private void SetDamageEvents(List <Event> events, List <NPC> npcs) { foreach (Event e in events) { if (e.SrcInstid == Instid || e.SrcMasterInstid == Instid) { if (e.IFF == IFF.Foe && e.DstInstid != 0 && npcs.Where(i => i.Instid == e.DstInstid).Any(j => j.Name != null)) { if (e.StateChange == StateChange.None) { if (e.IsBuff && e.BuffDmg != 0) { DamageEvents.Add(new CombatEvent() { Time = e.Time, Damage = e.BuffDmg, SkillId = e.SkillId, IsBuff = e.IsBuff, Result = e.Result, IsNinety = e.IsNinety, IsMoving = e.IsMoving, IsFlanking = e.IsFlanking, Target = e.DstInstid }); } else if (!e.IsBuff && e.Value != 0) { DamageEvents.Add(new CombatEvent() { Time = e.Time, Damage = e.Value, SkillId = e.SkillId, IsBuff = e.IsBuff, Result = e.Result, IsNinety = e.IsNinety, IsMoving = e.IsMoving, IsFlanking = e.IsFlanking, Target = e.DstInstid }); } } } } } }
private void SetDamageEvents(List <Event> events, NPC target) { foreach (Event e in events) { if (e.SrcInstid == Instid || e.SrcMasterInstid == Instid) { if (e.DstInstid == target.Instid && e.IFF == IFF.Foe) { if (e.StateChange == StateChange.None) { if (e.IsBuff && e.BuffDmg != 0) { DamageEvents.Add(new CombatEvent() { Time = e.Time, Damage = e.BuffDmg, SkillId = e.SkillId, IsBuff = e.IsBuff, Result = e.Result, IsNinety = e.IsNinety, IsMoving = e.IsMoving, IsFlanking = e.IsFlanking }); } else if (!e.IsBuff && e.Value != 0) { DamageEvents.Add(new CombatEvent() { Time = e.Time, Damage = e.Value, SkillId = e.SkillId, IsBuff = e.IsBuff, Result = e.Result, IsNinety = e.IsNinety, IsMoving = e.IsMoving, IsFlanking = e.IsFlanking }); } } } } } }