Пример #1
0
    public static List <ExtraEffectStatus> GetInvocationList(List <ExtraEffectStatus> extraEffectStatuses, EffectStatusBase.EffectTriggerType effectTriggerType)
    {
        List <ExtraEffectStatus> list = new List <ExtraEffectStatus>();

        foreach (ExtraEffectStatus extraEffectStatus in extraEffectStatuses)
        {
            EffectStatusBase.EffectTriggerType effectTrigger = (EffectStatusBase.EffectTriggerType)extraEffectStatus.EffectTrigger;
            if (effectTrigger == effectTriggerType)
            {
                list.Add(extraEffectStatus);
            }
        }
        List <ExtraEffectStatus> list2 = new List <ExtraEffectStatus>();

        if (effectTriggerType != EffectStatusBase.EffectTriggerType.WaveStarted)
        {
            if (effectTriggerType != EffectStatusBase.EffectTriggerType.RoundEnd)
            {
                list2.AddRange(list);
            }
            else
            {
                List <ExtraEffectStatus> loopPlayExtraEffectStatusList = ExtraEffectStatus.GetLoopPlayExtraEffectStatusList(list, BattleStateManager.current.battleStateData.currentRoundNumber);
                list2.AddRange(loopPlayExtraEffectStatusList);
            }
        }
        else
        {
            int targetNumber = BattleStateManager.current.battleStateData.currentWaveNumber + 1;
            List <ExtraEffectStatus> loopPlayExtraEffectStatusList2 = ExtraEffectStatus.GetLoopPlayExtraEffectStatusList(list, targetNumber);
            list2.AddRange(loopPlayExtraEffectStatusList2);
        }
        return(list2);
    }
    private static bool CheckStageEffectInvalid(CharacterStateControl chipTarget, ExtraEffectStatus extraEffectStatus)
    {
        BattleStateManager current = BattleStateManager.current;

        CharacterStateControl[] totalCharacters = current.battleStateData.GetTotalCharacters();
        foreach (CharacterStateControl characterStateControl in totalCharacters)
        {
            if (!(characterStateControl == null))
            {
                ChipEffectStatus.TargetType targetType = ChipEffectStatus.GetTargetType(characterStateControl, chipTarget);
                foreach (int num in characterStateControl.chipIds)
                {
                    GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[] array2 = ChipDataMng.GetChipEffectData(num.ToString());
                    array2 = ChipEffectStatus.GetStageEffectInvalidList(BattleStateManager.current.hierarchyData.areaId, array2, extraEffectStatus).ToArray();
                    if (array2.Length > 0)
                    {
                        List <GameWebAPI.RespDataMA_ChipEffectM.ChipEffect> totalChipEffectStatusList = ChipEffectStatus.GetTotalChipEffectStatusList(array2, chipTarget.isEnemy, chipTarget.characterStatus.monsterIntegrationIds, chipTarget.groupId, chipTarget.tolerance, chipTarget.characterDatas.tribe, chipTarget.characterDatas.growStep, null, null, targetType, EffectStatusBase.ExtraEffectType.StageEffextInvalid);
                        if (totalChipEffectStatusList.Count > 0)
                        {
                            return(true);
                        }
                    }
                }
            }
        }
        return(false);
    }
Пример #3
0
    private float GetSkillHitRateCorrectionValue(CharacterStateControl attacker)
    {
        float num = 0f;
        List <ExtraEffectStatus> extraEffectStatus = BattleStateManager.current.battleStateData.extraEffectStatus;
        List <ExtraEffectStatus> invocationList    = ExtraEffectStatus.GetInvocationList(extraEffectStatus, EffectStatusBase.EffectTriggerType.Usually);

        num += ExtraEffectStatus.GetSkillHitRateCorrectionValue(invocationList, this, attacker) - this.hitRate;
        num += attacker.chipAddHit;
        foreach (int num2 in attacker.potencyChipIdList.Keys)
        {
            GameWebAPI.RespDataMA_ChipEffectM.ChipEffect   chipEffectDataToId = ChipDataMng.GetChipEffectDataToId(num2.ToString());
            GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[] chipEffects        = new GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[]
            {
                chipEffectDataToId
            };
            num += ChipEffectStatus.GetSkillHitRateCorrectionValue(chipEffects, this, attacker);
        }
        SufferStateProperty sufferStateProperty = attacker.currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.HitRateUp);

        if (sufferStateProperty.isActive)
        {
            num += sufferStateProperty.upPercent;
        }
        SufferStateProperty sufferStateProperty2 = attacker.currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.HitRateDown);

        if (sufferStateProperty2.isActive)
        {
            num -= sufferStateProperty2.downPercent;
        }
        num += attacker.leaderSkillResult.hitRateUpPercent;
        return(num);
    }
    private IEnumerator PlayDefaultEffect(ExtraEffectStatus extraEffectStatus)
    {
        List <CharacterStateControl> targetList = new List <CharacterStateControl>();

        foreach (CharacterStateControl characterStateControl in base.battleStateData.GetTotalCharacters())
        {
            if (!characterStateControl.isDied && extraEffectStatus.IsHitExtraEffect(characterStateControl, EffectStatusBase.ExtraEffectType.Skill))
            {
                targetList.Add(characterStateControl);
            }
        }
        if (targetList.Count == 0)
        {
            yield break;
        }
        if (!this.isShowBattleStageEffect)
        {
            base.stateManager.uiControl.ShowBattleExtraEffect(BattleExtraEffectUI.AnimationType.Stage);
            yield return(null);

            while (base.stateManager.uiControl.IsBattleExtraEffect())
            {
                yield return(null);
            }
            base.stateManager.uiControl.HideBattleExtraEffect();
            this.isShowBattleStageEffect = true;
        }
        string      key          = ((int)extraEffectStatus.EffectValue).ToString();
        SkillStatus status       = base.hierarchyData.GetSkillStatus(key);
        IEnumerator playFunction = null;

