GetTotalCritChance() public method

Calculates total crit chance, taking stat bonuses and given protection and bonus into consideration. Capped at 0~30.
public GetTotalCritChance ( float protection ) : float
protection float Protection to subtract from crit.
return float
Esempio n. 1
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		/// <summary>
		/// Handles using the skill.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="skill"></param>
		/// <param name="targetAreaId"></param>
		/// <param name="unkInt1"></param>
		/// <param name="unkInt2"></param>
		public void Use(Creature attacker, Skill skill, long targetAreaId, int unkInt1, int unkInt2)
		{
			var range = this.GetRange(attacker, skill);
			var targets = attacker.GetTargetableCreaturesInRange(range, TargetableOptions.AddAttackRange);
			var rnd = RandomProvider.Get();

			// Create actions
			var cap = new CombatActionPack(attacker, skill.Info.Id);

			var aAction = new AttackerAction(CombatActionType.Attacker, attacker, targetAreaId);
			aAction.Set(AttackerOptions.Result);
			aAction.Stun = AttackerStun;

			cap.Add(aAction);

			foreach (var target in targets)
			{
				// Check if hit
				var hitChance = this.GetHitChance(attacker, target, skill);
				if (rnd.Next(0, 100) > hitChance)
					continue;

				target.StopMove();

				var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
				tAction.Set(TargetOptions.Result);
				tAction.Delay = 300;

				// Calculate damage
				var damage = this.GetDamage(attacker, skill);

				// Elementals
				damage *= attacker.CalculateElementalDamageMultiplier(target);

				// Handle skills and reductions
				CriticalHit.Handle(attacker, attacker.GetTotalCritChance(0), ref damage, tAction);
				SkillHelper.HandleDefenseProtection(target, ref damage);
				ManaShield.Handle(target, ref damage, tAction);
				HeavyStander.Handle(attacker, target, ref damage, tAction);

				// Clean Hit if not critical
				if (!tAction.Has(TargetOptions.Critical))
					tAction.Set(TargetOptions.CleanHit);

				// Take damage if any is left
				if (damage > 0)
				{
					target.TakeDamage(tAction.Damage = damage, attacker);
					SkillHelper.HandleInjury(attacker, target, damage);
				}

				// Finish if dead, knock down if not defended
				if (target.IsDead)
					tAction.Set(TargetOptions.KnockDownFinish);
				else
					tAction.Set(TargetOptions.KnockDown);

				// Anger Management
				if (!target.IsDead)
					target.Aggro(attacker);

				// Stun & knock down
				tAction.Stun = CombatMastery.GetTargetStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);
				target.Stability = Creature.MinStability;

				// Add action
				cap.Add(tAction);
			}

			Send.UseMotion(attacker, 10, 1);

			cap.Handle();

			Send.SkillUse(attacker, skill.Info.Id, targetAreaId, unkInt1, unkInt2);
		}
Esempio n. 2
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		/// <summary>
		/// Bolt specific use code.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="skill"></param>
		/// <param name="target"></param>
		protected override void UseSkillOnTarget(Creature attacker, Skill skill, Creature mainTarget)
		{
			// Create actions
			var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, mainTarget.EntityId);
			aAction.Set(AttackerOptions.Result);

			var cap = new CombatActionPack(attacker, skill.Info.Id, aAction);

			// Get targets
			// Add the main target as first target, so it gets the first hit,
			// and the full damage.
			var targets = new List<Creature>();
			targets.Add(mainTarget);

			var inSplashRange = attacker.GetTargetableCreaturesAround(mainTarget.GetPosition(), SplashRange);
			targets.AddRange(inSplashRange.Where(a => a != mainTarget));

			// Damage
			var damage = this.GetDamage(attacker, skill);

			var max = Math.Min(targets.Count, skill.Stacks);
			for (int i = 0; i < max; ++i)
			{
				var target = targets[i];
				var targetDamage = damage;

				target.StopMove();

				var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
				tAction.Set(TargetOptions.Result);
				tAction.Stun = TargetStun;

				// Full damage for the first target, -10% for every subsequent one.
				targetDamage -= (targetDamage * 0.1f) * i;

				// Critical Hit
				var critChance = attacker.GetTotalCritChance(target.Protection, true);
				CriticalHit.Handle(attacker, critChance, ref damage, tAction);

				// Reduce damage
				Defense.Handle(aAction, tAction, ref targetDamage);
				SkillHelper.HandleMagicDefenseProtection(target, ref targetDamage);
				SkillHelper.HandleConditions(attacker, target, ref damage);
				ManaShield.Handle(target, ref targetDamage, tAction);

				// Mana Deflector
				var mdResult = ManaDeflector.Handle(attacker, target, ref targetDamage, tAction);
				var delayReduction = mdResult.DelayReduction;
				var pinged = mdResult.Pinged;

				// Deal damage
				if (targetDamage > 0)
					target.TakeDamage(tAction.Damage = targetDamage, attacker);

				if (target == mainTarget)
					target.Aggro(attacker);

				// Reduce stun, based on ping
				if (pinged && delayReduction > 0)
					tAction.Stun = (short)Math.Max(0, tAction.Stun - (tAction.Stun / 100 * delayReduction));

