private double PhysicalDamageLogic(Character player, Character target, double magnify, Fix.DamageSource attr, CriticalType critical) { // 攻撃コマンドのダメージを算出 double damageValue = PrimaryLogic.PhysicalAttack(player, PrimaryLogic.ValueType.Random) * magnify; double debug1 = damageValue; Debug.Log("PrimaryLogic.PhysicalAttack: " + debug1.ToString()); // Buff効果による増強(物理属性専用UPは現時点では存在しない) // クリティカル判定 if (player.CannotCritical == false && ((critical == CriticalType.Random && AP.Math.RandomInteger(100) <= 5) || (critical == CriticalType.Absolute)) ) { if (critical == CriticalType.Absolute) { Debug.Log("PhysicalDamageLogic detect Critical! (Absolute)"); } if (critical == CriticalType.Random) { Debug.Log("PhysicalDamageLogic detect Critical! (Random)"); } damageValue *= SecondaryLogic.CriticalFactor(player); debug1 = damageValue; Debug.Log("PrimaryLogic.PhysicalAttack(Critical): " + debug1.ToString()); } // ターゲットの物理防御を差し引く double defenseValue = PrimaryLogic.PhysicalDefense(target); double debug2 = defenseValue; Debug.Log("PrimaryLogic.PhysicalDefense: " + debug2.ToString()); if (player.IsEyeOfTheTruth) { double reduce = 1.00f - player.IsEyeOfTheTruth.EffectValue; if (reduce <= 0.0f) { reduce = 0.0f; } Debug.Log("player.IsEyeOfTheTruth.EffectValue: " + reduce.ToString("F2")); defenseValue = defenseValue * reduce; debug2 = defenseValue; Debug.Log("PrimaryLogic.PhysicalDefense(EoT): " + debug2.ToString()); } damageValue -= defenseValue; double debug3 = damageValue; Debug.Log("Physical-DamageValue: " + debug1.ToString() + " - " + debug2.ToString() + " = " + debug3.ToString()); // ターゲットが防御姿勢であれば、ダメージを軽減する if (target.IsDefense) { damageValue = damageValue * SecondaryLogic.DefenseFactor(target); Debug.Log("Target is Defense mode: " + damageValue.ToString()); } // ダメージ量が負の値になる場合は0とみなす。 if (damageValue <= 0) { damageValue = 0; } return(damageValue); }
private double MagicDamageLogic(Character player, Character target, double magnify, Fix.DamageSource attr, CriticalType critical) { // 魔法コマンドのダメージを算出 double damageValue = PrimaryLogic.MagicAttack(player, PrimaryLogic.ValueType.Random) * magnify; double debug1 = damageValue; Debug.Log("PrimaryLogic.MagicDamage: " + debug1.ToString()); // Buff効果による増強 if (attr == Fix.DamageSource.Fire && player.IsUpFire) { Debug.Log("damageValue UpFire: " + player.IsUpFire.EffectValue.ToString()); damageValue = damageValue * player.IsUpFire.EffectValue; } if (attr == Fix.DamageSource.Ice && player.IsUpIce) { Debug.Log("damageValue IsUpIce: " + player.IsUpIce.EffectValue.ToString()); damageValue = damageValue * player.IsUpIce.EffectValue; } if (attr == Fix.DamageSource.HolyLight && player.IsUpLight) { Debug.Log("damageValue IsUpLight: " + player.IsUpLight.EffectValue.ToString()); damageValue = damageValue * player.IsUpLight.EffectValue; } if (attr == Fix.DamageSource.DarkMagic && player.IsUpShadow) { Debug.Log("damageValue IsUpShadow: " + player.IsUpShadow.EffectValue.ToString()); damageValue = damageValue * player.IsUpShadow.EffectValue; } // ストーム・アーマーによる効果 if (player.IsStormArmor) { damageValue = damageValue * player.IsStormArmor.EffectValue2; Debug.Log("damageValue IsStormArmor(after): " + damageValue.ToString()); } // クリティカル判定 if (player.CannotCritical == false && ((critical == CriticalType.Random && AP.Math.RandomInteger(100) <= 5) || (critical == CriticalType.Absolute)) ) { if (critical == CriticalType.Absolute) { Debug.Log("MagicDamageLogic detect Critical! (Absolute)"); } if (critical == CriticalType.Random) { Debug.Log("MagicDamageLogic detect Critical! (Random)"); } damageValue *= SecondaryLogic.CriticalFactor(player); } // ターゲットの魔法防御を差し引く double defenseValue = PrimaryLogic.MagicDefense(target); double debug2 = defenseValue; damageValue -= defenseValue; double debug3 = damageValue; Debug.Log("Magic-DamageValue: " + debug1.ToString() + " - " + debug2.ToString() + " = " + debug3.ToString()); // ターゲットが防御姿勢であれば、ダメージを軽減する if (target.IsDefense) { damageValue = damageValue * SecondaryLogic.DefenseFactor(target); Debug.Log("Target is Defense mode: " + damageValue.ToString()); } // ダメージ量が負の値になる場合は0とみなす。 if (damageValue <= 0) { damageValue = 0; } return(damageValue); }
private bool ExecMagicAttack(Character player, Character target, double magnify, Fix.DamageSource attr, CriticalType critical) { Debug.Log(MethodBase.GetCurrentMethod()); // ターゲットが既に死んでいる場合 if (target.Dead) { StartAnimation(target.objGroup.gameObject, Fix.BATTLE_MISS, Fix.COLOR_NORMAL); this.NowAnimationMode = true; return(false); } // ターゲットに対して命中していない場合 if (player.IsDizzy) { if (AP.Math.RandomInteger(100) > (int)player.IsDizzy.EffectValue) { StartAnimation(target.objGroup.gameObject, Fix.BATTLE_DIZZY_MISS, Fix.COLOR_NORMAL); this.NowAnimationMode = true; return(false); } } // 攻撃コマンドのダメージを算出 double damageValue = MagicDamageLogic(player, target, magnify, attr, critical); // ディバイン・フィールドによる効果 BuffField panelField = GetPanelFieldFromPlayer(target); if (panelField != null) { BuffImage buffImage = PreCheckFieldEffect(panelField.gameObject, Fix.DIVINE_CIRCLE); if (buffImage != null) { Debug.Log("DivineShiled: " + player.FullName + " -> " + damageValue.ToString("F2") + " " + buffImage.EffectValue.ToString("F2")); buffImage.EffectValue -= damageValue; StartAnimationGroupPanel(buffImage.gameObject, Fix.BATTLE_DIVINE + "\r\n " + (int)(buffImage.EffectValue), Fix.COLOR_NORMAL); if (buffImage.EffectValue <= 0) { buffImage.RemoveBuff(); } return(false); // ディバイン・フィールドで吸収された場合はヒットしたことにならない。 } } // ダメージ適用 ApplyDamage(player, target, damageValue); // 追加効果 if (player.IsStormArmor && player.Dead == false) { double addDamageValue = MagicDamageLogic(player, target, SecondaryLogic.StormArmor_Damage(player), Fix.DamageSource.Colorless, critical); // todo 電撃がColorlessで良いのかどうか。 ApplyDamage(player, target, addDamageValue); } BuffImage stanceOfTheGuard = target.IsStanceOfTheGuard; if (target.IsStanceOfTheGuard && target.IsDefense && target.Dead == false) { stanceOfTheGuard.Cumulative++; } return(true); }