        if (status != null)
        {
            playFunction = this.PlaySkill(status, targetList);
        }
        else
        {
            playFunction = this.PlayNotSkill(extraEffectStatus, targetList);
        }
        while (playFunction.MoveNext())
        {
            yield return(null);
        }
        this.subStateEnemiesItemDroppingFunction.Init(targetList.Where((CharacterStateControl item) => item.isDied).ToArray <CharacterStateControl>());
        base.SetState(this.subStateEnemiesItemDroppingFunction.GetType());
        while (base.isWaitState)
        {
            yield return(null);
        }
        IEnumerator wait = base.stateManager.time.WaitForCertainPeriodTimeAction(base.stateManager.stateProperty.skillAfterWaitSecond, null, null);

        while (wait.MoveNext())
        {
            object obj = wait.Current;
            yield return(obj);
        }
        base.stateManager.uiControl.HideCharacterHUDFunction();
        base.stateManager.uiControl.ApplyHideHitIcon();
        yield break;
    }
Пример #5
0
    public static int GetExtraEffectCorrectionValue(int areaId, List <ExtraEffectStatus> extraEffectStatusList, int baseValue, MonsterData[] chipPlayers, MonsterData[] chipEnemys, MonsterData chipTarget, AffectEffectProperty affectEffectProperty, EffectStatusBase.ExtraEffectType effectType)
    {
        List <ExtraEffectStatus> list = ChipEffectStatus.CheckStageEffectInvalid(areaId, extraEffectStatusList, chipPlayers, chipEnemys, chipTarget);

        if (list.Count == 0)
        {
            return(baseValue);
        }
        bool flag = chipEnemys.Where((MonsterData item) => item.userMonster.userMonsterId == chipTarget.userMonster.userMonsterId).Any <MonsterData>();

        GameWebAPI.RespDataMA_GetMonsterMG.MonsterM         group = MonsterMaster.GetMonsterMasterByMonsterGroupId(chipTarget.monsterM.monsterGroupId).Group;
        GameWebAPI.RespDataMA_MonsterIntegrationGroupMaster responseMonsterIntegrationGroupMaster = MasterDataMng.Instance().ResponseMonsterIntegrationGroupMaster;
        GameWebAPI.RespDataMA_MonsterIntegrationGroupMaster.MonsterIntegrationGroup[] source      = responseMonsterIntegrationGroupMaster.monsterIntegrationGroupM.Where((GameWebAPI.RespDataMA_MonsterIntegrationGroupMaster.MonsterIntegrationGroup item) => item.monsterId == chipTarget.monsterM.monsterId).ToArray <GameWebAPI.RespDataMA_MonsterIntegrationGroupMaster.MonsterIntegrationGroup>();
        string[] monsterIntegrationIds = source.Select((GameWebAPI.RespDataMA_MonsterIntegrationGroupMaster.MonsterIntegrationGroup item) => item.monsterIntegrationId).ToArray <string>();
        GameWebAPI.RespDataMA_GetMonsterResistanceM.MonsterResistanceM        resistanceMaster     = MonsterResistanceData.GetResistanceMaster(chipTarget.monsterM.resistanceId);
        List <GameWebAPI.RespDataMA_GetMonsterResistanceM.MonsterResistanceM> uniqueResistanceList = MonsterResistanceData.GetUniqueResistanceList(chipTarget.GetResistanceIdList());

        GameWebAPI.RespDataMA_GetMonsterResistanceM.MonsterResistanceM data = MonsterResistanceData.AddResistanceFromMultipleTranceData(resistanceMaster, uniqueResistanceList);
        Tolerance tolerance = ServerToBattleUtility.ResistanceToTolerance(data);
        GrowStep  growStep  = MonsterGrowStepData.ToGrowStep(group.growStep);
        List <ExtraEffectStatus> totalExtraEffectStatusList = ExtraEffectStatus.GetTotalExtraEffectStatusList(list, monsterIntegrationIds, chipTarget.monsterM.monsterGroupId, tolerance, group.tribe, growStep, affectEffectProperty, null, (!flag) ? ExtraEffectStatus.ExtraTargetType.Player : ExtraEffectStatus.ExtraTargetType.Enemy, effectType);

        if (totalExtraEffectStatusList.Count > 0)
        {
            return((int)ExtraEffectStatus.GetCorrectionValue((float)baseValue, totalExtraEffectStatusList));
        }
        return(baseValue);
    }
Пример #6
0
    private static float GetExtraEffectCorrectionValue(List <ExtraEffectStatus> extraEffectStatusList, float baseValue, string[] monsterIntegrationIds, string groupId, Tolerance tolerance, string tribe, GrowStep growStep, AffectEffectProperty skillPropety, HaveSufferState currentSufferState, ExtraEffectStatus.ExtraTargetType targetType, EffectStatusBase.ExtraEffectType effectType)
    {
        List <ExtraEffectStatus> totalExtraEffectStatusList = ExtraEffectStatus.GetTotalExtraEffectStatusList(extraEffectStatusList, monsterIntegrationIds, groupId, tolerance, tribe, growStep, skillPropety, currentSufferState, targetType, effectType);

        if (totalExtraEffectStatusList.Count > 0)
        {
            return(ExtraEffectStatus.GetCorrectionValue(baseValue, totalExtraEffectStatusList));
        }
        return(baseValue);
    }
Пример #7
0
    public static int GetExtraEffectValue(List <ExtraEffectStatus> extraEffectStatusList, int baseValue, CharacterStateControl character, EffectStatusBase.ExtraEffectType effectType)
    {
        List <ExtraEffectStatus> list = ChipEffectStatus.CheckStageEffectInvalid(extraEffectStatusList, character);

        if (list.Count == 0)
        {
            return(baseValue);
        }
        return((int)ExtraEffectStatus.GetExtraEffectCorrectionValue(list, (float)baseValue, character.characterStatus.monsterIntegrationIds, character.groupId, character.tolerance, character.characterDatas.tribe, character.characterDatas.growStep, null, character.currentSufferState, ExtraEffectStatus.GetExtraTargetType(character), effectType));
    }
Пример #8
0
    public static int GetSkillPowerCorrectionValue(List <ExtraEffectStatus> extraEffectStatusList, AffectEffectProperty skillPropety, CharacterStateControl character)
    {
        List <ExtraEffectStatus> list = ChipEffectStatus.CheckStageEffectInvalid(extraEffectStatusList, character);