				// Death/Knockback
				if (target.IsDead)
				{
					tAction.Set(TargetOptions.FinishingKnockDown);
				}
				else
				{
					// If knocked down, instant recovery,
					// if repeat hit, knock down,
					// otherwise potential knock back.
					if (target.IsKnockedDown)
					{
						tAction.Stun = 0;
					}
					else if (target.Stability < MinStability)
					{
						tAction.Set(TargetOptions.KnockDown);
					}
					else
					{
						// If number of stacks is greater than the number of
						// targets hit, the targets are knocked back, which is
						// done by reducing the stability to min here.
						// Targets with high enough Mana Deflector might
						// negate this knock back, by reducing the stability
						// reduction to 0.
						var stabilityReduction = (skill.Stacks > targets.Count ? OverchargeStabilityReduction : StabilityReduction);

						// Reduce reduction, based on ping
						// While the Wiki says that "the Knockdown Gauge [does not]
						// build up", tests show that it does. However, it's
						// reduced, assumedly based on the MD rank.
						if (delayReduction > 0)
							stabilityReduction = (short)Math.Max(0, stabilityReduction - (stabilityReduction / 100 * delayReduction));

						target.Stability -= stabilityReduction;

						if (target.IsUnstable)
						{
							tAction.Set(TargetOptions.KnockBack);
						}
					}
				}

				if (tAction.IsKnockBack)
					attacker.Shove(target, KnockbackDistance);

				cap.Add(tAction);
			}

			// Override stun set by defense
			aAction.Stun = AttackerStun;

			Send.Effect(attacker, Effect.UseMagic, EffectSkillName);
			Send.SkillUseStun(attacker, skill.Info.Id, aAction.Stun, 1);

			skill.Stacks = 0;

			// Update current weapon
			SkillHelper.UpdateWeapon(attacker, targets.FirstOrDefault(), ProficiencyGainType.Melee, attacker.RightHand);

			cap.Handle();
		}
Esempio n. 3
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		/// <summary>
		/// Handles skill usage.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="skill"></param>
		/// <param name="packet"></param>
		public void Use(Creature attacker, Skill skill, Packet packet)
		{
			var targetAreaEntityId = packet.GetLong();

			Send.Effect(attacker, 5, (byte)1, targetAreaEntityId);

			var cap = new CombatActionPack(attacker, skill.Info.Id);

			var aAction = new AttackerAction(CombatActionType.Attacker, attacker, skill.Info.Id, targetAreaEntityId);
			aAction.Options |= AttackerOptions.Result;
			aAction.Stun = UseStun;
			cap.Add(aAction);

			var attackerPosition = attacker.GetPosition();

			// Calculate rectangular target area
			var targetAreaPos = new Position(targetAreaEntityId);
			var poe = targetAreaPos.GetRelative(attackerPosition, -800);
			var r = (Math.PI / 2) + Math.Atan2(attackerPosition.Y - targetAreaPos.Y, attackerPosition.X - targetAreaPos.X);
			var pivot = new Point(poe.X, poe.Y);
			var p1 = new Point(pivot.X - LaserRectWidth / 2, pivot.Y - LaserRectHeight / 2);
			var p2 = new Point(pivot.X - LaserRectWidth / 2, pivot.Y + LaserRectHeight / 2);
			var p3 = new Point(pivot.X + LaserRectWidth / 2, pivot.Y + LaserRectHeight / 2);
			var p4 = new Point(pivot.X + LaserRectWidth / 2, pivot.Y - LaserRectHeight / 2);
			p1 = this.RotatePoint(p1, pivot, r);
			p2 = this.RotatePoint(p2, pivot, r);
			p3 = this.RotatePoint(p3, pivot, r);
			p4 = this.RotatePoint(p4, pivot, r);

			// Attack targets
			var targets = attacker.Region.GetCreaturesInPolygon(p1, p2, p3, p4);
			foreach (var target in targets.Where(cr => !cr.IsDead && !cr.Has(CreatureStates.NamedNpc)))
			{
				var targetPosition = target.GetPosition();

				var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
				tAction.Options = TargetOptions.Result | TargetOptions.KnockDown;
				tAction.Stun = TargetStun;
				tAction.Delay = 1200;
				cap.Add(tAction);

				// Var2: 300/1000, based on rank. Could be damage?
				var damage = skill.RankData.Var2;

				// Increase damage
				CriticalHit.Handle(attacker, attacker.GetTotalCritChance(target.Protection), ref damage, tAction);

				// Reduce damage
				SkillHelper.HandleDefenseProtection(target, ref damage);
				ManaShield.Handle(target, ref damage, tAction);

				// Apply damage
				target.TakeDamage(tAction.Damage = 300, attacker);
				target.Stability = Creature.MinStability;

				// Aggro
				target.Aggro(attacker);

				// Check death
				if (target.IsDead)
					tAction.Options |= TargetOptions.FinishingKnockDown;

				// Knock back
				attacker.Shove(target, KnockbackDistance);
			}

			cap.Handle();

