public static Handle ( |
||
attacker | ||
critChance | float | |
damage | float | |
tAction | TargetAction | |
bypassNoviceCheck | bool | |
Результат | void |
/// <summary> /// Handles skill usage. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="targetAreaEntityId"></param> public void Use(Creature attacker, Skill skill, long targetAreaEntityId) { Send.Effect(attacker, 5, (byte)1, targetAreaEntityId); var cap = new CombatActionPack(attacker, skill.Info.Id); var aAction = new AttackerAction(CombatActionType.Attacker, attacker, targetAreaEntityId); aAction.Options |= AttackerOptions.Result; aAction.Stun = UseStun; cap.Add(aAction); // Get targets in skill area var targets = SkillHelper.GetTargetableCreaturesInSkillArea(attacker, LaserRectHeight, LaserRectWidth); // Attack targets foreach (var target in targets) { 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; // Modify damage CriticalHit.Handle(attacker, attacker.GetTotalCritChance(target.Protection), ref damage, tAction); SkillHelper.HandleDefenseProtection(target, ref damage); SkillHelper.HandleConditions(attacker, target, ref damage); ManaShield.Handle(target, ref damage, tAction); // Apply damage if (damage > 0) { target.TakeDamage(tAction.Damage = 300, attacker); SkillHelper.HandleInjury(attacker, target, damage); } 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> /// 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, 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> /// Handles usage of the skill. /// </summary> /// <param name="attacker"></param> /// <param name="target"></param> public void Use(Creature attacker, Creature target) { 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)); CriticalHit.Handle(attacker, (target.GetCritChanceFor(attacker) + skill.RankData.Var3), 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> /// Handles skill usage. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="targetEntityId"></param> /// <returns></returns> public override CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId) { // Check target var target = attacker.Region.GetCreature(targetEntityId); if (target == null) { return(CombatSkillResult.InvalidTarget); } // Check range var targetPosition = target.GetPosition(); if (!attacker.GetPosition().InRange(targetPosition, attacker.AttackRangeFor(target))) { return(CombatSkillResult.OutOfRange); } // Stop movement attacker.StopMove(); target.StopMove(); // Counter if (Counterattack.Handle(target, attacker)) { return(CombatSkillResult.Okay); } // Prepare combat actions var aAction = new AttackerAction(CombatActionType.HardHit, attacker, skill.Info.Id, targetEntityId); aAction.Set(AttackerOptions.Result | AttackerOptions.KnockBackHit2); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result | TargetOptions.Smash); var cap = new CombatActionPack(attacker, skill.Info.Id, aAction, tAction); // Calculate damage var damage = this.GetDamage(attacker, skill); var critChance = this.GetCritChance(attacker, target, skill); // Critical Hit CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Apply damage target.TakeDamage(tAction.Damage = damage, attacker); // Aggro target.Aggro(attacker); if (target.IsDead) { tAction.Set(TargetOptions.FinishingHit | TargetOptions.Finished); } // Set Stun/Knockback attacker.Stun = aAction.Stun = StunTime; target.Stun = tAction.Stun = StunTime; target.Stability = Creature.MinStability; // Set knockbacked position attacker.Shove(target, KnockbackDistance); // Response Send.SkillUseStun(attacker, skill.Info.Id, AfterUseStun, 1); // Update both weapons SkillHelper.UpdateWeapon(attacker, target, attacker.RightHand, attacker.LeftHand); // Action! cap.Handle(); return(CombatSkillResult.Okay); }
/// <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, true); var rnd = RandomProvider.Get(); // Create actions var cap = new CombatActionPack(attacker, skill.Info.Id); var aAction = new AttackerAction(CombatActionType.Attacker, attacker, skill.Info.Id, 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); // Handle skills and reductions CriticalHit.Handle(attacker, attacker.GetTotalCritChance(0), ref damage, tAction); SkillHelper.HandleDefenseProtection(target, ref damage); ManaShield.Handle(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); } // 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> /// 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> /// Handles attack. /// </summary> /// <param name="attacker">The creature attacking.</param> /// <param name="skill">The skill being used.</param> /// <param name="targetEntityId">The entity id of the target.</param> /// <returns></returns> public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId) { if (attacker.IsStunned) { return(CombatSkillResult.Okay); } var mainTarget = attacker.Region.GetCreature(targetEntityId); if (mainTarget == null) { return(CombatSkillResult.Okay); } if (!attacker.GetPosition().InRange(mainTarget.GetPosition(), attacker.AttackRangeFor(mainTarget))) { return(CombatSkillResult.OutOfRange); } attacker.StopMove(); // Get targets, incl. splash. var targets = new HashSet <Creature>() { mainTarget }; targets.UnionWith(attacker.GetTargetableCreaturesInCone(mainTarget.GetPosition(), attacker.GetTotalSplashRadius(), attacker.GetTotalSplashAngle())); // Counter if (Counterattack.Handle(targets, attacker)) { return(CombatSkillResult.Okay); } var rightWeapon = attacker.Inventory.RightHand; var leftWeapon = attacker.Inventory.LeftHand; var magazine = attacker.Inventory.Magazine; var maxHits = (byte)(attacker.IsDualWielding ? 