        if (list.Count == 0)
        {
            return(skillPropety.GetPower(character));
        }
        return((int)ExtraEffectStatus.GetExtraEffectCorrectionValue(list, (float)skillPropety.GetPower(character), character.characterStatus.monsterIntegrationIds, character.groupId, character.tolerance, character.characterDatas.tribe, character.characterDatas.growStep, skillPropety, character.currentSufferState, ExtraEffectStatus.GetExtraTargetType(character), EffectStatusBase.ExtraEffectType.SkillPower));
    }
Пример #9
0
    public static float GetSkillHitRateCorrectionValue(List <ExtraEffectStatus> extraEffectStatusList, AffectEffectProperty skillPropety, CharacterStateControl character)
    {
        List <ExtraEffectStatus> list = ChipEffectStatus.CheckStageEffectInvalid(extraEffectStatusList, character);

        if (list.Count == 0)
        {
            return(skillPropety.hitRate);
        }
        int   num = ServerToBattleUtility.PercentageToPermillion(skillPropety.hitRate);
        float extraEffectCorrectionValue = ExtraEffectStatus.GetExtraEffectCorrectionValue(list, (float)num, character.characterStatus.monsterIntegrationIds, character.groupId, character.tolerance, character.characterDatas.tribe, character.characterDatas.growStep, skillPropety, character.currentSufferState, ExtraEffectStatus.GetExtraTargetType(character), EffectStatusBase.ExtraEffectType.SkillHit);

        return(ServerToBattleUtility.PermillionToPercentage((int)extraEffectCorrectionValue));
    }
Пример #10
0
    public bool IsHitExtraEffect(CharacterStateControl character, EffectStatusBase.ExtraEffectType extraEffectType)
    {
        List <ExtraEffectStatus> list = ChipEffectStatus.CheckStageEffectInvalid(new List <ExtraEffectStatus>
        {
            this
        }, character);

        if (list.Count == 0)
        {
            return(false);
        }
        List <ExtraEffectStatus> totalExtraEffectStatusList = ExtraEffectStatus.GetTotalExtraEffectStatusList(list, character.characterStatus.monsterIntegrationIds, character.groupId, character.tolerance, character.characterDatas.tribe, character.characterDatas.growStep, null, null, ExtraEffectStatus.GetExtraTargetType(character), extraEffectType);

        return(totalExtraEffectStatusList.Count > 0);
    }
    private IEnumerator PlayLeaderChange(ExtraEffectStatus extraEffectStatus)
    {
        IEnumerator showBattleStageEffect = this.ShowBattleStageEffect();

        while (showBattleStageEffect.MoveNext())
        {
            yield return(null);
        }
        int  leaderindex = (int)extraEffectStatus.EffectValue;
        bool isRandom    = leaderindex <= 0 || leaderindex > 3;

        if (isRandom)
        {
            leaderindex = UnityEngine.Random.Range(0, 3);
        }
        else
        {
            leaderindex--;
        }
        IEnumerator function   = null;
        BattleMode  battleMode = base.battleMode;

        if (battleMode != BattleMode.Single)
        {
            if (battleMode != BattleMode.Multi)
            {
                if (battleMode == BattleMode.PvP)
                {
                    function = this.PvPLeaderChangeSync(leaderindex);
                }
            }
            else
            {
                function = this.MultiLeaderChangeSync(leaderindex);
            }
        }
        else
        {
            function = this.SingleLeaderChangeSync(leaderindex);
        }
        while (function.MoveNext())
        {
            yield return(null);
        }
        yield break;
    }
Пример #12
0
    private void InitializeExtraStatus()
    {
        List <ExtraEffectStatus> extraEffectStatus = BattleStateManager.current.battleStateData.extraEffectStatus;
        List <ExtraEffectStatus> invocationList    = ExtraEffectStatus.GetInvocationList(extraEffectStatus, EffectStatusBase.EffectTriggerType.Usually);
        int defaultMaxHpWithLeaderSkill            = this.defaultMaxHpWithLeaderSkill;
        int attackPower         = this._characterStatus.attackPower;
        int defencePower        = this._characterStatus.defencePower;
        int specialAttackPower  = this._characterStatus.specialAttackPower;
        int specialDefencePower = this._characterStatus.specialDefencePower;
        int speed = this._characterStatus.speed;

        this.m_extraMaxHp               = ExtraEffectStatus.GetExtraEffectValue(invocationList, defaultMaxHpWithLeaderSkill, this, EffectStatusBase.ExtraEffectType.Hp);
        this.m_extraAttackPower         = ExtraEffectStatus.GetExtraEffectValue(invocationList, attackPower, this, EffectStatusBase.ExtraEffectType.Atk);
        this.m_extraDefencePower        = ExtraEffectStatus.GetExtraEffectValue(invocationList, defencePower, this, EffectStatusBase.ExtraEffectType.Def);
        this.m_extraSpecialAttackPower  = ExtraEffectStatus.GetExtraEffectValue(invocationList, specialAttackPower, this, EffectStatusBase.ExtraEffectType.Satk);
        this.m_extraSpecialDefencePower = ExtraEffectStatus.GetExtraEffectValue(invocationList, specialDefencePower, this, EffectStatusBase.ExtraEffectType.Sdef);
        this.m_extraSpeed               = ExtraEffectStatus.GetExtraEffectValue(invocationList, speed, this, EffectStatusBase.ExtraEffectType.Speed);
    }
Пример #13
0
    private static List <ExtraEffectStatus> GetMonsterIntegrationGroupList(List <ExtraEffectStatus> extraEffectStatusList, string[] monsterIntegrationIds, ExtraEffectStatus.ExtraTargetType targetType, EffectStatusBase.ExtraEffectType effectType)
    {
        List <ExtraEffectStatus> list  = new List <ExtraEffectStatus>();
        List <ExtraEffectStatus> list2 = new List <ExtraEffectStatus>();