			Send.SkillUse(attacker, skill.Info.Id, 0);
		}
Esempio n. 4
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		/// <summary>
		/// Uses LightningRod
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="skill"></param>
		/// <param name="packet"></param>
		public void Use(Creature attacker, Skill skill, Packet packet)
		{
			// Set full charge variable
			attacker.Temp.LightningRodFullCharge = (DateTime.Now >= attacker.Temp.LightningRodPrepareTime.AddMilliseconds(skill.RankData.Var3));

			// Get direction for target Area
			var direction = Mabi.MabiMath.ByteToRadian(attacker.Direction);

			var attackerPos = attacker.GetPosition();

			// Calculate polygon points
			var r = MabiMath.ByteToRadian(attacker.Direction);
			var poe = attackerPos.GetRelative(r, 800);
			var pivot = new Point(poe.X, poe.Y);
			var p1 = new Point(pivot.X - SkillLength / 2, pivot.Y - SkillWidth / 2);
			var p2 = new Point(pivot.X - SkillLength / 2, pivot.Y + SkillWidth / 2);
			var p3 = new Point(pivot.X + SkillLength / 2, pivot.Y + SkillWidth / 2);
			var p4 = new Point(pivot.X + SkillLength / 2, pivot.Y - SkillWidth / 2);
			p1 = this.RotatePoint(p1, pivot, r);
			p2 = this.RotatePoint(p2, pivot, r);
			p3 = this.RotatePoint(p3, pivot, r);
			p4 = this.RotatePoint(p4, pivot, r);

			// TargetProp
			var lProp = new Prop(280, attacker.RegionId, poe.X, poe.Y, MabiMath.ByteToRadian(attacker.Direction), 1f, 0f, "single");
			attacker.Region.AddProp(lProp);

			// Prepare Combat Actions
			var cap = new CombatActionPack(attacker, skill.Info.Id);

			var targetAreaId = new Location(attacker.RegionId, poe).ToLocationId();

			var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, targetAreaId);
			aAction.Set(AttackerOptions.KnockBackHit1 | AttackerOptions.UseEffect);
			aAction.PropId = lProp.EntityId;
			cap.Add(aAction);

			// Get targets in Polygon - includes collission check
			var targets = attacker.Region.GetCreaturesInPolygon(p1, p2, p3, p4).Where(x => attacker.CanTarget(x) && !attacker.Region.Collisions.Any(attacker.GetPosition(), x.GetPosition())).ToList();

			var rnd = RandomProvider.Get();

			// Check crit
			var crit = false;
			var critSkill = attacker.Skills.Get(SkillId.CriticalHit);
			if (critSkill != null && critSkill.Info.Rank > SkillRank.Novice)
			{
				var critChance = Math2.Clamp(0, 30, attacker.GetTotalCritChance(0));
				if (rnd.NextDouble() * 100 < critChance)
					crit = true;
			}

			foreach (var target in targets)
			{
				var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, SkillId.CombatMastery);
				tAction.Set(TargetOptions.None);
				tAction.AttackerSkillId = skill.Info.Id;
				cap.Add(tAction);

				var damage = attacker.GetRndMagicDamage(skill, skill.RankData.Var1, skill.RankData.Var2);

				// Add damage if the skill is fully charged
				var dmgMultiplier = skill.RankData.Var4 / 100f;
				if (attacker.Temp.LightningRodFullCharge)
				{
					damage += (damage * dmgMultiplier);
				}

				// Critical Hit
				if (crit)
				{
					var bonus = critSkill.RankData.Var1 / 100f;
					damage = damage + (damage * bonus);

					tAction.Set(TargetOptions.Critical);
				}

				// MDef and MProt
				SkillHelper.HandleMagicDefenseProtection(target, ref damage);

				// Conditions
				SkillHelper.HandleConditions(attacker, target, ref damage);

				// Mana Deflector
				var delayReduction = ManaDeflector.Handle(attacker, target, ref damage, tAction);

				// Mana Shield
				ManaShield.Handle(target, ref damage, tAction);

				// Apply Damage
				target.TakeDamage(tAction.Damage = damage, attacker);

				// Stun Time
				tAction.Stun = TargetStun;

				// Death or Knockback
				if (target.IsDead)
				{
					tAction.Set(TargetOptions.FinishingKnockDown);
					attacker.Shove(target, KnockbackDistance);
				}
				else
				{
					// Always knock down
					if (target.Is(RaceStands.KnockDownable))
					{
						tAction.Set(TargetOptions.KnockDown);
						attacker.Shove(target, KnockbackDistance);
					}
				}
			}

			// Update current weapon
			SkillHelper.UpdateWeapon(attacker, targets.FirstOrDefault(), ProficiencyGainType.Melee, attacker.RightHand);

			cap.Handle();

			Send.Effect(attacker, Effect.LightningRod, (int)LightningRodEffect.Attack, poe.X, poe.Y);