2 : 1); int prevId = 0; for (byte i = 1; i <= maxHits; ++i) { var weapon = (i == 1 ? rightWeapon : leftWeapon); var weaponIsKnuckle = (weapon != null && weapon.Data.HasTag("/knuckle/")); var aAction = new AttackerAction(CombatActionType.Attacker, attacker, targetEntityId); aAction.Set(AttackerOptions.Result); if (attacker.IsDualWielding) { aAction.Set(AttackerOptions.DualWield); aAction.WeaponParameterType = (byte)(i == 1 ? 2 : 1); } var cap = new CombatActionPack(attacker, skill.Info.Id, aAction); cap.Hit = i; cap.Type = (attacker.IsDualWielding ? CombatActionPackType.TwinSwordAttack : CombatActionPackType.NormalAttack); cap.PrevId = prevId; prevId = cap.Id; var mainDamage = (i == 1 ? attacker.GetRndRightHandDamage() : attacker.GetRndLeftHandDamage()); foreach (var target in targets) { if (target.IsDead) { continue; } target.StopMove(); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result); cap.Add(tAction); // Base damage var damage = mainDamage; // Elementals damage *= attacker.CalculateElementalDamageMultiplier(target); // Splash modifier if (target != mainTarget) { damage *= attacker.GetSplashDamage(weapon); } // Critical Hit var critChance = (i == 1 ? attacker.GetRightCritChance(target.Protection) : attacker.GetLeftCritChance(target.Protection)); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Conditions SkillHelper.HandleConditions(attacker, target, ref damage); // Defense Defense.Handle(aAction, tAction, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Heavy Stander // Can only happen on the first hit var pinged = (cap.Hit == 1 && HeavyStander.Handle(attacker, target, ref damage, tAction)); // Deal with it! if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); SkillHelper.HandleInjury(attacker, target, damage); } // Knock down on deadly if (target.Conditions.Has(ConditionsA.Deadly)) { tAction.Set(TargetOptions.KnockDown); tAction.Stun = GetTargetStun(attacker, weapon, tAction.IsKnockBack); } // Aggro if (target == mainTarget) { target.Aggro(attacker); } // Evaluate caused damage if (!target.IsDead) { if (tAction.SkillId != SkillId.Defense) { target.Stability -= this.GetStabilityReduction(attacker, weapon) / maxHits; // React normal for CombatMastery, knock down if // FH and not dual wield, don't knock at all if dual. if (skill.Info.Id != SkillId.FinalHit) { // Originally we thought you knock enemies back, unless it's a critical // hit, but apparently you knock *down* under normal circumstances. // More research to be done. if (target.IsUnstable && target.Is(RaceStands.KnockBackable)) { //tAction.Set(tAction.Has(TargetOptions.Critical) ? TargetOptions.KnockDown : TargetOptions.KnockBack); tAction.Set(TargetOptions.KnockDown); } } else if (!attacker.IsDualWielding && !weaponIsKnuckle && target.Is(RaceStands.KnockBackable)) { target.Stability = Creature.MinStability; tAction.Set(TargetOptions.KnockDown); } } } else { tAction.Set(TargetOptions.FinishingKnockDown); } // React to knock back if (tAction.IsKnockBack) { attacker.Shove(target, KnockBackDistance); if (target == mainTarget) { aAction.Set(AttackerOptions.KnockBackHit2); } } // Set stun time if not defended, Defense handles the stun // in case the target used it. if (tAction.SkillId != SkillId.Defense) { if (target == mainTarget) { aAction.Stun = GetAttackerStun(attacker, weapon, tAction.IsKnockBack && skill.Info.Id != SkillId.FinalHit); } tAction.Stun = GetTargetStun(attacker, weapon, tAction.IsKnockBack); } if (target == mainTarget) { // Set increased stun if target pinged if (pinged) { aAction.Stun = GetAttackerStun(attacker, weapon, true); } // Second hit doubles stun time for normal hits if (cap.Hit == 2 && !tAction.IsKnockBack && !pinged) { aAction.Stun *= 2; } // Update current weapon SkillHelper.UpdateWeapon(attacker, target, ProficiencyGainType.Melee, weapon); // Consume stamina for weapon var staminaUsage = (weapon != null ? weapon.Data.StaminaUsage : Creature.BareHandStaminaUsage); if (attacker.Stamina < staminaUsage) { Send.Notice(attacker, Localization.Get("Your stamina is too low to fight properly!")); } attacker.Stamina -= staminaUsage; // No second hit if defended, pinged, or knocked back if (tAction.IsKnockBack || tAction.SkillId == SkillId.Defense || pinged) { // Set to 1 to prevent second run maxHits = 1; // Remove dual wield option if last hit doesn't come from // the second weapon. If this isn't done, the client shows // the second hit. if (cap.Hit != 2) { aAction.Options &= ~AttackerOptions.DualWield; } } // Reduce attacker's knockback stun in new combat, to allow // movement after sooner. // It's unknown when exactly this was added, but older EU logs // don't have this packet, so we'll assume it was part of the the // new combat, which's purpose was to be faster. // Sending the packet appears to reset the movement lock, and // officials seem to send this about 1s after the attack, for // an effective 1s movement lock after an attack. // If it's send for non-knockback hits, it can add a delay, // maybe increasing the time of the lock, like for dual-wielding. if (AuraData.FeaturesDb.IsEnabled("CombatSystemRenewal")) { if (tAction.IsKnockBack) { Task.Delay(1000).ContinueWith(_ => Send.CharacterLockUpdate(attacker, 18, 1500)); } } } } // Handle cap.Handle(); } return(CombatSkillResult.Okay); }