        foreach (ExtraEffectStatus extraEffectStatus in extraEffectStatusList)
        {
            EffectStatusBase.ExtraTargetSubType targetSubType = (EffectStatusBase.ExtraTargetSubType)extraEffectStatus.TargetSubType;
            if (targetSubType == EffectStatusBase.ExtraTargetSubType.MonsterIntegrationGroup)
            {
                list2.Add(extraEffectStatus);
            }
        }
        while (list2.Count > 0)
        {
            ExtraEffectStatus        extraEffectStatus2 = list2[0];
            List <ExtraEffectStatus> list3 = new List <ExtraEffectStatus>();
            List <ExtraEffectStatus> list4 = new List <ExtraEffectStatus>();
            foreach (ExtraEffectStatus extraEffectStatus3 in list2)
            {
                if (extraEffectStatus3.TargetValue == extraEffectStatus2.TargetValue)
                {
                    list3.Add(extraEffectStatus3);
                }
                else
                {
                    list4.Add(extraEffectStatus3);
                }
            }
            string id   = extraEffectStatus2.TargetValue.ToString();
            bool   flag = monsterIntegrationIds.Where((string item) => item == id).Any <string>();
            if (flag)
            {
                List <ExtraEffectStatus> extraEffectStatusList2 = ExtraEffectStatus.GetExtraEffectStatusList(list3, targetType, EffectStatusBase.ExtraTargetSubType.MonsterIntegrationGroup, extraEffectStatus2.TargetValue, effectType);
                if (extraEffectStatusList2.Count > 0)
                {
                    list.AddRange(extraEffectStatusList2);
                }
            }
            list2 = list4;
        }
        return(list);
    }
Пример #14
0
    public void InitializeSkillExtraStatus()
    {
        List <ExtraEffectStatus> extraEffectStatus = BattleStateManager.current.battleStateData.extraEffectStatus;
        List <ExtraEffectStatus> invocationList    = ExtraEffectStatus.GetInvocationList(extraEffectStatus, EffectStatusBase.EffectTriggerType.Usually);

        if (this.skillStatus.Length > 1)
        {
            AffectEffectProperty affectEffectFirst = this.skillStatus[1].GetAffectEffectFirst();
            if (affectEffectFirst != null)
            {
                if (AffectEffectProperty.IsDamage(affectEffectFirst.type))
                {
                    this.m_extraDeathblowSkillPower = ExtraEffectStatus.GetSkillPowerCorrectionValue(invocationList, affectEffectFirst, this);
                }
                this.m_extraDeathblowSkillHitRate = ExtraEffectStatus.GetSkillHitRateCorrectionValue(invocationList, affectEffectFirst, this);
            }
        }
        if (this.skillStatus.Length > 2)
        {
            AffectEffectProperty affectEffectFirst2 = this.skillStatus[2].GetAffectEffectFirst();
            if (affectEffectFirst2 != null)
            {
                if (AffectEffectProperty.IsDamage(affectEffectFirst2.type))
                {
                    this.m_extraInheritanceSkillPower = ExtraEffectStatus.GetSkillPowerCorrectionValue(invocationList, affectEffectFirst2, this);
                }
                this.m_extraInheritanceSkillHitRate = ExtraEffectStatus.GetSkillHitRateCorrectionValue(invocationList, affectEffectFirst2, this);
            }
        }
        if (this.skillStatus.Length > 3)
        {
            AffectEffectProperty affectEffectFirst3 = this.skillStatus[3].GetAffectEffectFirst();
            if (affectEffectFirst3 != null)
            {
                if (AffectEffectProperty.IsDamage(affectEffectFirst3.type))
                {
                    this.m_extraInheritanceSkillPower2 = ExtraEffectStatus.GetSkillPowerCorrectionValue(invocationList, affectEffectFirst3, this);
                }
                this.m_extraInheritanceSkillHitRate2 = ExtraEffectStatus.GetSkillHitRateCorrectionValue(invocationList, affectEffectFirst3, this);
            }
        }
    }
    private IEnumerator PlayStageEffect(EffectStatusBase.EffectTriggerType effectTriggerType)
    {
        bool isBigBoss = base.hierarchyData.batteWaves[base.battleStateData.currentWaveNumber].cameraType == 1;
        List <ExtraEffectStatus> extraEffectStatus = BattleStateManager.current.battleStateData.extraEffectStatus;
        List <ExtraEffectStatus> invocationList    = ExtraEffectStatus.GetInvocationList(extraEffectStatus, effectTriggerType);

        if (invocationList.Count == 0)
        {
            yield break;
        }
        base.stateManager.uiControl.HideCharacterHUDFunction();
        base.stateManager.SetBattleScreen(BattleScreen.PoisonHit);
        this.cameraKey = "0002_command";
        if (isBigBoss)
        {
            this.cameraKey = "BigBoss/0002_command";
        }
        base.stateManager.cameraControl.PlayCameraMotionAction(this.cameraKey, base.battleStateData.stageSpawnPoint, true);
        foreach (ExtraEffectStatus invocation in invocationList)
        {
            IEnumerator function = null;
            EffectStatusBase.ExtraEffectType effectType = (EffectStatusBase.ExtraEffectType)invocation.EffectType;
            if (effectType != EffectStatusBase.ExtraEffectType.LeaderChange)
            {
                function = this.PlayDefaultEffect(invocation);
            }
            else
            {
                function = this.PlayLeaderChange(invocation);
            }
            while (function.MoveNext())
            {
                yield return(null);
            }
            if (base.stateManager.IsLastBattleAndAllDeath())
            {
                break;
            }
        }
        base.stateManager.cameraControl.StopCameraMotionAction(this.cameraKey);
        yield break;
    }
Пример #16
0
    private static int GetExtraStageValue(int baseValue, MonsterData monsterData, MonsterData[] party, GameWebAPI.RespDataMA_GetWorldDungeonExtraEffectM.WorldDungeonExtraEffectM[] effectArray, AffectEffectProperty affectEffectProperty, EffectStatusBase.ExtraEffectType extraEffectType)
    {
        if (effectArray == null || effectArray.Length == 0)
        {
            return(baseValue);
        }
        List <ExtraEffectStatus> list = new List <ExtraEffectStatus>();