			Send.SkillUse(attacker, skill.Info.Id, targetAreaId, 0, 1);
			skill.Train(1); // Use the Skill

			attacker.Region.RemoveProp(lProp);
		}
Esempio n. 5
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		/// <summary>
		/// Uses WM, attacking targets.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="skill"></param>
		/// <param name="targetAreaId"></param>
		/// <param name="unkInt1"></param>
		/// <param name="unkInt2"></param>
		public void Use(Creature attacker, Skill skill, long targetAreaId = 0, int unkInt1 = 0, int unkInt2 = 0)
		{
			bool wasKnockedDown = (attacker.IsKnockedDown || attacker.WasKnockedBack);
			if ((attacker.Stun > 500 && wasKnockedDown || attacker.IsStunned && !wasKnockedDown || DateTime.Now.AddMilliseconds(2000) < attacker.AttackDelayTime && (wasKnockedDown)) && attacker.InterceptingSkillId == SkillId.None)
			{
				Send.SkillUseSilentCancel(attacker);
				return;
			}
			var range = this.GetRange(attacker, skill);

			ICollection<Creature> targets = attacker.GetTargetableCreaturesInRange(range, true).Where(t => !(DateTime.Now.AddMilliseconds(2000) < t.NotReadyToBeHitTime)).ToList(); //Able to be attacked at 1/3 of knock down time.

			// Check targets
			if (targets.Count == 0)
			{
				Send.Notice(attacker, Localization.Get("There isn't a target nearby to use that on."));
				Send.SkillUseSilentCancel(attacker);
				return;
			}

			// Create actions
			var cap = new CombatActionPack(attacker, skill.Info.Id);

			var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, skill.Info.Id, targetAreaId);
			aAction.Set(AttackerOptions.Result);

			cap.Add(aAction);

			var survived = new List<Creature>();

			var skipped = new List<Creature>();

			var i = 0;
			foreach (var target in targets)
			{
				i++;

				target.StopMove();

				Skill smash = target.Skills.Get(SkillId.Smash);
				if (smash != null && target.Skills.IsReady(SkillId.Smash) && !attacker.IsPlayer)
					attacker.InterceptingSkillId = SkillId.Smash;
				TargetAction tAction;
				if (attacker.InterceptingSkillId == SkillId.Smash && target.GetPosition().InRange(attacker.GetPosition(), target.AttackRangeFor(attacker)))
				{
					aAction.Options |= AttackerOptions.Result;
					tAction = new TargetAction(CombatActionType.CounteredHit, target, attacker, SkillId.Smash);
					tAction.Options |= TargetOptions.Result;

				}
				else
				{
					tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
				}
				attacker.InterceptingSkillId = SkillId.None;
				tAction.Delay = 300; // Usually 300, sometimes 350?

				// Calculate damage
				float damage = 0f;
				if (attacker.RightHand != null && (
				attacker.RightHand.Data.HasTag("/weapon/bow01/") ||
				attacker.RightHand.Data.HasTag("/weapon/bow/") ||
				attacker.RightHand.Data.HasTag("/weapon/crossbow/") ||
				attacker.RightHand.Data.HasTag("/weapon/shuriken/") ||
				attacker.RightHand.Data.HasTag("/weapon/atlatl/") ||
				attacker.RightHand.Data.HasTag("/weapon/gun/dualgun/")))
				{
					damage = attacker.GetRndBareHandDamage();
				}
				else
				{
					damage = attacker.GetRndTotalDamage();
				}
				damage *= skill.RankData.Var1 / 100f;

				// Handle skills and reductions
				var allCrit = false;
				var critSkill = target.Skills.Get(SkillId.CriticalHit);
				if (allCrit)
				{
					// Add crit bonus
					var bonus = critSkill.RankData.Var1 / 100f;
					damage = damage + (damage * bonus);

					// Set target option
					tAction.Set(TargetOptions.Critical);
				}
				else if (i == 1)
				{

					CriticalHit.Handle(attacker, attacker.GetTotalCritChance(0), ref damage, tAction);
					if (tAction.Has(TargetOptions.Critical))
						allCrit = true;
				}
				var maxDamage = damage; //Damage without Defense and Protection
				SkillHelper.HandleDefenseProtection(target, ref damage);
				Defense.Handle(aAction, tAction, ref damage);
				ManaShield.Handle(target, ref damage, tAction, maxDamage);

				// Clean Hit if not defended nor critical
				if (!tAction.Is(CombatActionType.Defended) && !tAction.Has(TargetOptions.Critical))
					tAction.Set(TargetOptions.CleanHit);

				// Take damage if any is left
				if (damage > 0)
					target.TakeDamage(tAction.Damage = damage, attacker);

				// Finish if dead, knock down if not defended
				if (target.IsDead)
					tAction.Set(TargetOptions.KnockDownFinish);
				else if (!tAction.Is(CombatActionType.Defended))
					tAction.Set(TargetOptions.KnockDown);

				// Anger Management
				if (!target.IsDead)
					survived.Add(target);

				if (target.UseBattleStanceFromAOE)
					target.IsInBattleStance = true;

				// Stun & knock back
				aAction.Stun = CombatMastery.GetAttackerStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);

				if (!tAction.Is(CombatActionType.Defended))
				{
					tAction.Stun = CombatMastery.GetTargetStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);
					target.Stability = Creature.MinStability;
					attacker.Shove(target, KnockbackDistance);
				}

				// Add action
				cap.Add(tAction);
			}

			// Only select a random aggro if there is no aggro yet,
			// WM only aggroes one target at a time.
			if (survived.Count != 0 && attacker.Region.CountAggro(attacker) < 1)
			{
				var rnd = RandomProvider.Get();
				var aggroTarget = survived.Random();
				aggroTarget.Aggro(attacker);
			}

