Esempio n. 1
0
        public static void THIEF_TEARINGWOUND(SkillBaseEventArgs bargument)
        {
            int  Lvldiff;
            int  rand;
            uint aID;

            SkillUsageEventArgs.SkillMatrix matrix;
            Actor asource = bargument.Sender as Actor;
            Actor atarget = bargument.Target as Actor;

            if (asource != null && atarget != null && bargument.Context == Saga.Enumarations.SkillContext.SkillUse)
            {
                SkillUsageEventArgs arguments = (SkillUsageEventArgs)bargument;
                matrix        = arguments.GetDefaultSkillMatrix(asource, atarget);
                Lvldiff       = arguments.GetCappedLevelDifference(matrix);
                rand          = (15 * arguments.SkillLevel);
                aID           = (uint)(50551200 + arguments.SkillLevel);
                matrix[1, 2]  = (int)((double)(matrix[1, 2]) * (double)(0.7 + 0.05 * arguments.SkillLevel));
                matrix[2, 3]  = (int)((double)(matrix[2, 3]) * (double)(1.3 + 0.05 * arguments.SkillLevel));
                matrix[4, 3] += (Lvldiff * 120);

                if (arguments.IsMissed(matrix) || arguments.IsBlocked(matrix))
                {
                    return;
                }
                else
                {
                    arguments.CanCheckEquipmentDurabillity = true;
                    arguments.CanCheckWeaponDurabillity    = true;
                    arguments.DoLpIncrease(asource);
                    arguments.Damage = arguments.GetDamage(matrix);
                    arguments.Damage = arguments.GetDefenseReduction(matrix, arguments.Damage);
                    arguments.IsCritical(matrix);
                    if (arguments.SkillRand(rand))                               // 15% x SkillLVL chance
                    {
                        Common.Skills.UpdateAddition(atarget, (uint)aID, 10000); // Bleeding
                    }
                }
            }
            else
            {
                bargument.Failed = true;
            }
        }
Esempio n. 2
0
        public static void THIEF_HEMORRAGE(SkillBaseEventArgs bargument)
        {
            int Lvldiff;

            SkillUsageEventArgs.SkillMatrix matrix;
            Actor asource = bargument.Sender as Actor;
            Actor atarget = bargument.Target as Actor;

            if (asource != null && atarget != null && bargument.Context == Saga.Enumarations.SkillContext.SkillUse)
            {
                SkillUsageEventArgs arguments = (SkillUsageEventArgs)bargument;
                matrix        = arguments.GetDefaultSkillMatrix(asource, atarget);
                Lvldiff       = arguments.GetCappedLevelDifference(matrix);
                matrix[1, 2]  = (int)((double)(matrix[1, 2]) * (double)(0.7 + 0.05 * arguments.SkillLevel));
                matrix[2, 3]  = (int)((double)(matrix[2, 3]) * (double)(1.3 + 0.05 * arguments.SkillLevel));
                matrix[4, 3] += (Lvldiff * 120);

                if (arguments.IsMissed(matrix) || arguments.IsBlocked(matrix))
                {
                    return;
                }
                else
                {
                    if (Common.Skills.HasAddition(atarget, arguments.Addition))
                    {
                        Common.Skills.UpdateAddition(atarget, arguments.Addition, 30000);                         // Increase Timing of Bleeding
                        arguments.CanCheckEquipmentDurabillity = true;
                        arguments.CanCheckWeaponDurabillity    = true;
                        arguments.DoLpIncrease(asource);
                        arguments.Damage = arguments.GetDamage(matrix);
                        arguments.Damage = arguments.GetDefenseReduction(matrix, arguments.Damage);
                        arguments.IsCritical(matrix);
                    }
                    else
                    {
                        return;
                    }
                }
            }
            else
            {
                bargument.Failed = true;
            }
        }
Esempio n. 3
0
        public static void RECRUIT_DAMPFLINT(SkillBaseEventArgs bargument)
        {
            int Lvldiff;

            SkillUsageEventArgs.SkillMatrix matrix;
            Actor asource = bargument.Sender as Actor;
            Actor atarget = bargument.Target as Actor;

            if (asource != null && atarget != null && bargument.Context == Saga.Enumarations.SkillContext.SkillUse)
            {
                SkillUsageEventArgs arguments = (SkillUsageEventArgs)bargument;
                Singleton.Additions.ApplyAddition(arguments.Addition, asource);
                matrix        = arguments.GetDefaultSkillMatrix(asource, atarget);
                Lvldiff       = arguments.GetCappedLevelDifference(matrix);
                matrix[4, 3] += (Lvldiff * 120);
                Singleton.Additions.DeapplyAddition(arguments.Addition, asource);

                if (arguments.IsMissed(matrix) || arguments.IsBlocked(matrix))
                {
                    return;
                }
                else
                {
                    arguments.DoLpIncrease(asource);
                    arguments.CanCheckEquipmentDurabillity = true;
                    arguments.CanCheckWeaponDurabillity    = true;
                    arguments.Damage = arguments.GetDamage(matrix);
                    arguments.Damage = arguments.GetDefenseReduction(matrix, arguments.Damage);
                    arguments.IsCritical(matrix);
                }
            }
            else
            {
                bargument.Failed = true;
            }
        }