private static void ReadSkills()
        {
            short Count = Reader.ReadInt16();

            for (short i = 0; i < Count; i++)
            {
                int skillid = Reader.ReadInt32();
                Skills.Add(skillid, new Dictionary <byte, SkillLevelData>());
                byte levels = Reader.ReadByte();
                for (byte j = 0; j < levels; j++)
                {
                    byte           level = Reader.ReadByte();
                    SkillLevelData sld   = new SkillLevelData();
                    sld.MobCount = Reader.ReadByte();
                    sld.HitCount = Reader.ReadByte();

                    sld.BuffTime    = Reader.ReadInt16();
                    sld.Damage      = Reader.ReadInt16();
                    sld.AttackRange = Reader.ReadInt16();
                    sld.Mastery     = Reader.ReadByte();

                    sld.HPProperty = Reader.ReadInt16();
                    sld.MPProperty = Reader.ReadInt16();
                    sld.Property   = Reader.ReadInt16();

                    sld.HPUsage         = Reader.ReadInt16();
                    sld.MPUsage         = Reader.ReadInt16();
                    sld.ItemIDUsage     = Reader.ReadInt32();
                    sld.ItemAmountUsage = Reader.ReadInt16();
                    sld.BulletUsage     = Reader.ReadInt16();
                    sld.MesosUsage      = Reader.ReadInt16();

                    sld.XValue = Reader.ReadInt16();
                    sld.YValue = Reader.ReadInt16();

                    sld.Speed         = Reader.ReadInt16();
                    sld.Jump          = Reader.ReadInt16();
                    sld.WeaponAttack  = Reader.ReadInt16();
                    sld.MagicAttack   = Reader.ReadInt16();
                    sld.WeaponDefence = Reader.ReadInt16();
                    sld.MagicDefence  = Reader.ReadInt16();
                    sld.Accurancy     = Reader.ReadInt16();
                    sld.Avoidability  = Reader.ReadInt16();

                    sld.LTX = Reader.ReadInt16();
                    sld.LTY = Reader.ReadInt16();
                    sld.RBX = Reader.ReadInt16();
                    sld.RBY = Reader.ReadInt16();
                    Skills[skillid].Add(level, sld);
                }
            }

            byte amount = Reader.ReadByte();

            for (byte i = 0; i < amount; i++)
            {
                byte skillid = Reader.ReadByte();
                MobSkills.Add(skillid, new Dictionary <byte, MobSkillLevelData>());
                byte levels = Reader.ReadByte();
                for (byte j = 0; j < levels; j++)
                {
                    MobSkillLevelData msld = new MobSkillLevelData();
                    msld.SkillID = skillid;

                    msld.Level     = Reader.ReadByte();
                    msld.Time      = Reader.ReadInt16();
                    msld.MPConsume = Reader.ReadInt16();
                    msld.X         = Reader.ReadInt32();
                    msld.Y         = Reader.ReadInt32();
                    msld.Prop      = Reader.ReadByte();
                    msld.Cooldown  = Reader.ReadInt16();

                    msld.LTX = Reader.ReadInt16();
                    msld.LTY = Reader.ReadInt16();
                    msld.RBX = Reader.ReadInt16();
                    msld.RBY = Reader.ReadInt16();

                    msld.HPLimit      = Reader.ReadByte();
                    msld.SummonLimit  = Reader.ReadByte();
                    msld.SummonEffect = Reader.ReadByte();
                    byte summons = Reader.ReadByte();
                    msld.Summons = new List <int>();
                    for (byte k = 0; k < summons; k++)
                    {
                        msld.Summons.Add(Reader.ReadInt32());
                    }
                    MobSkills[skillid].Add(msld.Level, msld);
                }
            }
        }