			// Reduce life in old combat system
			if (!AuraData.FeaturesDb.IsEnabled("CombatSystemRenewal"))
			{
				var amount = (attacker.LifeMax < 10 ? 2 : attacker.LifeMax / 10);
				attacker.ModifyLife(-amount);

				attacker.InvincibilityTime = DateTime.Now.AddMilliseconds(2300);
			}

			// Spin it~
			Send.UseMotion(attacker, 8, 4);

			cap.Handle();

			Send.SkillUse(attacker, skill.Info.Id, targetAreaId, unkInt1, unkInt2);

			skill.Stacks = 0;
		}
Esempio n. 6
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		/// <summary>
		/// Uses WM, attacking targets.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="skill"></param>
		/// <param name="targetAreaId"></param>
		/// <param name="unkInt1"></param>
		/// <param name="unkInt2"></param>
		public void Use(Creature attacker, Skill skill, long targetAreaId, int unkInt1, int unkInt2)
		{
			var range = this.GetRange(attacker, skill);
			var targets = attacker.GetTargetableCreaturesInRange(range, true);

			// Check targets
			if (targets.Count == 0)
			{
				Send.Notice(attacker, Localization.Get("There isn't a target nearby to use that on."));
				Send.SkillUseSilentCancel(attacker);
				return;
			}

			// Create actions
			var cap = new CombatActionPack(attacker, skill.Info.Id);

			var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, skill.Info.Id, targetAreaId);
			aAction.Set(AttackerOptions.Result);

			cap.Add(aAction);

			var survived = new List<Creature>();

			foreach (var target in targets)
			{
				target.StopMove();

				var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
				tAction.Delay = 300; // Usually 300, sometimes 350?

				// Calculate damage
				var damage = attacker.GetRndTotalDamage();
				damage *= skill.RankData.Var1 / 100f;

				// Handle skills and reductions
				CriticalHit.Handle(attacker, attacker.GetTotalCritChance(0), ref damage, tAction);
				SkillHelper.HandleDefenseProtection(target, ref damage);
				Defense.Handle(aAction, tAction, ref damage);
				ManaShield.Handle(target, ref damage, tAction);

				// Clean Hit if not defended nor critical
				if (tAction.SkillId != SkillId.Defense && !tAction.Has(TargetOptions.Critical))
					tAction.Set(TargetOptions.CleanHit);

				// Take damage if any is left
				if (damage > 0)
					target.TakeDamage(tAction.Damage = damage, attacker);

				// Finish if dead, knock down if not defended
				if (target.IsDead)
					tAction.Set(TargetOptions.KnockDownFinish);
				else if (tAction.SkillId != SkillId.Defense)
					tAction.Set(TargetOptions.KnockDown);

				// Anger Management
				if (!target.IsDead)
					survived.Add(target);

				// Stun & knock back
				aAction.Stun = CombatMastery.GetAttackerStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);

				if (tAction.SkillId != SkillId.Defense)
				{
					tAction.Stun = CombatMastery.GetTargetStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);
					target.Stability = Creature.MinStability;
					attacker.Shove(target, KnockbackDistance);
				}

				// Add action
				cap.Add(tAction);
			}

			// Only select a random aggro if there is no aggro yet,
			// WM only aggroes one target at a time.
			if (survived.Count != 0 && attacker.Region.CountAggro(attacker) < 1)
			{
				var rnd = RandomProvider.Get();
				var aggroTarget = survived.Random();
				aggroTarget.Aggro(attacker);
			}

			// Reduce life in old combat system
			if (!AuraData.FeaturesDb.IsEnabled("CombatSystemRenewal"))
			{
				var amount = (attacker.LifeMax < 10 ? 2 : attacker.LifeMax / 10);
				attacker.ModifyLife(-amount);

				// TODO: Invincibility
			}

			// Spin it~
			Send.UseMotion(attacker, 8, 4);

			cap.Handle();

			Send.SkillUse(attacker, skill.Info.Id, targetAreaId, unkInt1, unkInt2);

			skill.Stacks = 0;
		}
Esempio n. 7
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        /// <summary>
        /// Returns the chance for a critical hit to happen.
        /// </summary>
        /// <param name="attacker"></param>
        /// <param name="target"></param>
        /// <param name="skill"></param>
        /// <returns></returns>
        protected float GetCritChance(Creature attacker, Creature target, Skill skill)
        {
            var result = attacker.GetTotalCritChance(target.Protection);

            // +5% crit for 2H
            if (attacker.RightHand != null && attacker.RightHand.Data.Type == ItemType.Weapon2H)
                result *= 1.05f;

            return result;
        }
Esempio n. 8
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		/// <summary>
		/// Uses WM, attacking targets.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="skill"></param>
		/// <param name="targetAreaId"></param>
		/// <param name="unkInt1"></param>
		/// <param name="unkInt2"></param>
		public void Use(Creature attacker, Skill skill, long targetAreaId, int unkInt1, int unkInt2)
		{
			var range = this.GetRange(attacker, skill);
			var targets = attacker.GetTargetableCreaturesInRange(range, TargetableOptions.AddAttackRange);

