Esempio n. 1
0
    public virtual void onGain(Animon target)
    {
        if (target.bufflist.Find(x => x.name == this.name) != null)
        {
            AdditionalEffect ae = target.bufflist.Find(x => x.name == this.name);
            ae.duration = duration;
            return;
        }
        switch (Mod)
        {
        case stats.Agi:
            target.agi = (target.agi + StatMod) * multMod;
            break;

        case stats.Str:
            target.str = (target.str + StatMod) * multMod;
            break;
        }
        AdditionalEffect temp = target.gameObject.AddComponent <AdditionalEffect>();

        temp.duration = duration;
        temp.StatMod  = StatMod;
        temp.Mod      = Mod;
        temp.multMod  = multMod;
        temp.name     = name;
        target.bufflist.Add(temp);
    }
Esempio n. 2
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 public void IncreaseStats(AdditionalEffect effect)
 {
     if (effect.LevelMetadata?.Status?.Stats != null)
     {
         foreach ((StatAttribute stat, EffectStatMetadata statValue) in effect.LevelMetadata.Status.Stats)
         {
             Stats[stat].Add(statValue.Flat, statValue.Rate);
         }
     }
 }
Esempio n. 3
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 public static IAdditionalEffect ToDomainObject(this AdditionalEffect additionalEffect)
 {
     return(new AdditionalEffect
     {
         ID = additionalEffect.ID,
         Name = additionalEffect.Name,
         Description = additionalEffect.Description,
         PrimaryParameter = additionalEffect.PrimaryParameter,
         SecondaryParameter = additionalEffect.SecondaryParameter,
         IsOnSelf = additionalEffect.IsOnSelf
     });
 }
        public static int GetDamage(WarUnit doer, WarUnit taker, int power, AttackType type, out AdditionalEffect effect)
        {
            Contract.Requires(AttackTypes.Attack.Contains(type));

            // 状態異常の結果を初期化
            effect = AdditionalEffect.なし;

            if (!IsHit(doer, taker))
                return 0;

            // Attack=(攻撃力+30+random(8))*攻撃値/80
            var atk = (doer.Status.Atk + 30 + WarGlobal.Random.Next(8)) * power / 80;
            // Defense=防御力+30
            var def = taker.Status.Def + 30;

            // 状態異常の判定
            var resType = taker.Resistivity[type];
            if (AttackTypes.AbnormalCondition.Contains(type))
            {
                if (resType == ResistivityType.弱い ||
                    (resType == ResistivityType.普通 && IsHit(doer, taker)))
                {
                    effect = type - AttackType.毒 + AdditionalEffect.毒;
                }
                else if (resType == ResistivityType.強い ||
                    resType == ResistivityType.吸収)
                {
                    // ダメージの処理は通常攻撃扱い
                    resType = taker.Resistivity[AttackType.物理];
                }
            }
            else if (type == AttackType.吸収)
            {
                // 吸収属性の吸収はミス
                if (resType == ResistivityType.吸収)
                    return 0;
                // 吸収属性があれば、ここでマイナスに反転。
                effect = AdditionalEffect.吸収;
            }

            // 相手に「強い」属性が有る場合はここでDefense*2、「弱い」の場合はAttack*2。
            if (resType == ResistivityType.弱い)
                atk *= 2;
            else if (resType == ResistivityType.強い)
                def *= 2;

            // ダメージ期待値=Attack^0.7*Attack/(Defense+10+random(10))*(20+random(5))/35
            var point = (int)(Math.Pow(atk, 0.7) * atk / (def + 10 + WarGlobal.Random.Next(10)) * (20 + WarGlobal.Random.Next(5)) / 35);
            // ダメージが1以下なら1、999以上なら999。
            point = XMath.Center(point, 1, 999);

            return point;
        }
Esempio n. 5
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    public bool TryGet(int id, int level, out AdditionalEffect effect, out int index)
    {
        effect = null;

        for (index = 0; index < Effects.Count; ++index)
        {
            if (Effects[index].Matches(id))
            {
                effect = Effects[index];

                return(true);
            }
        }

        return(false);
    }
        public static int GetMagicDamage(WarUnit doer, WarUnit taker, int power, AttackType type, out AdditionalEffect effect)
        {
            // Attack=((魔力*0.8+Random(8)+60)*(魔法威力+30))/40
            var atk = (doer.Status.Mag * 0.8 + WarGlobal.Random.Next(8) + 60) * (power + 30) / 40;
            // Defense=抵抗*0.8+70
            var def = taker.Status.Res * 0.8 + 70;