        foreach (GameWebAPI.RespDataMA_GetWorldDungeonExtraEffectM.WorldDungeonExtraEffectM worldDungeonExtraEffectM in effectArray)
        {
            ExtraEffectStatus item = new ExtraEffectStatus(worldDungeonExtraEffectM);
            list.Add(item);
        }
        if (extraEffectType == EffectStatusBase.ExtraEffectType.SkillPower)
        {
            return(ExtraEffectStatus.GetExtraEffectCorrectionValue(ExtraEffectUtil.GetAreaId(), list, affectEffectProperty.GetPower(null), party, new MonsterData[0], monsterData, affectEffectProperty, extraEffectType));
        }
        if (extraEffectType == EffectStatusBase.ExtraEffectType.SkillHit)
        {
            return(ExtraEffectStatus.GetExtraEffectCorrectionValue(ExtraEffectUtil.GetAreaId(), list, (int)(affectEffectProperty.hitRate * 100f), party, new MonsterData[0], monsterData, affectEffectProperty, extraEffectType));
        }
        return(ExtraEffectStatus.GetExtraEffectCorrectionValue(ExtraEffectUtil.GetAreaId(), list, baseValue, party, new MonsterData[0], monsterData, null, extraEffectType));
    }
Пример #17
0
    public void ApplySkillButtonData(SkillStatus skills, bool onEnable, bool onSkillLock, CharacterStateControl selectCharacter, int useCount)
    {
        List <ExtraEffectStatus> extraEffectStatus    = BattleStateManager.current.battleStateData.extraEffectStatus;
        List <ExtraEffectStatus> invocationList       = ExtraEffectStatus.GetInvocationList(extraEffectStatus, EffectStatusBase.EffectTriggerType.Usually);
        AffectEffectProperty     affectEffectProperty = skills.GetAffectEffectFirst();

        foreach (AffectEffectProperty affectEffectProperty2 in skills.affectEffect)
        {
            if (affectEffectProperty2.ThisSkillIsAttack)
            {
                affectEffectProperty = affectEffectProperty2;
                break;
            }
        }
        int num = 0;

        if (AffectEffectProperty.IsDamage(affectEffectProperty.type))
        {
            num = ExtraEffectStatus.GetSkillPowerCorrectionValue(invocationList, affectEffectProperty, selectCharacter);
        }
        float num2 = ExtraEffectStatus.GetSkillHitRateCorrectionValue(invocationList, affectEffectProperty, selectCharacter);

        num2                       = Mathf.Clamp01(num2);
        this.skillType             = skills.skillType;
        this.skillName.text        = skills.name;
        this.skillDescription.text = skills.description;
        int    num3    = (int)Math.Round((double)(num2 * 100f), MidpointRounding.AwayFromZero);
        string @string = StringMaster.GetString("SystemPercent");

        this.hitRate.text = string.Format(@string, num3);
        this.power.text   = num.ToString();
        int correctedAp = skills.GetCorrectedAp(selectCharacter);

        if (correctedAp <= selectCharacter.ap)
        {
            this.ap.text = string.Format(StringMaster.GetString("BattleSkillUI-01"), correctedAp);
        }
        else
        {
            this.ap.text = StringMaster.GetString("BattleSkillUI-02");
        }
        if (skills.useCountValue > 0)
        {
            this.SetSkillUseCount(useCount);
        }
        this.SetAttributeIcon(skills.attribute);
        if (onSkillLock)
        {
            this.SetButtonType(BattleSkillBtn.Type.Invalid);
            this.SetSkillLock(onSkillLock);
        }
        else if (onEnable)
        {
            this.SetButtonType(BattleSkillBtn.Type.Off);
            this.SetSkillLock(false);
        }
        else
        {
            this.SetButtonType(BattleSkillBtn.Type.Invalid);
            this.SetSkillLock(false);
        }
    }
Пример #18
0
    private static List <ExtraEffectStatus> GetTotalExtraEffectStatusList(List <ExtraEffectStatus> extraEffectStatusList, string[] monsterIntegrationIds, string groupId, Tolerance tolerance, string tribe, GrowStep growStep, AffectEffectProperty skillPropety, HaveSufferState currentSufferState, ExtraEffectStatus.ExtraTargetType targetType, EffectStatusBase.ExtraEffectType effectType)
    {
        List <ExtraEffectStatus> list = new List <ExtraEffectStatus>();

        if (skillPropety != null)
        {
            bool flag = skillPropety.skillId.ToString() == BattleStateManager.PublicAttackSkillId;
            List <ExtraEffectStatus> list2 = new List <ExtraEffectStatus>();
            foreach (ExtraEffectStatus extraEffectStatus in extraEffectStatusList)
            {
                if (extraEffectStatus.TargetValue2 == "0")
                {
                    list2.Add(extraEffectStatus);
                }
                else if (extraEffectStatus.TargetValue2 == "1")
                {
                    if (flag)
                    {
                        list2.Add(extraEffectStatus);
                    }
                }
                else if (extraEffectStatus.TargetValue2 == "2" && !flag)
                {
                    list2.Add(extraEffectStatus);
                }
            }
            ConstValue.ResistanceType skillResistanceType = EffectStatusBase.GetSkillResistanceType(skillPropety);
            list.AddRange(ExtraEffectStatus.GetExtraEffectStatusList(list2, targetType, EffectStatusBase.ExtraTargetSubType.SkillAttribute, 0, effectType));
            list.AddRange(ExtraEffectStatus.GetExtraEffectStatusList(list2, targetType, EffectStatusBase.ExtraTargetSubType.SkillAttribute, (int)skillResistanceType, effectType));
            list.AddRange(ExtraEffectStatus.GetExtraEffectStatusList(list2, targetType, EffectStatusBase.ExtraTargetSubType.SkillId, 0, effectType));
            list.AddRange(ExtraEffectStatus.GetExtraEffectStatusList(list2, targetType, EffectStatusBase.ExtraTargetSubType.SkillId, skillPropety.skillId, effectType));
        }
        list.AddRange(ExtraEffectStatus.GetExtraEffectStatusList(extraEffectStatusList, targetType, EffectStatusBase.ExtraTargetSubType.MonsterResistance, 0, effectType));
        List <ConstValue.ResistanceType> attributeStrengthList = tolerance.GetAttributeStrengthList();