/// <summary> /// Uses the skill. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="targetEntityId"></param> /// <returns></returns> public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId) { // Get target var target = attacker.Region.GetCreature(targetEntityId); if (target == null) { return(CombatSkillResult.InvalidTarget); } var targetPos = target.GetPosition(); var attackerPos = attacker.GetPosition(); var actionType = (attacker.IsElf ? CombatActionPackType.ChainRangeAttack : CombatActionPackType.NormalAttack); var attackerStun = (short)(actionType == CombatActionPackType.ChainRangeAttack ? AttackerStunElf : AttackerStun); // "Cancels" the skill // 800 = old load time? == aAction.Stun? Varies? Doesn't seem to be a stun. Send.SkillUse(attacker, skill.Info.Id, attackerStun, 1); var chance = attacker.AimMeter.GetAimChance(target); var rnd = RandomProvider.Get().NextDouble() * 100; var successfulHit = (rnd < chance); var maxHits = (actionType == CombatActionPackType.ChainRangeAttack && successfulHit ? 2 : 1); var prevId = 0; for (byte i = 1; i <= maxHits; ++i) { target.StopMove(); // Actions var cap = new CombatActionPack(attacker, skill.Info.Id); cap.Hit = i; cap.Type = actionType; cap.PrevId = prevId; prevId = cap.Id; var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, skill.Info.Id, targetEntityId); aAction.Set(AttackerOptions.Result); aAction.Stun = attackerStun; cap.Add(aAction); // Target action if hit if (successfulHit) { var targetSkillId = target.Skills.ActiveSkill != null ? target.Skills.ActiveSkill.Info.Id : SkillId.CombatMastery; var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, targetSkillId); tAction.Set(TargetOptions.Result); tAction.AttackerSkillId = skill.Info.Id; tAction.Stun = (short)(actionType == CombatActionPackType.ChainRangeAttack ? TargetStunElf : TargetStun); if (actionType == CombatActionPackType.ChainRangeAttack) { tAction.EffectFlags = 0x20; } cap.Add(tAction); // Damage var damage = attacker.GetRndRangedDamage(); // More damage with fire arrow if (attacker.Temp.FireArrow) { damage *= FireBonus; } // Critical Hit var critChance = attacker.GetRightCritChance(target.Protection); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Defense Defense.Handle(aAction, tAction, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Deal with it! if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); } // Aggro target.Aggro(attacker); // Death/Knockback if (target.IsDead) { tAction.Set(TargetOptions.FinishingKnockDown); attacker.Shove(target, KnockBackDistance); maxHits = 1; } else { // Insta-recover in knock down // TODO: Tied to stability? if (target.IsKnockedDown) { tAction.Stun = 0; } // Knock down if hit repeatedly else if (target.Stability < 30) { tAction.Set(TargetOptions.KnockDown); } // Normal stability reduction else { target.Stability -= (actionType == CombatActionPackType.ChainRangeAttack ? StabilityReductionElf : StabilityReduction); if (target.IsUnstable) { tAction.Set(TargetOptions.KnockBack); attacker.Shove(target, KnockBackDistance); } } tAction.Creature.Stun = tAction.Stun; } } aAction.Creature.Stun = aAction.Stun; // Skill training if (skill.Info.Rank == SkillRank.Novice || skill.Info.Rank == SkillRank.RF) { skill.Train(1); // Try ranged attack. } // Reduce arrows if (attacker.Magazine != null && !ChannelServer.Instance.Conf.World.InfiniteArrows && !attacker.Magazine.HasTag("/unlimited_arrow/")) { attacker.Inventory.Decrement(attacker.Magazine); } cap.Handle(); } // Disable fire arrow effect if (attacker.Temp.FireArrow) { Send.Effect(attacker, Effect.FireArrow, false); } return(CombatSkillResult.Okay); }
/// <summary> /// Handles attack. /// </summary> /// <param name="attacker">The creature attacking.</param> /// <param name="skill">The skill being used.</param> /// <param name="targetEntityId">The entity id of the target.</param> /// <returns></returns> public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId) { if (attacker.IsStunned) { return(CombatSkillResult.Okay); } var target = attacker.Region.GetCreature(targetEntityId); if (target == null) { return(CombatSkillResult.Okay); } if (!attacker.GetPosition().InRange(target.GetPosition(), attacker.AttackRangeFor(target))) { return(CombatSkillResult.OutOfRange); } attacker.StopMove(); var targetPosition = target.StopMove(); // Counter if (Counterattack.Handle(target, attacker)) { return(CombatSkillResult.Okay); } var rightWeapon = attacker.Inventory.RightHand; var leftWeapon = attacker.Inventory.LeftHand; var magazine = attacker.Inventory.Magazine; var maxHits = (byte)(attacker.IsDualWielding ? 2 : 1); int prevId = 0; for (byte i = 1; i <= maxHits; ++i) { var weapon = (i == 1 ? rightWeapon : leftWeapon); var weaponIsKnuckle = (weapon != null && weapon.Data.HasTag("/knuckle/")); var aAction = new AttackerAction(CombatActionType.Attacker, attacker, targetEntityId); aAction.Set(AttackerOptions.Result); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result); var cap = new CombatActionPack(attacker, skill.Info.Id, aAction, tAction); cap.Hit = i; cap.Type = (attacker.IsDualWielding ? CombatActionPackType.TwinSwordAttack : CombatActionPackType.NormalAttack); cap.PrevId = prevId; prevId = cap.Id; // Default attacker options aAction.Set(AttackerOptions.Result); if (attacker.IsDualWielding) { aAction.Set(AttackerOptions.DualWield); aAction.WeaponParameterType = (byte)(i == 1 ? 