            // 状態異常の結果を初期化
            effect = AdditionalEffect.なし;
            // 状態異常の判定
            var resType = taker.Resistivity[type];
            if (AttackTypes.AbnormalCondition.Contains(type))
            {
                if (resType == ResistivityType.弱い ||
                    (resType == ResistivityType.普通 && IsMagicConditionHit(doer, taker)))
                {
                    effect = type - AttackType.毒 + AdditionalEffect.毒;
                }
                else if (resType == ResistivityType.強い ||
                    resType == ResistivityType.吸収)
                {
                    // ダメージの処理は通常攻撃扱い
                    resType = taker.Resistivity[AttackType.物理];
                }
            }
            else if (type == AttackType.吸収)
            {
                // 吸収属性の吸収はミス
                if (resType == ResistivityType.吸収)
                    return 0;
                // 吸収属性があれば、ここでマイナスに反転。
                effect = AdditionalEffect.吸収;
            }

            // 相手に弱い属性が有ればAttack*2、強い属性ならばDefense*2。
            if (resType == ResistivityType.弱い)
                atk *= 2;
            else if (resType == ResistivityType.強い)
                def *= 2;

            // ダメージ期待値=(Attack^0.4)*(Attack/(Defense+random(10))+.6)*(30+random(5))/35
            var point = (int)(Math.Pow(atk, 0.4) * (atk / (def + WarGlobal.Random.Next(10)) + 0.6) * (30 + WarGlobal.Random.Next(5)) / 35);
            // ダメージが1以下なら1、999以上なら999。
            point = XMath.Center(point, 1, 999);

            return point;
        }
Esempio n. 7
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    protected override List <ItemMetadata> Parse()
    {
        // Item breaking ingredients
        Dictionary <int, List <ItemBreakReward> > rewards = ParseItemBreakingIngredients();

        // Item rarity
        Dictionary <int, int> rarities = ParseItemRarities();

        // Items
        List <ItemMetadata> items = new();

        Filter.Load(Resources.XmlReader, "NA", "Live");
        Maple2.File.Parser.ItemParser parser = new(Resources.XmlReader);
        foreach ((int id, string name, ItemData data) in parser.Parse())
        {
            Limit            limit            = data.limit;
            Skill            skill            = data.skill;
            Fusion           fusion           = data.fusion;
            Property         property         = data.property;
            Function         function         = data.function;
            Install          install          = data.install;
            MusicScore       musicScore       = data.MusicScore;
            Life             life             = data.life;
            Housing          housing          = data.housing;
            AdditionalEffect additionalEffect = data.AdditionalEffect;
            ItemMetadata     metadata         = new()
            {
                Id   = id,
                Name = name,
                Tab  = GetTab(property.type, property.subtype, property.skin),
                Gem  = new()
                {
                    Gem = (GemSlot)data.gem.system
                },
                UGC = new()
                {
                    Mesh = data.ucc.mesh
                },
                Life = new()
                {
                    DurationPeriod         = life.usePeriod,
                    ExpirationType         = (ItemExpirationType)life.expirationType,
                    ExpirationTypeDuration = life.numberOfWeeksMonths
                },
                Pet = new()
                {
                    PetId = data.pet?.petID ?? 0,
                },
                Basic = new()
                {
                    Tag = data.basic.stringTag
                },
                Limit = new()
                {
                    JobRequirements     = limit.jobLimit.ToList(),
                    JobRecommendations  = limit.recommendJobs.ToList(),
                    LevelLimitMin       = limit.levelLimit,
                    LevelLimitMax       = limit.levelLimitMax,
                    Gender              = (Gender)limit.genderLimit,
                    TransferType        = (TransferType)limit.transferType,
                    Sellable            = limit.shopSell,
                    Breakable           = limit.enableBreak,
                    MeretMarketListable = limit.enableRegisterMeratMarket,
                    DisableEnchant      = limit.exceptEnchant,
                    TradeLimitByRarity  = limit.tradeLimitRank,
                    VipOnly             = limit.vip
                },
                Skill = new()
                {
                    SkillId    = skill.skillID,
                    SkillLevel = skill.skillLevel
                },
                Fusion = new()
                {
                    Fusionable = fusion.fusionable == 1,
                },
                Install = new()
                {
                    IsCubeSolid = install.cubeProp == 1,
                    ObjectId    = install.objCode,
                },
                Property = new()
                {
                    StackLimit                = property.slotMax,
                    SkinType                  = (ItemSkinType)property.skinType,
                    Category                  = property.category,
                    BlackMarketCategory       = property.blackMarketCategory,
                    DisableAttributeChange    = property.remakeDisable,
                    GearScoreFactor           = property.gearScore,
                    TradeableCount            = (byte)property.tradableCount,
                    RepackageCount            = (byte)property.rePackingLimitCount,
                    RepackageItemConsumeCount = (byte)property.rePackingItemConsumeCount,
                    DisableTradeWithinAccount = property.moveDisable == 1,
                    DisableDrop               = property.disableDrop,
                    SocketDataId              = property.socketDataId,
                    Sell = new()
                    {
                        SellPrice       = property.sell.price.ToList(),
                        SellPriceCustom = property.sell.priceCustom.ToList(),
                    }
                },
                Customize = new()
                {
                    ColorIndex   = data.customize.defaultColorIndex,
                    ColorPalette = data.customize.colorPalette,
                },
                Function = new()
                {
                    Name = function.name
                },
                Option = new()
                {
                    Static            = data.option.@static,
                    Random            = data.option.random,
                    Constant          = data.option.constant,
                    OptionLevelFactor = data.option.optionLevelFactor,
                    OptionId          = data.option.optionID,
                },
                Music = new()
                {
                    PlayCount       = musicScore.playCount,
                    MasteryValue    = musicScore.masteryValue,
                    MasteryValueMax = musicScore.masteryValueMax,
                    IsCustomScore   = musicScore.isCustomNote,
                    FileName        = musicScore.fileName,
                    PlayTime        = musicScore.playTime
                },
                Housing = new()
                {
                    TrophyId    = housing.trophyID,
                    TrophyLevel = housing.trophyLevel
                },
                Shop = new()
                {
                    ShopId = data.Shop?.systemShopID ?? 0
                },
                AdditionalEffect = new()
                {
                    Id    = additionalEffect.id,
                    Level = additionalEffect.level
                }
            };