			// Check targets
			if (targets.Count == 0)
			{
				Send.Notice(attacker, Localization.Get("There isn't a target nearby to use that on."));
				Send.SkillUseSilentCancel(attacker);
				return;
			}

			// Create actions
			var cap = new CombatActionPack(attacker, skill.Info.Id);

			var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, targetAreaId);
			aAction.Set(AttackerOptions.Result);
			aAction.Stun = CombatMastery.GetAttackerStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);

			cap.Add(aAction);

			var survived = new List<Creature>();
			var rnd = RandomProvider.Get();

			// Check crit
			var crit = false;
			if (attacker.Skills.Has(SkillId.CriticalHit, SkillRank.RF))
				crit = (rnd.Next(100) < attacker.GetTotalCritChance(0));

			// Handle all targets
			foreach (var target in targets)
			{
				target.StopMove();

				var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
				tAction.Delay = 300; // Usually 300, sometimes 350?

				// Calculate damage
				var damage = attacker.GetRndTotalDamage();
				damage *= skill.RankData.Var1 / 100f;

				// Elementals
				damage *= attacker.CalculateElementalDamageMultiplier(target);

				// Crit bonus
				if (crit)
					CriticalHit.Handle(attacker, 100, ref damage, tAction);

				// Handle skills and reductions
				SkillHelper.HandleDefenseProtection(target, ref damage);
				SkillHelper.HandleConditions(attacker, target, ref damage);
				Defense.Handle(aAction, tAction, ref damage);
				ManaShield.Handle(target, ref damage, tAction);
				HeavyStander.Handle(attacker, target, ref damage, tAction);

				// Clean Hit if not defended nor critical
				if (tAction.SkillId != SkillId.Defense && !tAction.Has(TargetOptions.Critical))
					tAction.Set(TargetOptions.CleanHit);

				// Take damage if any is left
				if (damage > 0)
					target.TakeDamage(tAction.Damage = damage, attacker);

				// Knock down on deadly
				if (target.Conditions.Has(ConditionsA.Deadly))
				{
					tAction.Set(TargetOptions.KnockDown);
					tAction.Stun = CombatMastery.GetTargetStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);
				}

				// Finish if dead, knock down if not defended
				if (target.IsDead)
					tAction.Set(TargetOptions.KnockDownFinish);
				else if (tAction.SkillId != SkillId.Defense)
					tAction.Set(TargetOptions.KnockDown);

				// Anger Management
				if (!target.IsDead)
					survived.Add(target);

				// Stun and shove if not defended
				if (target.IsDead || tAction.SkillId != SkillId.Defense || target.Conditions.Has(ConditionsA.Deadly))
				{
					tAction.Stun = CombatMastery.GetTargetStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);
					target.Stability = Creature.MinStability;
					attacker.Shove(target, KnockbackDistance);
				}

				// Add action
				cap.Add(tAction);
			}

			// Update current weapon
			SkillHelper.UpdateWeapon(attacker, targets.FirstOrDefault(), ProficiencyGainType.Melee, attacker.RightHand, attacker.LeftHand);

			// Only select a random aggro if there is no aggro yet,
			// WM only aggroes one target at a time.
			if (survived.Count != 0 && attacker.Region.CountAggro(attacker) < 1)
			{
				var aggroTarget = survived.Random();
				aggroTarget.Aggro(attacker);
			}

			// Reduce life in old combat system
			if (!AuraData.FeaturesDb.IsEnabled("CombatSystemRenewal"))
			{
				// Default reduction is 10%, it's reduced to 2% if attacker
				// has less max life than the rate is set to.
				var lifeReducationRate = skill.RankData.Var2;
				if (attacker.LifeMax < lifeReducationRate)
					lifeReducationRate /= 5;

				var amount = attacker.LifeMax / 100f * lifeReducationRate;
				attacker.ModifyLife(-amount);

				// TODO: Invincibility
			}

			// Spin it~
			Send.UseMotion(attacker, 8, 4);

			cap.Handle();

			Send.SkillUse(attacker, skill.Info.Id, targetAreaId, unkInt1, unkInt2);

			skill.Stacks = 0;
		}
Esempio n. 9
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		/// <summary>
		/// Returns the chance for a critical hit to happen.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="target"></param>
		/// <param name="skill"></param>
		/// <returns></returns>
		protected float GetCritChance(Creature attacker, Creature target, Skill skill)
		{
			var critShieldReduction = (target.LeftHand != null ? target.LeftHand.Data.DefenseBonusCrit : 0);
			var result = attacker.GetTotalCritChance(target.Protection + critShieldReduction);

			// +5% crit for 2H
			if (attacker.RightHand != null && attacker.RightHand.Data.Type == ItemType.Weapon2H)
				result *= 1.05f;

			return result;
		}
Esempio n. 10
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        /// <summary>
        /// Bolt specific use code.
        /// </summary>
        /// <param name="attacker"></param>
        /// <param name="skill"></param>
        /// <param name="target"></param>
        protected override void UseSkillOnTarget(Creature attacker, Skill skill, Creature target)
        {
            attacker.StopMove();
            target.StopMove();