2 : 1); } // Base damage var damage = (i == 1 ? attacker.GetRndRightHandDamage() : attacker.GetRndLeftHandDamage()); // Elementals damage *= attacker.CalculateElementalDamageMultiplier(target); // Critical Hit var critChance = (i == 1 ? attacker.GetRightCritChance(target.Protection) : attacker.GetLeftCritChance(target.Protection)); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Defense Defense.Handle(aAction, tAction, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Heavy Stander // Can only happen on the first hit var pinged = (cap.Hit == 1 && HeavyStander.Handle(attacker, target, ref damage, tAction)); // Deal with it! if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); SkillHelper.HandleInjury(attacker, target, damage); } // Knock down on deadly if (target.Conditions.Has(ConditionsA.Deadly)) { tAction.Set(TargetOptions.KnockDown); tAction.Stun = GetTargetStun(attacker, weapon, tAction.IsKnockBack); } // Aggro target.Aggro(attacker); // Evaluate caused damage if (!target.IsDead) { if (tAction.SkillId != SkillId.Defense) { target.Stability -= this.GetStabilityReduction(attacker, weapon) / maxHits; // React normal for CombatMastery, knock down if // FH and not dual wield, don't knock at all if dual. if (skill.Info.Id != SkillId.FinalHit) { // Originally we thought you knock enemies back, unless it's a critical // hit, but apparently you knock *down* under normal circumstances. // More research to be done. if (target.IsUnstable && target.Is(RaceStands.KnockBackable)) { //tAction.Set(tAction.Has(TargetOptions.Critical) ? TargetOptions.KnockDown : TargetOptions.KnockBack); tAction.Set(TargetOptions.KnockDown); } } else if (!attacker.IsDualWielding && !weaponIsKnuckle) { target.Stability = Creature.MinStability; tAction.Set(TargetOptions.KnockDown); } } } else { tAction.Set(TargetOptions.FinishingKnockDown); } // React to knock back if (tAction.IsKnockBack) { attacker.Shove(target, KnockBackDistance); aAction.Set(AttackerOptions.KnockBackHit2); } // Set stun time if not defended, Defense handles the stun // in case the target used it. if (tAction.SkillId != SkillId.Defense) { aAction.Stun = GetAttackerStun(attacker, weapon, tAction.IsKnockBack && skill.Info.Id != SkillId.FinalHit); tAction.Stun = GetTargetStun(attacker, weapon, tAction.IsKnockBack); } // Set increased stun if target pinged if (pinged) { aAction.Stun = GetAttackerStun(attacker, weapon, true); } // Second hit doubles stun time for normal hits if (cap.Hit == 2 && !tAction.IsKnockBack && !pinged) { aAction.Stun *= 2; } // Update current weapon SkillHelper.UpdateWeapon(attacker, target, weapon); // Consume stamina for weapon var staminaUsage = (weapon != null ? weapon.Data.StaminaUsage : Creature.BareHandStaminaUsage); if (attacker.Stamina < staminaUsage) { Send.Notice(attacker, Localization.Get("Your stamina is too low to fight properly!")); } attacker.Stamina -= staminaUsage; // No second hit if defended, pinged, or knocked back if (tAction.IsKnockBack || tAction.SkillId == SkillId.Defense || pinged) { // Set to 1 to prevent second run maxHits = 1; // Remove dual wield option if last hit doesn't come from // the second weapon. If this isn't done, the client shows // the second hit. if (cap.Hit != 2) { aAction.Options &= ~AttackerOptions.DualWield; } } // Handle cap.Handle(); } return(CombatSkillResult.Okay); }
/// <summary> /// Uses the skill. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="targetEntityId"></param> /// <returns></returns> public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId) { // Get target var mainTarget = attacker.Region.GetCreature(targetEntityId); if (mainTarget == null) { return(CombatSkillResult.InvalidTarget); } // Actions var cap = new CombatActionPack(attacker, skill.Info.Id); var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId); aAction.Set(AttackerOptions.Result); aAction.Stun = AttackerStun; cap.Add(aAction); // Hit by chance var chance = attacker.AimMeter.GetAimChance(mainTarget); var rnd = RandomProvider.Get(); if (rnd.NextDouble() * 100 < chance) { aAction.Set(AttackerOptions.KnockBackHit2); // Get targets, incl. splash. // Splash happens from r5 onwards, but we'll base it on Var4, // which is the splash damage and first != 0 on r5. var targets = new HashSet <Creature>() { mainTarget }; if (skill.RankData.Var4 != 0) { var targetPosition = mainTarget.GetPosition(); var direction = attacker.GetPosition().GetDirection(targetPosition); targets.UnionWith(attacker.GetTargetableCreaturesInCone(targetPosition, direction, skill.RankData.Var5, skill.RankData.Var6)); } // Damage var mainDamage = this.GetDamage(attacker, skill); foreach (var target in targets) { var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result | TargetOptions.CleanHit); tAction.Stun = TargetStun; cap.Add(tAction); // Damage var damage = mainDamage; // Elementals damage *= attacker.CalculateElementalDamageMultiplier(target); // More damage with fire arrow // XXX: Does this affect the element? if (attacker.Temp.FireArrow) { damage *= FireBonus; } // Splash modifier if (target != mainTarget) { damage *= (skill.RankData.Var4 / 100f); } // Critical Hit var critChance = attacker.GetRightCritChance(target.Protection); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Conditions SkillHelper.HandleConditions(attacker, target, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Natural