            // Parse expiration time
            if (life.expirationPeriod.Length > 0)
            {
                metadata.Life.ExpirationTime = new(life.expirationPeriod[0], life.expirationPeriod[1], life.expirationPeriod[2], life.expirationPeriod[3],
                                                   life.expirationPeriod[4], life.expirationPeriod[5]);
            }

            // if globalOptionLevelFactor is present, override with these values
            if (data.option.globalOptionLevelFactor is not null)
            {
                metadata.Option.OptionLevelFactor = (float)data.option.globalOptionLevelFactor;
            }
            // if globalTransferType is present, override with these values
            if (limit.globalTransferType is not null)
            {
                metadata.Limit.TransferType = (TransferType)limit.globalTransferType;
            }

            // if globalTransferTypeNA is present, override with these values
            if (limit.globalTransferTypeNA is not null)
            {
                metadata.Limit.TransferType = (TransferType)limit.globalTransferTypeNA;
            }

            // if globalRePackingLimit is present, override repacking with these values
            if (property.globalRePackingLimitCount is not null)
            {
                metadata.Property.RepackageCount            = (byte)property.globalRePackingLimitCount;
                metadata.Property.RepackageItemConsumeCount = (byte)property.globalRePackingItemConsumeCount;
            }

            // Item functions
            ParseFunctions(function, metadata);

            Slot firstSlot  = data.slots.slot.First();
            bool slotResult = Enum.TryParse(firstSlot.name, out metadata.Slot);
            if (!slotResult && !string.IsNullOrEmpty(firstSlot.name))
            {
                Console.WriteLine($"Failed to parse item slot for {id}: {firstSlot.name}");
            }

            if (data.slots.slot.Count > 1)
            {
                switch (metadata.Slot)
                {
                case ItemSlot.CL or ItemSlot.PA:
                    metadata.IsDress = true;
                    break;

                case ItemSlot.RH or ItemSlot.LH:
                    metadata.IsTwoHand = true;
                    break;
                }
            }

            if (metadata.Slot is ItemSlot.HR)
            {
                ParseHair(firstSlot, metadata);
            }

            if (!string.IsNullOrEmpty(housing.categoryTag))
            {
                string[] tags = housing.categoryTag.Split(',');
                _ = short.TryParse(tags[0], out short category);
                metadata.Housing.HousingCategory = (ItemHousingCategory)category;
            }

            // Item breaking ingredients
            if (rewards.ContainsKey(id))
            {
                metadata.BreakRewards = rewards[id];
            }