            // Create actions
            var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, target.EntityId);
            aAction.Set(AttackerOptions.Result);

            var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
            tAction.Set(TargetOptions.Result);
            tAction.Stun = TargetStun;

            var cap = new CombatActionPack(attacker, skill.Info.Id, aAction, tAction);

            // Damage
            var damage = this.GetDamage(attacker, skill);

            // Elements
            damage *= this.GetElementalDamageMultiplier(attacker, target);

            // Critical Hit
            var critChance = attacker.GetTotalCritChance(target.Protection, true);
            CriticalHit.Handle(attacker, critChance, ref damage, tAction);

            // Reduce damage
            Defense.Handle(aAction, tAction, ref damage);
            SkillHelper.HandleMagicDefenseProtection(target, ref damage);
            ManaShield.Handle(target, ref damage, tAction);

            // Mana Deflector
            var delayReduction = ManaDeflector.Handle(attacker, target, ref damage, tAction);

            // Deal damage
            if (damage > 0)
                target.TakeDamage(tAction.Damage = damage, attacker);
            target.Aggro(attacker);

            // Knock down on deadly
            if (target.Conditions.Has(ConditionsA.Deadly))
            {
                tAction.Set(TargetOptions.KnockDown);
                tAction.Stun = TargetStun;
            }

            // Reduce stun, based on ping
            if (delayReduction > 0)
                tAction.Stun = (short)Math.Max(0, tAction.Stun - (tAction.Stun / 100 * delayReduction));

            // Death/Knockback
            if (target.IsDead)
            {
                tAction.Set(TargetOptions.FinishingKnockDown);
            }
            else
            {
                // If knocked down, instant recovery,
                // if repeat hit, knock down,
                // otherwise potential knock back.
                if (target.IsKnockedDown)
                {
                    tAction.Stun = 0;
                }
                else if (target.Stability < MinStability)
                {
                    tAction.Set(TargetOptions.KnockDown);
                }
                else
                {
                    var stabilityReduction = StabilityReduction;

                    // Reduce reduction, based on ping
                    // While the Wiki says that "the Knockdown Gauge [does not]
                    // build up", tests show that it does. However, it's
                    // reduced, assumedly based on the MD rank.
                    if (delayReduction > 0)
                        stabilityReduction = (short)Math.Max(0, stabilityReduction - (stabilityReduction / 100 * delayReduction));

                    target.Stability -= stabilityReduction;

                    if (target.IsUnstable)
                    {
                        tAction.Set(TargetOptions.KnockBack);
                    }
                }
            }

            if (tAction.IsKnockBack)
                attacker.Shove(target, KnockbackDistance);

            // Override stun set by defense
            aAction.Stun = AttackerStun;

            Send.Effect(attacker, Effect.UseMagic, EffectSkillName);
            Send.SkillUseStun(attacker, skill.Info.Id, aAction.Stun, 1);

            skill.Stacks--;

            // Update current weapon
            SkillHelper.UpdateWeapon(attacker, target, ProficiencyGainType.Melee, attacker.RightHand);

            cap.Handle();
        }
Esempio n. 11
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		/// <summary>
		/// Handles usage of the skill.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="target"></param>
		public void Use(Creature attacker, Creature target)
		{
			// Updating unlock because of the updating lock for pre-renovation
			// Has to be done here because we can't have an updating unlock
			// after the combat action, it resets the stun.
			if (!AuraData.FeaturesDb.IsEnabled("TalentRenovationCloseCombat"))
				attacker.Unlock(Locks.Move, true);

			var skill = attacker.Skills.Get(SkillId.Counterattack);

			var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, SkillId.Counterattack, target.EntityId);
			aAction.Options |= AttackerOptions.Result | AttackerOptions.KnockBackHit2;

			var tAction = new TargetAction(CombatActionType.CounteredHit2, target, attacker, target.Skills.IsReady(SkillId.Smash) ? SkillId.Smash : SkillId.CombatMastery);
			tAction.Options |= TargetOptions.Result | TargetOptions.Smash;

			var cap = new CombatActionPack(attacker, skill.Info.Id);
			cap.Add(aAction, tAction);

			var damage =
				(attacker.GetRndTotalDamage() * (skill.RankData.Var2 / 100f)) +
				(target.GetRndTotalDamage() * (skill.RankData.Var1 / 100f));

			var critChance = attacker.GetTotalCritChance(target.Protection) + skill.RankData.Var3;

			CriticalHit.Handle(attacker, critChance, ref damage, tAction, true);
			SkillHelper.HandleDefenseProtection(target, ref damage, true, true);

			target.TakeDamage(tAction.Damage = damage, attacker);

			target.Aggro(attacker);

			if (target.IsDead)
				tAction.Options |= TargetOptions.FinishingKnockDown;

			aAction.Stun = StunTime;
			tAction.Stun = StunTime;

			target.Stability = Creature.MinStability;
			attacker.Shove(target, KnockbackDistance);

			// Update both weapons
			SkillHelper.UpdateWeapon(attacker, target, attacker.RightHand, attacker.LeftHand);