Shield // Ignore delay reduction, as knock downs shouldn't be shortened NaturalShield.Handle(attacker, target, ref damage, tAction); // Deal with it! if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); SkillHelper.HandleInjury(attacker, target, damage); } // Knock down // If target is using a shield and defense, don't KD. var targetLeftHand = target.LeftHand; if (tAction.SkillId != SkillId.Defense || targetLeftHand == null || !targetLeftHand.IsShield) { target.Stability = Creature.MinStability; attacker.Shove(target, KnockBackDistance); tAction.Set(TargetOptions.KnockDownFinish); } // Aggro if (target == mainTarget) { target.Aggro(attacker); } if (target.IsDead) { tAction.Set(TargetOptions.Finished); if (target == mainTarget) { aAction.Set(AttackerOptions.KnockBackHit1); } } } } else { aAction.Set(AttackerOptions.Missed); } // Update current weapon SkillHelper.UpdateWeapon(attacker, mainTarget, ProficiencyGainType.Ranged, attacker.RightHand); // Reduce arrows if (attacker.Magazine != null && !ChannelServer.Instance.Conf.World.InfiniteArrows && !attacker.Magazine.HasTag("/unlimited_arrow/")) { attacker.Inventory.Decrement(attacker.Magazine); } // Disable fire arrow effect if (attacker.Temp.FireArrow) { Send.Effect(attacker, Effect.FireArrow, false); } // "Cancels" the skill // 800 = old load time? == aAction.Stun? Varies? Doesn't seem to be a stun. Send.SkillUse(attacker, skill.Info.Id, 800, 1); cap.Handle(); return(CombatSkillResult.Okay); }
/// <summary> /// Handles attack. /// </summary> /// <param name="attacker">The creature attacking.</param> /// <param name="skill">The skill being used.</param> /// <param name="targetEntityId">The entity id of the target.</param> /// <returns></returns> public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId) { if (attacker.IsStunned) { return(CombatSkillResult.Okay); } var target = attacker.Region.GetCreature(targetEntityId); if (target == null) { return(CombatSkillResult.Okay); } if (!attacker.GetPosition().InRange(target.GetPosition(), attacker.AttackRangeFor(target))) { return(CombatSkillResult.OutOfRange); } attacker.StopMove(); var targetPosition = target.StopMove(); // Counter if (Counterattack.Handle(target, attacker)) { return(CombatSkillResult.Okay); } var rightWeapon = attacker.Inventory.RightHand; var leftWeapon = attacker.Inventory.LeftHand; var magazine = attacker.Inventory.Magazine; var dualWield = (rightWeapon != null && leftWeapon != null && leftWeapon.Data.WeaponType != 0); var maxHits = (byte)(dualWield ? 2 : 1); int prevId = 0; for (byte i = 1; i <= maxHits; ++i) { var weapon = (i == 1 ? rightWeapon : leftWeapon); var weaponIsKnuckle = (weapon != null && weapon.Data.HasTag("/knuckle/")); var aAction = new AttackerAction(CombatActionType.Hit, attacker, skill.Info.Id, targetEntityId); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); var cap = new CombatActionPack(attacker, skill.Info.Id, aAction, tAction); cap.Hit = i; cap.MaxHits = maxHits; cap.PrevId = prevId; prevId = cap.Id; // Default attacker options aAction.Set(AttackerOptions.Result); if (dualWield) { aAction.Set(AttackerOptions.DualWield); } // Base damage var damage = attacker.GetRndDamage(weapon); // Critical Hit CriticalHit.Handle(attacker, attacker.GetCritChanceFor(target), ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Defense Defense.Handle(aAction, tAction, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Deal with it! if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); } // Aggro target.Aggro(attacker); // Evaluate caused damage if (!target.IsDead) { if (tAction.Type != CombatActionType.Defended) { target.Stability -= this.GetStabilityReduction(attacker, weapon) / maxHits; // React normal for CombatMastery, knock down if // FH and not dual wield, don't knock at all if dual. if (skill.Info.Id != SkillId.FinalHit) { // Originally we thought you knock enemies back, unless it's a critical // hit, but apparently you knock *down* under normal circumstances. // More research to be done. if (target.IsUnstable && target.Is(RaceStands.KnockBackable)) { //tAction.Set(tAction.Has(TargetOptions.Critical) ? TargetOptions.KnockDown : TargetOptions.KnockBack); tAction.Set(TargetOptions.KnockDown); } } else if (!dualWield && !weaponIsKnuckle) { target.Stability = Creature.MinStability; tAction.Set(TargetOptions.KnockDown); } } } else { tAction.Set(TargetOptions.FinishingKnockDown); } // React to knock back if (tAction.IsKnockBack) { attacker.Shove(target, KnockBackDistance); aAction.Set(AttackerOptions.KnockBackHit2); // Remove dual wield option if last hit doesn't come from // the second weapon. if (cap.MaxHits != cap.Hit) { aAction.Options &= ~AttackerOptions.DualWield; } } // Set stun time if (tAction.Type != CombatActionType.Defended) { aAction.Stun = GetAttackerStun(attacker, weapon, tAction.IsKnockBack && (skill.Info.Id != SkillId.FinalHit || !dualWield)); tAction.Stun = GetTargetStun(attacker, weapon, tAction.IsKnockBack); } // Second hit doubles stun time for normal hits if (cap.Hit == 2 && !tAction.IsKnockBack) { aAction.Stun *= 2; } // Update current weapon SkillHelper.UpdateWeapon(attacker, target, weapon); cap.Handle(); // No second hit if target was knocked back if (tAction.IsKnockBack) { break; } } return(CombatSkillResult.Okay); }