        foreach (ConstValue.ResistanceType targetValue in attributeStrengthList)
        {
            list.AddRange(ExtraEffectStatus.GetExtraEffectStatusList(extraEffectStatusList, targetType, EffectStatusBase.ExtraTargetSubType.MonsterResistance, (int)targetValue, effectType));
        }
        list.AddRange(ExtraEffectStatus.GetExtraEffectStatusList(extraEffectStatusList, targetType, EffectStatusBase.ExtraTargetSubType.MonsterTribe, 0, effectType));
        list.AddRange(ExtraEffectStatus.GetExtraEffectStatusList(extraEffectStatusList, targetType, EffectStatusBase.ExtraTargetSubType.MonsterTribe, tribe.ToInt32(), effectType));
        list.AddRange(ExtraEffectStatus.GetExtraEffectStatusList(extraEffectStatusList, targetType, EffectStatusBase.ExtraTargetSubType.MonsterGroup, 0, effectType));
        list.AddRange(ExtraEffectStatus.GetExtraEffectStatusList(extraEffectStatusList, targetType, EffectStatusBase.ExtraTargetSubType.MonsterGroup, groupId.ToInt32(), effectType));
        list.AddRange(ExtraEffectStatus.GetExtraEffectStatusList(extraEffectStatusList, targetType, EffectStatusBase.ExtraTargetSubType.GrowStep, 0, effectType));
        list.AddRange(ExtraEffectStatus.GetExtraEffectStatusList(extraEffectStatusList, targetType, EffectStatusBase.ExtraTargetSubType.GrowStep, (int)growStep, effectType));
        if (currentSufferState != null)
        {
            list.AddRange(ExtraEffectStatus.GetExtraEffectStatusList(extraEffectStatusList, targetType, EffectStatusBase.ExtraTargetSubType.Suffer, 0, effectType));
            IEnumerator enumerator3 = Enum.GetValues(typeof(SufferStateProperty.SufferType)).GetEnumerator();
            try
            {
                while (enumerator3.MoveNext())
                {
                    object obj = enumerator3.Current;
                    SufferStateProperty.SufferType sufferType = (SufferStateProperty.SufferType)obj;
                    if (sufferType != SufferStateProperty.SufferType.Null)
                    {
                        if (currentSufferState.FindSufferState(sufferType))
                        {
                            list.AddRange(ExtraEffectStatus.GetExtraEffectStatusList(extraEffectStatusList, targetType, EffectStatusBase.ExtraTargetSubType.Suffer, (int)sufferType, effectType));
                        }
                    }
                }
            }
            finally
            {
                IDisposable disposable;
                if ((disposable = (enumerator3 as IDisposable)) != null)
                {
                    disposable.Dispose();
                }
            }
        }
        list.AddRange(ExtraEffectStatus.GetMonsterIntegrationGroupList(extraEffectStatusList, monsterIntegrationIds, targetType, effectType));
        return(list);
    }
    private static List <GameWebAPI.RespDataMA_ChipEffectM.ChipEffect> GetStageEffectInvalidList(int areaId, GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[] chipEffects, ExtraEffectStatus extraEffectStatus)
    {
        List <GameWebAPI.RespDataMA_ChipEffectM.ChipEffect> list = new List <GameWebAPI.RespDataMA_ChipEffectM.ChipEffect>();

        foreach (GameWebAPI.RespDataMA_ChipEffectM.ChipEffect chipEffect in chipEffects)
        {
            bool flag  = false;
            bool flag2 = false;
            if (chipEffect.effectTrigger.ToInt32() == 11 && chipEffect.effectTriggerValue.ToInt32() == areaId)
            {
                flag = true;
            }
            if (chipEffect.effectType.ToInt32() == 80 && chipEffect.effectValue == extraEffectStatus.WorldDungeonExtraEffectId)
            {
                flag2 = true;
            }
            if (flag && flag2)
            {
                list.Add(chipEffect);
            }
        }
        return(list);
    }
Пример #20
0
    public static SkillResults GetSkillResults(AffectEffectProperty affectEffectProperty, CharacterStateControl attackerCharacter, CharacterStateControl targetCharacter, bool onRandomAttack = true, int attackNum = 0)
    {
        SkillResults      skillResults        = new SkillResults();
        LeaderSkillResult leaderSkillResult   = attackerCharacter.leaderSkillResult;
        HaveSufferState   currentSufferState  = attackerCharacter.currentSufferState;
        HaveSufferState   currentSufferState2 = targetCharacter.currentSufferState;