			Send.SkillUseStun(attacker, skill.Info.Id, StunTime, 1);

			this.Training(aAction, tAction);

			cap.Handle();
		}
Esempio n. 12
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        /// <summary>
        /// Bolt specific use code.
        /// </summary>
        /// <param name="attacker"></param>
        /// <param name="skill"></param>
        /// <param name="target"></param>
        protected override void UseSkillOnTarget(Creature attacker, Skill skill, Creature target)
        {
            attacker.StopMove();
            target.StopMove();

            // Create actions
            var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, target.EntityId);
            aAction.Set(AttackerOptions.Result);

            var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
            tAction.Set(TargetOptions.Result);
            tAction.Stun = TargetStun;

            var cap = new CombatActionPack(attacker, skill.Info.Id, aAction, tAction);

            // Damage
            var damage = this.GetDamage(attacker, skill);

            // Elements
            damage *= this.GetElementalDamageMultiplier(attacker, target);

            // Critical Hit
            var critChance = attacker.GetTotalCritChance(target.Protection, true);
            CriticalHit.Handle(attacker, critChance, ref damage, tAction);

            // Reduce damage
            SkillHelper.HandleMagicDefenseProtection(target, ref damage);
            ManaShield.Handle(target, ref damage, tAction);
            ManaDeflector.Handle(attacker, target, ref damage, tAction);

            // Deal damage
            if (damage > 0)
                target.TakeDamage(tAction.Damage = damage, attacker);
            target.Aggro(attacker);

            // Knock down on deadly
            if (target.Conditions.Has(ConditionsA.Deadly))
            {
                tAction.Set(TargetOptions.KnockDown);
                tAction.Stun = TargetStun;
            }

            // Death/Knockback
            attacker.Shove(target, KnockbackDistance);
            if (target.IsDead)
                tAction.Set(TargetOptions.FinishingKnockDown);
            else
                tAction.Set(TargetOptions.KnockDown);

            // Override stun set by defense
            aAction.Stun = AttackerStun;

            Send.Effect(attacker, Effect.UseMagic, EffectSkillName);
            Send.SkillUseStun(attacker, skill.Info.Id, aAction.Stun, 1);

            skill.Stacks = 0;

            // Update current weapon
            SkillHelper.UpdateWeapon(attacker, target, ProficiencyGainType.Melee, attacker.RightHand);

            cap.Handle();
        }
Esempio n. 13
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		/// <summary>
		/// Handles usage of the skill.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="target"></param>
		public void Use(Creature attacker, Creature target)
		{
			// Updating unlock because of the updating lock for pre-renovation
			// Has to be done here because we can't have an updating unlock
			// after the combat action, it resets the stun.
			if (!AuraData.FeaturesDb.IsEnabled("TalentRenovationCloseCombat"))
			{
				attacker.Unlock(Locks.Run, true);
				attacker.Unlock(Locks.Move, true);
			}

			var skill = attacker.Skills.Get(SkillId.Counterattack);

			var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, SkillId.Counterattack, target.EntityId);
			aAction.Options |= AttackerOptions.Result | AttackerOptions.KnockBackHit2;

			var tAction = new TargetAction(CombatActionType.CounteredHit2, target, attacker, target.Skills.IsReady(SkillId.Smash) ? SkillId.Smash : SkillId.CombatMastery);
			tAction.Options |= TargetOptions.Result | TargetOptions.Smash;

			var cap = new CombatActionPack(attacker, skill.Info.Id);
			cap.Add(aAction, tAction);

			float damage;
			if (attacker.RightHand != null && attacker.RightHand.Data.HasTag("/weapon/gun/"))   //TODO: Only do this when out of ammo.
			{
				damage = (attacker.GetRndBareHandDamage() * (skill.RankData.Var2 / 100f)) +
				(target.GetRndTotalDamage() * (skill.RankData.Var1 / 100f));
			}
			else
			{
				damage = (attacker.GetRndTotalDamage() * (skill.RankData.Var2 / 100f)) +
				(target.GetRndTotalDamage() * (skill.RankData.Var1 / 100f));
			}


			var critShieldReduction = (target.LeftHand != null ? target.LeftHand.Data.DefenseBonusCrit : 0);
			var critChance = attacker.GetTotalCritChance(target.Protection + critShieldReduction) + skill.RankData.Var3;

			CriticalHit.Handle(attacker, critChance, ref damage, tAction, true);
			var maxDamage = damage; //Damage without Defense and Protection
			SkillHelper.HandleDefenseProtection(target, ref damage, true, true);
			ManaShield.Handle(target, ref damage, tAction, maxDamage);

			target.TakeDamage(tAction.Damage = damage, attacker);

			target.Aggro(attacker);

			if (target.IsDead)
				tAction.Options |= TargetOptions.FinishingKnockDown;


			if (attacker.IsCharacter && AuraData.FeaturesDb.IsEnabled("CombatSystemRenewal"))
			{
				aAction.Stun = 2000;
			}
			else
			{
				aAction.Stun = AttackStunTime;
			}
			tAction.Stun = StunTime;

			target.Stability = Creature.MinStability;
			attacker.Shove(target, KnockbackDistance);

			// Update both weapons
			SkillHelper.UpdateWeapon(attacker, target, attacker.RightHand, attacker.LeftHand);

			Send.SkillUseStun(attacker, skill.Info.Id, aAction.Stun, 1);

			this.Training(aAction, tAction);

			cap.Handle();
		}