/// <summary> /// Uses the skill. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="targetEntityId"></param> /// <returns></returns> public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId) { // Get target var target = attacker.Region.GetCreature(targetEntityId); if (target == null) { return(CombatSkillResult.InvalidTarget); } // Actions var cap = new CombatActionPack(attacker, skill.Info.Id); var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId); aAction.Set(AttackerOptions.Result); aAction.Stun = AttackerStun; cap.Add(aAction); // Hit by chance var chance = attacker.AimMeter.GetAimChance(target); var rnd = RandomProvider.Get(); if (rnd.NextDouble() * 100 < chance) { target.StopMove(); aAction.Set(AttackerOptions.KnockBackHit2); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result | TargetOptions.CleanHit); tAction.Stun = TargetStun; cap.Add(tAction); // TODO: Splash damage // Damage var damage = this.GetDamage(attacker, skill); // Elementals damage *= attacker.CalculateElementalDamageMultiplier(target); // More damage with fire arrow // XXX: Does this affect the element? if (attacker.Temp.FireArrow) { damage *= FireBonus; } // Critical Hit var critChance = attacker.GetRightCritChance(target.Protection); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Natural Shield // Ignore delay reduction, as knock downs shouldn't be shortened NaturalShield.Handle(attacker, target, ref damage, tAction); // Deal with it! if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); SkillHelper.HandleInjury(attacker, target, damage); } // Knock down // If target is using a shield and defense, don't KD. var targetLeftHand = target.LeftHand; if (tAction.SkillId != SkillId.Defense || targetLeftHand == null || !targetLeftHand.IsShield) { // TODO: We have to calculate knockback distance right attacker.Shove(target, KnockBackDistance); tAction.Set(TargetOptions.KnockDownFinish); } // Aggro target.Aggro(attacker); if (target.IsDead) { aAction.Set(AttackerOptions.KnockBackHit1); tAction.Set(TargetOptions.Finished); } } else { aAction.Set(AttackerOptions.Missed); } // Update current weapon SkillHelper.UpdateWeapon(attacker, target, ProficiencyGainType.Ranged, attacker.RightHand); // Reduce arrows if (attacker.Magazine != null && !ChannelServer.Instance.Conf.World.InfiniteArrows && !attacker.Magazine.HasTag("/unlimited_arrow/")) { attacker.Inventory.Decrement(attacker.Magazine); } // Disable fire arrow effect if (attacker.Temp.FireArrow) { Send.Effect(attacker, Effect.FireArrow, false); } // "Cancels" the skill // 800 = old load time? == aAction.Stun? Varies? Doesn't seem to be a stun. Send.SkillUse(attacker, skill.Info.Id, 800, 1); cap.Handle(); return(CombatSkillResult.Okay); }
/// <summary> /// Uses the skill. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="targetEntityId"></param> /// <returns></returns> public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId) { // Get target var target = attacker.Region.GetCreature(targetEntityId); if (target == null) { return(CombatSkillResult.InvalidTarget); } // "Cancels" the skill // 800 = old load time? == aAction.Stun? Varies? Doesn't seem to be a stun. Send.SkillUse(attacker, skill.Info.Id, AttackerStun, 1); var chance = attacker.AimMeter.GetAimChance(target); var rnd = RandomProvider.Get().NextDouble() * 100; var successfulHit = (rnd < chance); // Actions var cap = new CombatActionPack(attacker, skill.Info.Id); var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId); aAction.Set(AttackerOptions.Result); aAction.Stun = AttackerStun; cap.Add(aAction); // Target action if hit if (successfulHit) { target.StopMove(); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result); tAction.Stun = TargetStun; cap.Add(tAction); // Damage // Formula unofficial, but it kinda matches what you would // expect from the skill, and what players believed the damage // to be, back in G2. // bonus = (100 - (6 - stacks) * 5 + rank, +var2 on last shot // I'm using rank instead of Var1, which goes from 1-15 in // AR2, so AR1 gets a little bonus as well, as AR1's Var1 and // 2 are 0. // With this formula, the bonus range (1st shot rF vs 5th shot // r1) is 76~110% for AR1, and 76~140% for AR2. var bonus = 100f - (6 - skill.Stacks) * 5f + (byte)skill.Info.Rank; if (skill.Stacks == 1) { bonus += skill.RankData.Var2; } var damage = attacker.GetRndRangedDamage() * (bonus / 100f); // Elementals damage *= attacker.CalculateElementalDamageMultiplier(target); // More damage with fire arrow if (attacker.Temp.FireArrow) { damage *= FireBonus; } // Critical Hit var critChance = attacker.GetRightCritChance(target.Protection); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Defense Defense.Handle(aAction, tAction, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Natural Shield var delayReduction = NaturalShield.Handle(attacker, target, ref damage, tAction); // Deal with it! if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); SkillHelper.HandleInjury(attacker, target, damage); } // Aggro target.Aggro(attacker); // Knock down on deadly if (target.Conditions.Has(ConditionsA.Deadly)) { tAction.Set(TargetOptions.KnockDown); } // Death/Knockback if (target.IsDead) { tAction.Set(TargetOptions.FinishingKnockDown); } else { // Insta-recover in knock down if (target.IsKnockedDown) { tAction.Stun = 0; } // Knock down if hit repeatedly else if (target.Stability < 30) { tAction.Set(TargetOptions.KnockDown); } // Normal stability