public GetTotalCritChance ( float protection ) : float | ||
protection | float | Protection to subtract from crit. |
리턴 | float |
/// <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); }
/// <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(); }
/// <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); }
/// <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); }
/// <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; }
/// <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; }
/// <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; }
/// <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; }
/// <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; }
/// <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(); }
/// <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(); }
/// <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(); }
/// <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(); }