//计算伤害 public static uint AdjustDamage(BaseObject attack, BaseObject def, bool isMagicAck = false /*是否是魔法伤害*/) { //玩家与玩家伤害计算用战斗力表示 if (attack.type == OBJECTTYPE.PLAYER && def.type == OBJECTTYPE.PLAYER) { return(AdjustDamage(attack as PlayerObject, def as PlayerObject, isMagicAck)); } int nMaxRand = 50 + attack.GetLuck(); int nAtk = 0; if (IRandom.Random(0, 100) < nMaxRand) { //魔法攻击只适用于法师 if (isMagicAck && attack.type == OBJECTTYPE.PLAYER && (attack as PlayerObject).GetBaseAttr().profession == JOB.MAGE) { nAtk = attack.GetMagicAck() + IRandom.Random(0, attack.GetMaxMagixAck() - attack.GetMagicAck()); } else { nAtk = attack.GetMaxAck() + IRandom.Random(0, attack.GetMaxAck() - attack.GetMinAck()); } } else { if (isMagicAck && attack.type == OBJECTTYPE.PLAYER && (attack as PlayerObject).GetBaseAttr().profession == JOB.MAGE) { nAtk = attack.GetMagicAck() + IRandom.Random(0, attack.GetMaxMagixAck() - attack.GetMagicAck()); } else { nAtk = attack.GetMinAck() + IRandom.Random(0, attack.GetMaxAck() - attack.GetMinAck()); } } int nDef = 0; if (isMagicAck) { nDef = def.GetMagicDefense(); } else { nDef = def.GetDefense(); } int nDamage = nAtk - nDef; if (attack.type == OBJECTTYPE.PLAYER) { nDamage += attack.GetLevel() / 10; } if (nDamage <= 0) { nDamage = IRandom.Random(1, 100) >= 50 ? 1 : 0; if (!isMagicAck) { nDamage = 1; } } return((uint)nDamage); }
public override bool Run() { if (this.GetAi() == null) { return(true); } base.Run(); //单体魔法攻击延迟死亡 if (mDieMagicInfo != null && System.Environment.TickCount - mnDieMagicTick >= 500) { GameStruct.Action action = new GameStruct.Action(GameStruct.Action.DIE, null); action.AddObject(mDieMagicInfo.GetObject(0)); action.AddObject(mDieMagicInfo.GetObject(1)); this.PushAction(action); mDieMagicInfo = null; return(true); } else if (mDieMagicInfo != null) { return(true); } this.GetAi().Run(); if (this.IsLock()) { if (!this.CheckLockTime()) { this.UnLock(false); if (IsDie()) { GameStruct.Action action; //死亡 action = new GameStruct.Action(GameStruct.Action.DIE, null); action.AddObject(mTarget); action.AddObject((uint)mTarget.GetMinAck()); //取最小攻击为经验值 this.PushAction(action); LastDieTime = System.Environment.TickCount; } } } //死亡后三秒后发送清除怪物消息 if (IsDie() && !this.IsLock()) { if (!IsClear() && System.Environment.TickCount - LastDieTime > 3000) { this.ClearThis(); } } ////复活 //if (IsClear() && IsDie() && mRebirthTime > 0) //{ // if (System.Environment.TickCount - LastDieTime > mRebirthTime) // { // Alive(false); // } //} if (IsClear() && IsDie() && mAliveTime.ToNextTime()) { Alive(false); } return(true); }
public const byte EXPLODE_ITEM_CHANCE4 = 3; //大爆 #endregion Fields #region Methods //计算伤害 public static uint AdjustDamage(BaseObject attack, BaseObject def,bool isMagicAck = false/*是否是魔法伤害*/) { //玩家与玩家伤害计算用战斗力表示 if (attack.type == OBJECTTYPE.PLAYER && def.type == OBJECTTYPE.PLAYER) { return AdjustDamage(attack as PlayerObject, def as PlayerObject, isMagicAck); } int nMaxRand = 50 + attack.GetLuck(); int nAtk = 0; if (IRandom.Random(0, 100) < nMaxRand) { //魔法攻击只适用于法师 if (isMagicAck && attack.type == OBJECTTYPE.PLAYER && (attack as PlayerObject).GetBaseAttr().profession == JOB.MAGE) { nAtk = attack.GetMagicAck() + IRandom.Random(0, attack.GetMaxMagixAck() - attack.GetMagicAck()) ; } else { nAtk = attack.GetMaxAck() + IRandom.Random(0, attack.GetMaxAck() - attack.GetMinAck()) ; } } else { if (isMagicAck && attack.type == OBJECTTYPE.PLAYER && (attack as PlayerObject).GetBaseAttr().profession == JOB.MAGE) { nAtk = attack.GetMagicAck() + IRandom.Random(0, attack.GetMaxMagixAck() - attack.GetMagicAck()); } else { nAtk = attack.GetMinAck() + IRandom.Random(0, attack.GetMaxAck() - attack.GetMinAck()) ; } } int nDef = 0; if (isMagicAck) { nDef = def.GetMagicDefense(); } else { nDef = def.GetDefense(); } int nDamage = nAtk - nDef; if (attack.type == OBJECTTYPE.PLAYER) { nDamage += attack.GetLevel() / 10; } if (nDamage <= 0) { nDamage = IRandom.Random(1, 100) >= 50 ? 1 : 0; if (!isMagicAck) nDamage = 1; } return (uint)nDamage; }