        float[] array = new float[2];
        skillResults.useAffectEffectProperty = affectEffectProperty;
        skillResults.hitIconAffectEffect     = AffectEffect.Damage;
        skillResults.attackCharacter         = attackerCharacter;
        skillResults.targetCharacter         = targetCharacter;
        if (targetCharacter.isDied)
        {
            return(skillResults);
        }
        skillResults.onWeakHit = ((!affectEffectProperty.canUseAttribute) ? Strength.None : targetCharacter.tolerance.GetAttributeStrength(affectEffectProperty.attribute));
        if (attackerCharacter.hittingTheTargetType == BattleInvariant.Type.Non)
        {
            skillResults.onMissHit = !affectEffectProperty.OnHit(attackerCharacter, targetCharacter);
        }
        else if (attackerCharacter.hittingTheTargetType == BattleInvariant.Type.Up)
        {
            skillResults.onMissHit = false;
        }
        else if (attackerCharacter.hittingTheTargetType == BattleInvariant.Type.Down)
        {
            skillResults.onMissHit = true;
        }
        if (skillResults.onWeakHit == Strength.None || skillResults.onWeakHit == Strength.Weak)
        {
            if (attackerCharacter.criticalTheTargetType == BattleInvariant.Type.Non)
            {
                float num = affectEffectProperty.satisfactionRate;
                SufferStateProperty sufferStateProperty = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.SatisfactionRateUp);
                if (sufferStateProperty.isActive)
                {
                    num += sufferStateProperty.upPercent;
                }
                SufferStateProperty sufferStateProperty2 = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.SatisfactionRateDown);
                if (sufferStateProperty2.isActive)
                {
                    num -= sufferStateProperty2.downPercent;
                }
                if (attackerCharacter.isSelectSkill > 0)
                {
                    num += leaderSkillResult.satisfactionRateUpPercent;
                }
                num += attackerCharacter.chipAddCritical;
                skillResults.onCriticalHit = RandomExtension.Switch(num);
            }
            else if (attackerCharacter.criticalTheTargetType == BattleInvariant.Type.Up)
            {
                skillResults.onCriticalHit = true;
            }
            else if (attackerCharacter.criticalTheTargetType == BattleInvariant.Type.Down)
            {
                skillResults.onCriticalHit = false;
            }
        }
        if (!skillResults.onMissHit)
        {
            if (affectEffectProperty.powerType == PowerType.Percentage && skillResults.onWeakHit == Strength.Invalid)
            {
                skillResults.hitIconAffectEffect = AffectEffect.Invalid;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.Invalid;
                skillResults.onCriticalHit       = false;
            }
            else if (skillResults.targetCharacter.currentSufferState.FindSufferState(SufferStateProperty.SufferType.TurnBarrier))
            {
                skillResults.hitIconAffectEffect = AffectEffect.TurnBarrier;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.None;
                skillResults.onCriticalHit       = false;
            }
            else if (skillResults.targetCharacter.currentSufferState.FindSufferState(SufferStateProperty.SufferType.CountBarrier))
            {
                skillResults.hitIconAffectEffect = AffectEffect.CountBarrier;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.None;
                skillResults.onCriticalHit       = false;
            }
            else if (skillResults.targetCharacter.currentSufferState.FindSufferState(SufferStateProperty.SufferType.TurnEvasion))
            {
                skillResults.hitIconAffectEffect = AffectEffect.TurnEvasion;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.None;
                skillResults.onCriticalHit       = false;
            }
            else if (skillResults.targetCharacter.currentSufferState.FindSufferState(SufferStateProperty.SufferType.CountEvasion))
            {
                skillResults.hitIconAffectEffect = AffectEffect.CountEvasion;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.None;
                skillResults.onCriticalHit       = false;
            }
            else if (affectEffectProperty.type == AffectEffect.ReferenceTargetHpRate)
            {
                SufferStateProperty.DamageRateResult reduceDamageRate = SkillStatus.GetReduceDamageRate(affectEffectProperty, attackerCharacter, targetCharacter);
                skillResults.damageRateResult = reduceDamageRate;
                float attributeDamegeResult = SkillStatus.GetAttributeDamegeResult(skillResults.onWeakHit);
                float num2 = 1f;
                if (skillResults.onCriticalHit)
                {
                    num2 = 1.2f;
                }
                int num3 = (int)(affectEffectProperty.damagePercent * (float)targetCharacter.hp);
                for (int i = 0; i < array.Length; i++)
                {
                    array[i] = (float)num3 * attributeDamegeResult * num2 * reduceDamageRate.damageRate;
                }
            }
            else if (affectEffectProperty.type == AffectEffect.RefHpRateNonAttribute)
            {
                SufferStateProperty.DamageRateResult reduceDamageRate2 = SkillStatus.GetReduceDamageRate(affectEffectProperty, attackerCharacter, targetCharacter);
                skillResults.damageRateResult = reduceDamageRate2;
                float num4 = 1f;
                if (skillResults.onCriticalHit)
                {
                    num4 = 1.2f;
                }
                int num5 = (int)(affectEffectProperty.damagePercent * (float)targetCharacter.hp);
                for (int j = 0; j < array.Length; j++)
                {
                    array[j] = (float)num5 * num4 * reduceDamageRate2.damageRate;
                }
            }
            else if (affectEffectProperty.powerType == PowerType.Percentage)
            {
                bool  flag = affectEffectProperty.techniqueType == TechniqueType.Physics;
                float attributeDamegeResult2 = SkillStatus.GetAttributeDamegeResult(skillResults.onWeakHit);
                float num6 = 1f;
                if (skillResults.onCriticalHit)
                {
                    num6 = 1.2f;
                }
                float num7 = 1f;
                if (onRandomAttack)
                {
                    num7 = UnityEngine.Random.Range(0.85f, 1f);
                }
                SufferStateProperty.DamageRateResult reduceDamageRate3 = SkillStatus.GetReduceDamageRate(affectEffectProperty, attackerCharacter, targetCharacter);
                skillResults.damageRateResult = reduceDamageRate3;
                float num8 = 1f;
                if (flag)
                {
                    SufferStateProperty sufferStateProperty3 = targetCharacter.currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.Counter);
                    if (sufferStateProperty3.isActive)
                    {
                        num8 *= sufferStateProperty3.recieveDamageRate;
                    }
                }
                else
                {
                    SufferStateProperty sufferStateProperty4 = targetCharacter.currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.Reflection);