            // Item rarities
            if (rarities.ContainsKey(id))
            {
                metadata.Rarity = rarities[id];
            }

            items.Add(metadata);
        }

        return(items);
    }
Esempio n. 8
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    public bool TryGet(int id, int level, out AdditionalEffect effect)
    {
        int index = 0;

        return(TryGet(id, level, out effect, out index));
    }
Esempio n. 9
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 public virtual void EffectRemoved(AdditionalEffect effect)
 {
     ComputeStats();
 }
Esempio n. 10
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        public static void RunAttackRoutine(ActionArguments args, WarUnit doer, WarUnit taker,
            int value, AdditionalEffect effect, Action finishAnimation)
        {
            switch (effect)
            {
            case AdditionalEffect.なし:
                break;
            case AdditionalEffect.毒:
                taker.Conditions.Add(new PoisonCondition(), args.Situation);
                break;
            case AdditionalEffect.石化:
                taker.Conditions.Add(new PetrifactionCondition(), args.Situation);
                break;
            case AdditionalEffect.麻痺:
                taker.Conditions.Add(new ParalysisCondition(), args.Situation);
                break;
            case AdditionalEffect.眠り:
                taker.Conditions.Add(new SleepCondition(), args.Situation);
                break;
            case AdditionalEffect.幻想:
                // TODO: 実装
                break;
            case AdditionalEffect.死:
                taker.Die(args.Situation, doer);
                break;
            case AdditionalEffect.吸収:
                // 回復値の表示
                doer.HealHP(args.Situation, doer, value);
                args.Model.SetHealAnimationOnMap(value, doer.Location, null);
                break;
            default:
                throw new ArgumentOutOfRangeException("effect");
            }

            // ダメージの表示要請
            taker.DamageHP(args.Situation, doer, value);
            args.Model.SetDamageAnimationOnMap(value, taker.Location, finishAnimation);
        }
Esempio n. 11
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        public static int GetSkillValue(WarUnit doer, WarUnit taker, int power, AttackType type, AttackDependency atkDep, DefenseDependency defDep, out AdditionalEffect effect)
        {
            // 状態異常の結果を初期化
            effect = AdditionalEffect.なし;

            // 防御ステータスの決定
            int defStatus = 0;
            if (defDep == DefenseDependency.Defense)
            {
                if (!IsHit(taker, doer))
                    return 0;
                defStatus = taker.Status.Def;
            }
            else if (defDep == DefenseDependency.Resistivity)
            {
                defStatus = taker.Status.Res;
            }

            // 攻撃ステータスの決定
            int atkStatus = 0;
            if (atkDep == AttackDependency.Attack)
                atkStatus = (int)(doer.Status.Atk * 0.8);
            else if (atkDep == AttackDependency.Magic)
                atkStatus = doer.Status.Mag;

            // Attack=(Attack+random(8)+30)*技威力/100
            var atk = (atkStatus + WarGlobal.Random.Next(8) + 30) * power / 100;
            // Defense=Defense+30
            var def = defStatus + 30;

            if (AttackTypes.Attack.Contains(type))
            {
                // 状態異常の判定
                var resType = taker.Resistivity[type];
                if (AttackTypes.AbnormalCondition.Contains(type))
                {
                    if (resType == ResistivityType.弱い ||
                        (resType == ResistivityType.普通 && IsMagicConditionHit(doer, taker)))
                    {
                        effect = type - AttackType.毒 + AdditionalEffect.毒;
                    }
                    else if (resType == ResistivityType.強い ||
                        resType == ResistivityType.吸収)
                    {
                        // ダメージの処理は通常攻撃扱い
                        resType = taker.Resistivity[AttackType.物理];
                    }
                }
                else if (type == AttackType.吸収)
                {
                    // 吸収属性の吸収はミス
                    if (resType == ResistivityType.吸収)
                        return 0;
                    // 吸収属性があれば、ここでマイナスに反転。
                    effect = AdditionalEffect.吸収;
                }

                // ここで弱い属性が有る場合、Attackは二倍。強い属性があった場合、Defenseは3倍。
                if (resType == ResistivityType.弱い)
                    atk *= 2;
                else if (resType == ResistivityType.強い)
                    def *= 3;
            }