reduction else { var stabilityReduction = StabilityReduction; // Reduce reduction, based on ping // According to the Wiki, "the Knockdown Gauge // [does not] build up", but it's still possible // to knock back with repeated hits. The stability // reduction is probably reduced, just like stun. if (delayReduction > 0) { stabilityReduction = (short)Math.Max(0, stabilityReduction - (stabilityReduction / 100 * delayReduction)); } target.Stability -= stabilityReduction; if (target.IsUnstable) { tAction.Set(TargetOptions.KnockBack); } } } // Knock Back if (tAction.IsKnockBack) { attacker.Shove(target, KnockBackDistance); } // Reduce stun, based on ping if (delayReduction > 0) { tAction.Stun = (short)Math.Max(0, tAction.Stun - (tAction.Stun / 100 * delayReduction)); } } // Update current weapon SkillHelper.UpdateWeapon(attacker, target, ProficiencyGainType.Ranged, attacker.RightHand); // Skill training if (skill.Info.Rank == SkillRank.RF) { skill.Train(1); // Try attacking with Arrow Revolver. } // Reduce arrows if (attacker.Magazine != null && !ChannelServer.Instance.Conf.World.InfiniteArrows && !attacker.Magazine.HasTag("/unlimited_arrow/")) { attacker.Inventory.Decrement(attacker.Magazine); } // Reduce stack skill.Stacks--; // Handle cap.Handle(); // Disable fire arrow effect if (attacker.Temp.FireArrow) { Send.Effect(attacker, Effect.FireArrow, false); } return(CombatSkillResult.Okay); }
/// <summary> /// Uses WM, attacking targets. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="packet"></param> public void Use(Creature attacker, Skill skill, Packet packet) { var targetAreaId = packet.GetLong(); var unkInt1 = packet.GetInt(); var unkInt2 = packet.GetInt(); var range = this.GetRange(attacker, skill); var targets = attacker.GetTargetableCreaturesInRange(range); // 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 and crit var damage = attacker.GetRndTotalDamage(); var critChance = attacker.CriticalBase; damage *= skill.RankData.Var1 / 100f; // Handle skills and reductions CriticalHit.Handle(attacker, critChance, 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.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); } // 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); } // Spin it~ Send.UseMotion(attacker, 8, 4); cap.Handle(); Send.SkillUse(attacker, skill.Info.Id, targetAreaId, unkInt1, unkInt2); skill.Stacks = 0; }
/// <summary> /// Uses the skill /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="targetEntityId"></param> /// <returns></returns> public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId) { // Get Target var initTarget = attacker.Region.GetCreature(targetEntityId); // Check Target if (initTarget == null) { return(CombatSkillResult.InvalidTarget); } var attackerPos = attacker.StopMove(); var initTargetPos = initTarget.GetPosition(); // Check Range var range = (int)skill.RankData.Var2; if (!attacker.GetPosition().InRange(initTargetPos, range)) { return(CombatSkillResult.OutOfRange); } // Check for Collisions if (attacker.Region.Collisions.Any(attackerPos, initTargetPos)) { return(CombatSkillResult.InvalidTarget); } initTarget.StopMove(); // Effects Send.Effect(attacker, Effect.TheFakeSpiralSword, TheFakeSpiralSwordEffect.Attack, (DateTime.Now.Ticks / 10000), (byte)1); // Skill Use Send.SkillUseStun(attacker, skill.Info.Id, AttackerStun, 1); skill.Stacks = 0; // Prepare Combat Actions var cap = new CombatActionPack(attacker, skill.Info.Id); var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId); aAction.Set(AttackerOptions.KnockBackHit1 | AttackerOptions.KnockBackHit2 | AttackerOptions.Result); cap.Add(aAction); aAction.Stun = AttackerStun; // Get Explosion Radius of Attack var explosionRadius = (int)skill.RankData.Var3 / 2; // Get Explosion Targets var targets = attacker.GetTargetableCreaturesAround(initTargetPos, explosionRadius); var rnd = RandomProvider.Get(); // Get Critical Hit var crit = false; if (attacker.Skills.Has(SkillId.CriticalHit, SkillRank.RF)) { var critChance = attacker.GetRightCritChance(0); crit = (rnd.Next(100) < critChance); } foreach (var target in targets) { var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result); tAction.Delay = attackerPos.GetDistance(initTargetPos) / 2; cap.Add(tAction); // Damage var damage = (attacker.GetRndTotalDamage() * (skill.RankData.Var1 / 100f)); // Critical Hit if (crit) { CriticalHit.Handle(attacker, 100, ref damage, tAction); } // Defense and Prot SkillHelper.HandleDefenseProtection(target, ref damage); // Defense Defense.Handle(aAction, tAction, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Heavy Stander HeavyStander.Handle(attacker, target, ref damage, tAction); // Apply Damage target.TakeDamage(tAction.Damage = damage, attacker); // Aggro target.Aggro(attacker); // Stun Time tAction.Stun = TargetStun; // Death and Knockback if (target.Is(RaceStands.KnockDownable)) { if (target.IsDead) { tAction.Set(TargetOptions.FinishingKnockDown); } else { tAction.Set(TargetOptions.KnockDown); } // Shove if (target == initTarget) { attacker.Shove(target, KnockbackDistance); } else { initTarget.Shove(target, KnockbackDistance); } } } aAction.Creature.Stun = aAction.Stun; cap.Handle(); // User can attack multiple times if attack isn't locked, which will cause them to freeze. // This is automatically unlocked by the skill after Use is finished. attacker.Lock(Locks.Attack); return(CombatSkillResult.Okay); }
