Exemplo n.º 1
0
        public static void HandleChangeDarkLight(MapleCharacter chr, int sourceSkillId)
        {
            LuminousSystem resource = (LuminousSystem)chr.Resource;

            if (sourceSkillId == LuminousBasics.SUNFIRE)
            {
                if (resource.LightLevel > 0)
                {
                    chr.CancelBuffSilent(LuminousBasics.ECLIPSE);
                    DataBuffer.CharacterSkillBuffer[LuminousBasics.SUNFIRE].GetEffect(1).ApplyBuffEffect(chr);
                    resource.LightLevel--;
                    resource.State = LuminousState.Light;
                }
            }
            else if (sourceSkillId == LuminousBasics.ECLIPSE)
            {
                if (resource.DarkLevel > 0)
                {
                    chr.CancelBuffSilent(LuminousBasics.SUNFIRE);
                    DataBuffer.CharacterSkillBuffer[LuminousBasics.ECLIPSE].GetEffect(1).ApplyBuffEffect(chr);
                    resource.DarkLevel--;
                    resource.State = LuminousState.Dark;
                }
            }
            chr.AddCooldown(LuminousBasics.SUNFIRE, 180000);
            chr.AddCooldown(LuminousBasics.ECLIPSE, 180000);
            chr.AddCooldown(LuminousBasics.CHANGE_LIGHT_DARK_MODE, 180000);
        }
Exemplo n.º 2
0
 public void IncreaseDarkGauge(int amount, MapleCharacter chr)
 {
     if (State == LuminousState.None)
     {
         DataBuffer.GetCharacterSkillById(LuminousBasics.ECLIPSE).GetEffect(1).ApplyBuffEffect(chr);
         chr.AddCooldown(LuminousBasics.ECLIPSE, 180000);
         State = LuminousState.Dark;
     }
     if (DarkLevel < 5)
     {
         DarkGauge += amount;
         if (DarkGauge > 10000)
         {
             DarkGauge = 0;
             DarkLevel++;
         }
     }
 }
Exemplo n.º 3
0
 public void IncreaseLightGauge(int amount, MapleCharacter chr)
 {
     if (State == LuminousState.None)
     {
         WzCharacterSkill skill = DataBuffer.GetCharacterSkillById(LuminousBasics.SUNFIRE);
         skill.GetEffect(1).ApplyBuffEffect(chr);
         chr.AddCooldown(LuminousBasics.SUNFIRE, 180000);
         State = LuminousState.Light;
     }
     if (LightLevel < 5)
     {
         LightGauge += amount;
         if (LightGauge > 10000)
         {
             LightGauge = 0;
             LightLevel++;
         }
     }
 }
Exemplo n.º 4
0
        public static bool CheckAndApplySkillEffect(MapleCharacter chr, int skillId, WzCharacterSkill wzCharacterSkill, int skillLevel = -1, int numTargets = 0, int numAttacks = 0)
        {
            if (skillLevel == -1)
            {
                skillLevel = chr.GetSkillLevel(skillId);
            }

            if (wzCharacterSkill == null)
            {
                wzCharacterSkill = DataBuffer.GetCharacterSkillById(skillId);
                if (wzCharacterSkill == null)
                {
                    return(false);
                }
            }

            if (wzCharacterSkill.HasFixedLevel && JobConstants.JobCanLearnSkill(skillId, chr.Job))
            {
                skillLevel = 1;
            }

            if (chr.IsPhantom) //check stolen skill level
            {
                PhantomSystem resource         = (PhantomSystem)chr.Resource;
                int           chosenSkillIndex = resource.GetChosenSkillIndex(skillId);
                if (chosenSkillIndex > -1)
                {
                    int impeccableMemory = PhantomSystem.GetStealSkill(chosenSkillIndex + 1);
                    skillLevel = Math.Min(chr.GetSkillLevel(impeccableMemory), chr.GetSkillLevel(skillId));
                }
            }


            if (skillLevel == 0 || (chr.HasSkillOnCooldown(skillId)))
            {
                string text = "Player tried using skill " + skillId + " while level 0 or on cooldown.";
                ServerConsole.Warning(text);
                FileLogging.Log("./LinkedSkills.txt", text);
                return(false);
            }