                    if (sufferStateProperty4.isActive)
                    {
                        num8 *= sufferStateProperty4.recieveDamageRate;
                    }
                }
                float num9 = 1f;
                SufferStateProperty sufferStateProperty5 = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.PowerCharge);
                if (sufferStateProperty5.isActive)
                {
                    if (flag)
                    {
                        num9 *= sufferStateProperty5.physicUpPercent;
                    }
                    else
                    {
                        num9 *= sufferStateProperty5.specialUpPercent;
                    }
                }
                float num10 = 1f;
                float num11 = 0f;
                float num12 = 0f;
                SufferStateProperty sufferStateProperty6 = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.DamageRateUp);
                if (sufferStateProperty6.isActive)
                {
                    SufferStateProperty.DamageRateResult caseDamageRate = sufferStateProperty6.GetCaseDamageRate(affectEffectProperty, targetCharacter);
                    num11 += caseDamageRate.damageRate;
                }
                SufferStateProperty sufferStateProperty7 = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.DamageRateDown);
                if (sufferStateProperty7.isActive)
                {
                    SufferStateProperty.DamageRateResult caseDamageRate2 = sufferStateProperty7.GetCaseDamageRate(affectEffectProperty, targetCharacter);
                    num12 += caseDamageRate2.damageRate;
                }
                num10 = Mathf.Max(0f, num10 + num11 - num12);
                for (int k = 0; k < array.Length; k++)
                {
                    int   num13 = 0;
                    float num14 = 1f;
                    foreach (int num15 in attackerCharacter.potencyChipIdList.Keys)
                    {
                        GameWebAPI.RespDataMA_ChipEffectM.ChipEffect chipEffectDataToId = ChipDataMng.GetChipEffectDataToId(num15.ToString());
                        if (k != 0 || chipEffectDataToId.effectTrigger.ToInt32() != 11)
                        {
                            GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[] chipEffects = new GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[]
                            {
                                chipEffectDataToId
                            };
                            num13 += ChipEffectStatus.GetSkillPowerCorrectionValue(chipEffects, affectEffectProperty, attackerCharacter, attackNum);
                            num14 += ChipEffectStatus.GetSkillDamageCorrectionValue(chipEffects, affectEffectProperty, attackerCharacter);
                        }
                    }
                    float num16 = 1f;
                    foreach (int num17 in targetCharacter.potencyChipIdList.Keys)
                    {
                        GameWebAPI.RespDataMA_ChipEffectM.ChipEffect chipEffectDataToId2 = ChipDataMng.GetChipEffectDataToId(num17.ToString());
                        if (k != 0 || chipEffectDataToId2.effectTrigger.ToInt32() != 11)
                        {
                            GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[] chipEffects2 = new GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[]
                            {
                                chipEffectDataToId2
                            };
                            num16 += ChipEffectStatus.GetSkillDamageCorrectionValue(chipEffects2, affectEffectProperty, targetCharacter);
                        }
                    }
                    float num18 = 0f;
                    float num19 = 0f;
                    SkillStatus.CalculationBasePower(ref num18, ref num19, flag, k == 0, attackerCharacter, targetCharacter);
                    int num20;
                    if (k == 0)
                    {
                        num20 = affectEffectProperty.GetPower(attackerCharacter);
                    }
                    else
                    {
                        List <ExtraEffectStatus> extraEffectStatus = BattleStateManager.current.battleStateData.extraEffectStatus;
                        List <ExtraEffectStatus> invocationList    = ExtraEffectStatus.GetInvocationList(extraEffectStatus, EffectStatusBase.EffectTriggerType.Usually);
                        num20 = ExtraEffectStatus.GetSkillPowerCorrectionValue(invocationList, affectEffectProperty, attackerCharacter);
                    }
                    if (affectEffectProperty.type == AffectEffect.DefenseThroughDamage || affectEffectProperty.type == AffectEffect.SpDefenseThroughDamage)
                    {
                        num19 = (float)affectEffectProperty.DefenseThrough;
                    }
                    if (num18 <= 0f)
                    {
                        array[k] = 0f;
                    }
                    else
                    {
                        num18 = Mathf.Max(num18, 0f);
                        num19 = Mathf.Max(num19, 1f);
                        float num21 = (float)attackerCharacter.level * 0.01f + 1f;
                        float num22 = (float)(num20 + num13) * (1f + leaderSkillResult.damageUpPercent);
                        float num23 = num21 * num22 * num18 * num9 / num19 + 2f;
                        float num24 = num14 * num16 * reduceDamageRate3.damageRate * num8 * num7 * num6 * attributeDamegeResult2 * num10;
                        array[k] = num23 * num24;
                    }
                }
            }
            else if (affectEffectProperty.powerType == PowerType.Fixable)
            {
                for (int l = 0; l < array.Length; l++)
                {
                    array[l] = (float)affectEffectProperty.damagePower;
                }
                skillResults.onWeakHit = Strength.None;
            }
        }
        skillResults.originalAttackPower = Mathf.FloorToInt(array[0]);
        skillResults.attackPower         = Mathf.FloorToInt(array[1]);
        if (skillResults.hitIconAffectEffect == AffectEffect.Damage && skillResults.attackPower <= 0)
        {
            skillResults.onMissHit     = true;
            skillResults.onCriticalHit = false;
        }
        if (skillResults.onWeakHit != Strength.Drain)
        {
            targetCharacter.hp -= skillResults.attackPower;
        }
        else
        {
            targetCharacter.hp += skillResults.attackPower;
        }
        if (skillResults.attackPower < skillResults.originalAttackPower)
        {
            skillResults.extraEffectType = ExtraEffectType.Down;
        }
        else if (skillResults.attackPower > skillResults.originalAttackPower)
        {
            skillResults.extraEffectType = ExtraEffectType.Up;
        }
        else
        {
            skillResults.extraEffectType = ExtraEffectType.Non;
        }
        return(skillResults);
    }
 public ExtraEffectStatusObject(ExtraEffectStatus item)
 {
     this._extraEffectStatus = item;
 }
    private IEnumerator PlayNotSkill(ExtraEffectStatus extraEffectStatus, List <CharacterStateControl> targetList)
    {
        yield return(null);

        yield break;
    }