public async Task DelBuff(SkillStates effect) { var m = new SViewSkillState(0, (ushort)Player.Session.ID, (byte)effect); await Player.Session.SendAsync(m); await Player.SendV2Message(m); }
public async Task DelBuff(Buff effect) { if (Monster != null) { var m2 = new SViewSkillState(0, Monster.Index, (byte)effect.State); await Monster.ViewPort.Select(x => x.Session).SendAsync(m2); return; } var m = new SViewSkillState(0, (ushort)Player.Session.ID, (byte)effect.State); switch (effect.State) { case SkillStates.SwellLife: Character.MaxHealth -= effect.LifeAdd; break; } await Player.Session.SendAsync(m); await Player.SendV2Message(m); }
public async void SetBuff(SkillStates effect, TimeSpan time, Character source = null) { if (_buffs.Any(x => x.State == effect)) { return; } var buff = new Buff { State = effect, EndAt = DateTimeOffset.Now.Add(time), Source = source }; var @char = Player?.Character ?? null; switch (effect) { case SkillStates.ShadowPhantom: if (@char == null) { break; } buff.AttackAdd = @char.Level / 3 + 45; buff.DefenseAdd = @char.Level / 3 + 50; break; case SkillStates.SoulBarrier: buff.DefenseAddRate = 10 + source.AgilityTotal / 50 + source.EnergyTotal / 200; break; case SkillStates.Defense: buff.DefenseAdd = source.EnergyTotal / 8; break; case SkillStates.Attack: buff.AttackAdd = source.EnergyTotal / 7; break; case SkillStates.SwellLife: buff.LifeAdd = 12 + source.EnergyTotal / 10 + source.VitalityTotal / 100; Character.MaxHealth += buff.LifeAdd; break; case SkillStates.HAttackPower: buff.AttackAdd = 25; break; case SkillStates.HAttackSpeed: break; case SkillStates.HDefensePower: buff.DefenseAdd = 100; break; case SkillStates.HMaxLife: buff.LifeAdd = 500; break; case SkillStates.HMaxMana: buff.ManaAdd = 500; break; case SkillStates.Poison: buff.PoisonDamage = 12 + source.EnergyTotal / 10; break; } _buffs.Add(buff); if (Monster != null) { var m2 = new SViewSkillState(1, Monster.Index, (byte)effect); await Monster.ViewPort.Select(x => x.Session).SendAsync(m2); return; } var m = new SViewSkillState(1, (ushort)Player.Session.ID, (byte)effect); await Player.Session.SendAsync(m); await Player.SendV2Message(m); }
public async void SetBuff(SkillStates effect, TimeSpan time, Character source = null) { if (_buffs.Any(x => x.State == effect)) { return; } var buff = new Buff { State = effect, EndAt = DateTimeOffset.Now.Add(time), }; var @char = Player.Character; switch (effect) { case SkillStates.ShadowPhantom: buff.AttackAdd = @char.Level / 3 + 45; buff.DefenseAdd = @char.Level / 3 + 50; break; case SkillStates.SoulBarrier: buff.DefenseAddRate = 10 + source.AgilityTotal / 50 + source.EnergyTotal / 200; break; case SkillStates.Defense: buff.DefenseAdd = source.EnergyTotal / 8; break; case SkillStates.Attack: buff.AttackAdd = source.EnergyTotal / 7; break; case SkillStates.SwellLife: buff.LifeAdd = 0; break; case SkillStates.HAttackPower: buff.AttackAdd = 25; break; case SkillStates.HAttackSpeed: break; case SkillStates.HDefensePower: buff.DefenseAdd = 100; break; case SkillStates.HMaxLife: buff.LifeAdd = 500; break; case SkillStates.HMaxMana: buff.ManaAdd = 500; break; } _buffs.Add(buff); var m = new SViewSkillState(1, (ushort)Player.Session.ID, (byte)effect); await Player.Session.SendAsync(m); await Player.SendV2Message(m); }