            //Attack^0.7*(Attack/(Defense+10+random(10)+0.5)*(20+random(5))/35
            var point = (int)(Math.Pow(atk, 0.7) * atk / (def + 10 + WarGlobal.Random.Next(10) + 0.5) * (20 + WarGlobal.Random.Next(5)) / 35);
            // ダメージが1以下なら1、999以上なら999。
            point = XMath.Center(point, 1, 999);

            return point;
        }
Esempio n. 12
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        public static IAdditionalEffect CreateAdditionalEffect(AdditionalEffect additionalEffectRow)
        {
            IAdditionalEffect additionalEffect = null;
            int id = additionalEffectRow.ID;

            switch (id)
            {
            case (int)AdditionalEffectEnum.SameDamageLow:
                additionalEffect = new AlwaysSameDamage();
                break;

            case (int)AdditionalEffectEnum.SameDamageHigh:
                additionalEffect = new AlwaysSameDamage();
                break;

            case (int)AdditionalEffectEnum.SameDamageLevel:
                additionalEffect = new AlwaysSameDamage();
                break;

            case (int)AdditionalEffectEnum.DrainLife:
                additionalEffect = new AdditionalEffect();
                break;

            case (int)AdditionalEffectEnum.LeechLife:
                additionalEffect = new AdditionalEffect();
                break;

            case (int)AdditionalEffectEnum.Fast:
                additionalEffect = new FastAttack();
                break;

            case (int)AdditionalEffectEnum.AlwaysHits:
                additionalEffect = new AlwaysHits();
                break;

            case (int)AdditionalEffectEnum.HighCriticalChance:
                additionalEffect = new HighCriticalRatio();
                break;

            case (int)AdditionalEffectEnum.BoostCriticalSelf:
                additionalEffect = new CritBoosting();
                break;

            case (int)AdditionalEffectEnum.BoostCriticalTarget:
                additionalEffect = new CritBoosting();
                break;

            case (int)AdditionalEffectEnum.ChargeLow:
                additionalEffect = new AdditionalEffect();
                break;

            case (int)AdditionalEffectEnum.ChargeHigh:
                additionalEffect = new AdditionalEffect();
                break;

            case (int)AdditionalEffectEnum.RechargeLow:
                additionalEffect = new AdditionalEffect();
                break;

            case (int)AdditionalEffectEnum.RechargeHigh:
                additionalEffect = new AdditionalEffect();
                break;

            case (int)AdditionalEffectEnum.TwoToFiveHits:
                additionalEffect = new AdditionalEffect();
                break;

            case (int)AdditionalEffectEnum.SwapPokemonMax:
                additionalEffect = new AdditionalEffect();
                break;

            case (int)AdditionalEffectEnum.PoisonWeak:
                additionalEffect = new StatusChanger();
                break;

            case (int)AdditionalEffectEnum.PoisonMid:
                additionalEffect = new StatusChanger();
                break;

            case (int)AdditionalEffectEnum.PoisonHigh:
                additionalEffect = new StatusChanger();
                break;

            case (int)AdditionalEffectEnum.PoisonMax:
                additionalEffect = new StatusChanger();
                break;

            case (int)AdditionalEffectEnum.BurnWeak:
                additionalEffect = new StatusChanger();
                break;

            case (int)AdditionalEffectEnum.BurnMaxSelf:
                additionalEffect = new StatusChanger();
                break;

            case (int)AdditionalEffectEnum.ParalysisWeak:
                additionalEffect = new StatusChanger();
                break;

            case (int)AdditionalEffectEnum.ParalysisMax:
                additionalEffect = new StatusChanger();
                break;

            case (int)AdditionalEffectEnum.ParalysisMaxWeak:
                additionalEffect = new StatusChanger();
                break;

            case (int)AdditionalEffectEnum.ParalysisMaxSelf:
                additionalEffect = new StatusChanger();
                break;

            case (int)AdditionalEffectEnum.SleepMax:
                additionalEffect = new StatusChanger();
                break;

            case (int)AdditionalEffectEnum.SleepMaxSelf:
                additionalEffect = new StatusChanger();
                break;

            case (int)AdditionalEffectEnum.FlinchWeak:
                additionalEffect = new StatusChanger();
                break;

            case (int)AdditionalEffectEnum.ConfusionWeak:
                additionalEffect = new StatusChanger();
                break;

            case (int)AdditionalEffectEnum.ConfusionMax:
                additionalEffect = new StatusChanger();
                break;

            default:
                additionalEffect = new AdditionalEffect();
                break;
            }

            additionalEffect.SetAdditionalEffectProperties(additionalEffectRow);

            return(additionalEffect);
        }