            SkillEffect effect = wzCharacterSkill.GetEffect((byte)skillLevel);

            if (effect == null)
            {
                return(false);
            }

            bool shadowPartner = false;

            if (numTargets > 0)
            {
                int attackCount = effect.AttackCount;
                if (chr.IsLuminous ||
                    (chr.IsBandit && chr.HasBuff(ChiefBandit.SHADOW_PARTNER)) ||
                    (chr.IsAssassin && chr.HasBuff(Hermit.SHADOW_PARTNER)) ||
                    (chr.IsNightWalker && chr.HasBuff(NightWalker3.SHADOW_PARTNER)))
                {
                    attackCount  *= 2;
                    shadowPartner = true;
                }
                if (effect.MobCount < numTargets || attackCount < numAttacks)
                {
                    return(false);
                }
            }

            int bulletConsume;

            if (effect.Info.TryGetValue(CharacterSkillStat.bulletConsume, out bulletConsume))
            {
                if (shadowPartner)
                {
                    bulletConsume *= 2;
                }
                if (!DealDamageHandler.HandleRangedAttackAmmoUsage(chr, bulletConsume))
                {
                    ServerConsole.Warning("Character with job: " + chr.Job + " tried using a skill with bulletCount: " + bulletConsume + " but doesn't have the bullets!");
                    return(false);
                }
            }

            if (chr.Mp < effect.MpCon)
            {
                return(false);
            }
            else
            {
                chr.AddMP(-effect.MpCon);
            }

            int hpCon;

            if (effect.Info.TryGetValue(CharacterSkillStat.hpCon, out hpCon))
            {
                if (chr.Hp < hpCon)
                {
                    return(false);
                }
                chr.AddHP(-hpCon);
            }

            #region Manual skill handlers and checks
            if (chr.IsAran && effect.Info.ContainsKey(CharacterSkillStat.aranComboCon))
            {
                if (!AranSystem.HandleComboUsage(chr, effect.Info[CharacterSkillStat.aranComboCon]))
                {
                    return(false);
                }
            }
            else if (chr.IsLuminous && chr.Job >= JobConstants.LUMINOUS2 && effect.Info.ContainsKey(CharacterSkillStat.gauge))
            {
                LuminousSystem.HandleGaugeGain(chr, skillId, effect.Info[CharacterSkillStat.gauge]);
            }

            switch (skillId)
            {
            case Berserker.EVIL_EYE_OF_DOMINATION:
            {
                Buff        evilEyeBuff = chr.GetBuff(Spearman.EVIL_EYE);
                MapleSummon evilEye     = chr.GetSummon(Spearman.EVIL_EYE);
                if (evilEyeBuff == null || evilEye == null)
                {
                    return(false);
                }
                uint timeUsed        = (uint)((DateTime.UtcNow.Subtract(evilEyeBuff.StartTime)).TotalMilliseconds);
                uint timeRemainingMS = (uint)evilEyeBuff.Duration - timeUsed;
                Buff newBuff         = new Buff(Spearman.EVIL_EYE, effect, timeRemainingMS, chr);
                if (evilEyeBuff.Stacks == Berserker.EVIL_EYE_OF_DOMINATION)
                {
                    newBuff.Stacks       = Spearman.EVIL_EYE;
                    evilEye.MovementType = SummonMovementType.Follow;
                }
                else
                {
                    newBuff.Stacks       = Berserker.EVIL_EYE_OF_DOMINATION;
                    evilEye.MovementType = SummonMovementType.CircleFollow;
                }
                chr.GiveBuff(newBuff);
                return(true);    //no other actions needed
            }

            case Berserker.EVIL_EYE_SHOCK:
            {
                MapleSummon evilEye = chr.GetSummon(Spearman.EVIL_EYE);
                if (evilEye == null)
                {
                    return(false);
                }
                List <MapleMonster> mobs = chr.Map.GetMobsInRange(new BoundingBox(evilEye.Position, wzCharacterSkill.TopLeft, wzCharacterSkill.BottomRight));
                if (mobs.Count > 0)
                {
                    int damage     = (int)((effect.Info[CharacterSkillStat.damage] / 100.0) * chr.Stats.GetDamage());
                    int stunProp   = effect.Info[CharacterSkillStat.prop];
                    int stunTime   = effect.Info[CharacterSkillStat.time] * 1000;
                    int mobCounter = 0;
                    foreach (MapleMonster mob in mobs)
                    {
                        mob.Damage(chr, damage);
                        if (mob.Alive)
                        {
                            if (Functions.MakeChance(stunProp))
                            {
                                mob.ApplyStatusEffect(skillId, MonsterBuffStat.STUN, 1, stunTime, chr);
                            }
                        }
                        mobCounter++;
                        if (mobCounter == 10)
                        {
                            break;
                        }
                    }
                }
                break;
            }

            case DarkKnight.SACRIFICE:
                if (!chr.RemoveSummon(Spearman.EVIL_EYE))
                {
                    return(false);
                }
                chr.CancelBuff(Spearman.EVIL_EYE);
                int healHpR = effect.Info[CharacterSkillStat.y];
                int heal    = (int)((healHpR / 100.0) * chr.Stats.MaxHp);
                chr.AddHP(heal);
                break;

            case LuminousBasics.SUNFIRE:
            case LuminousBasics.ECLIPSE:
            case LuminousBasics.EQUILIBRIUM2:
                LuminousSystem.HandleChangeDarkLight(chr, skillId);
                break;
            }
            #endregion

            #region Apply Cooldown

            bool skipCooldown = skillId == DarkKnight.GUNGNIRS_DESCENT && (chr.HasBuff(DarkKnight.SACRIFICE) || chr.HasBuff(DarkKnight.FINAL_PACT2));

            if (!skipCooldown)
            {
                int coolTime;
                if (effect.Info.TryGetValue(CharacterSkillStat.cooltime, out coolTime) && coolTime > 0)
                {
                    chr.AddCooldown(skillId, (uint)coolTime * 1000); //time in the wz is in seconds
                }
            }
            #endregion

            effect.ApplyEffect(chr, chr);

            if (wzCharacterSkill.IsBuff)
            {
                effect.ApplyBuffEffect(chr);
                chr.Map.BroadcastPacket(SkillEffect.Packets.ShowForeignSkillEffect(chr.Id, chr.Level, skillId, effect.Level), chr);
            }

            if (wzCharacterSkill.IsPartySkill)
            {
                if (chr.Party != null)
                {
                    List <MapleCharacter> partyMembersOnSameMap = chr.Party.GetCharactersOnMap(chr.Map, chr.Id);
                    if (partyMembersOnSameMap.Count > 0)
                    {
                        List <MapleCharacter> partyMembersInRange = chr.Map.GetCharactersInRange(effect.CalculateBoundingBox(chr.Position, chr.IsFacingLeft), partyMembersOnSameMap);
                        foreach (MapleCharacter partyMember in partyMembersInRange)
                        {
                            effect.ApplyEffect(chr, partyMember);
                            if (wzCharacterSkill.IsBuff)
                            {
                                effect.ApplyBuffEffect(partyMember);
                            }
                        }
                    }
                }
                else if (wzCharacterSkill.IsGmSkill && chr.IsStaff)
                {
                    var targets = chr.Map.GetCharactersInRange(effect.CalculateBoundingBox(chr.Position, chr.IsFacingLeft));
                    foreach (MapleCharacter target in targets.Where(x => x.Id != chr.Id))
                    {
                        effect.ApplyEffect(chr, target);
                        if (wzCharacterSkill.IsBuff)
                        {
                            effect.ApplyBuffEffect(target);
                        }
                    }
                }
            }
            return(true);
        }