public CombatSkillResult UseWithoutRangeCheck(Creature attacker, Skill skill, long targetEntityId, Creature mainTarget, SkillId interceptingSkillId = SkillId.None) { //Against Smash Skill smash = mainTarget.Skills.Get(SkillId.Smash); if (interceptingSkillId == SkillId.None && smash != null && mainTarget.Skills.IsReady(SkillId.Smash)) { interceptingSkillId = SkillId.Smash; } var rightWeapon = attacker.Inventory.RightHand; var leftWeapon = attacker.Inventory.LeftHand; var dualWield = (rightWeapon != null && leftWeapon != null && leftWeapon.Data.WeaponType != 0 && (leftWeapon.HasTag("/weapon/edged/") || leftWeapon.HasTag("/weapon/blunt/"))); // Against Combat Mastery Skill combatMastery = mainTarget.Skills.Get(SkillId.CombatMastery); var simultaneousAttackStun = 0; if (interceptingSkillId == SkillId.None) { if (combatMastery != null && (mainTarget.Skills.ActiveSkill == null || mainTarget.Skills.ActiveSkill == combatMastery || mainTarget.Skills.IsReady(SkillId.FinalHit)) && mainTarget.IsInBattleStance && mainTarget.Target == attacker && mainTarget.AttemptingAttack && (!mainTarget.IsStunned || mainTarget.IsKnockedDown)) { var attackerStunTime = CombatMastery.GetAttackerStun(attacker, attacker.RightHand, false); var mainTargetStunTime = CombatMastery.GetAttackerStun(mainTarget, mainTarget.Inventory.RightHand, false); var slowestStun = CombatMastery.GetAttackerStun(1, AttackSpeed.VerySlow, false); var additionalStun = slowestStun + (CombatMastery.GetAttackerStun(5, AttackSpeed.VeryFast, false) / 2); //Fastest stun divided by two so that the fastest stun doesn't always beat out the slowest stun. The addition is so that the subtration (Ex. additionalStun - attackerStunTime) ends in the desired range. var formulaMultiplier = 320; //Multiplier to keep the result reasonable, found through trial and error? var formulaEqualizer = 50; //Balances the subtraction to keep the result in a reasonable range and balanced out no matter the order. double chances = ((((additionalStun - attackerStunTime) / slowestStun) * formulaMultiplier) - (((additionalStun - mainTargetStunTime) / slowestStun) * formulaMultiplier)) + formulaEqualizer; //Probability in percentage that you will not lose. chances = Math2.Clamp(0.0, 99.0, chances); //Cap the stun, just in case. if (((mainTarget.LastKnockedBackBy == attacker && mainTarget.KnockDownTime > attacker.KnockDownTime && mainTarget.KnockDownTime.AddMilliseconds(mainTargetStunTime) > DateTime.Now || /*attackerStunTime > initialTargetStunTime && */ !Math2.Probability(chances) && !(attacker.LastKnockedBackBy == mainTarget && attacker.KnockDownTime > mainTarget.KnockDownTime && attacker.KnockDownTime.AddMilliseconds(attackerStunTime) > DateTime.Now)))) { if (!Math2.Probability(chances)) //Probability in percentage that it will be an interception instead of a double hit. Always in favor of the faster attacker. { if (mainTarget.CanTarget(attacker) && mainTarget.Can(Locks.Attack)) //TODO: Add Hit lock when available. { var skillHandler = ChannelServer.Instance.SkillManager.GetHandler <ICombatSkill>(combatMastery.Info.Id); if (skillHandler == null) { Log.Error("CombatMastery.Use: Target's skill handler not found for '{0}'.", combatMastery.Info.Id); return(CombatSkillResult.Okay); } ((CombatMastery)skillHandler).UseWithoutRangeCheck(mainTarget, combatMastery, attacker.EntityId, attacker, SkillId.CombatMastery); return(CombatSkillResult.Okay); } } else { interceptingSkillId = SkillId.CombatMastery; if (mainTarget.CanTarget(attacker) && mainTarget.Can(Locks.Attack)) //TODO: Add Hit lock when available. { var skillHandler = ChannelServer.Instance.SkillManager.GetHandler <ICombatSkill>(combatMastery.Info.Id); if (skillHandler == null) { Log.Error("CombatMastery.Use: Target's skill handler not found for '{0}'.", combatMastery.Info.Id); } else { ((CombatMastery)skillHandler).UseWithoutRangeCheck(mainTarget, combatMastery, attacker.EntityId, attacker, SkillId.CombatMastery); simultaneousAttackStun = attacker.Stun; attacker.Stun = 0; } } } } else { if (Math2.Probability(chances)) //Probability in percentage that it will be an interception instead of a double hit. Always in favor of the faster attacker. { interceptingSkillId = SkillId.CombatMastery; } else { interceptingSkillId = SkillId.CombatMastery; if (mainTarget.CanTarget(attacker) && mainTarget.Can(Locks.Attack)) //TODO: Add Hit lock when available. { var skillHandler = ChannelServer.Instance.SkillManager.GetHandler <ICombatSkill>(combatMastery.Info.Id); if (skillHandler == null) { Log.Error("CombatMastery.Use: Target's skill handler not found for '{0}'.", combatMastery.Info.Id); } else { ((CombatMastery)skillHandler).UseWithoutRangeCheck(mainTarget, combatMastery, attacker.EntityId, attacker, SkillId.CombatMastery); simultaneousAttackStun = attacker.Stun; attacker.Stun = 0; } } } } } } attacker.StopMove(); mainTarget.StopMove(); // Get targets, incl. splash. var targets = new HashSet <Creature>() { mainTarget }; targets.UnionWith(attacker.GetTargetableCreaturesInCone(mainTarget.GetPosition(), attacker.GetTotalSplashRadius(), attacker.GetTotalSplashAngle())); // Counter if (Counterattack.Handle(targets, attacker)) { return(CombatSkillResult.Okay); } var magazine = attacker.Inventory.Magazine; var maxHits = (byte)(attacker.IsDualWielding ? 2 : 1); int prevId = 0; var knockedBackTargets = new HashSet <long>(); for (byte i = 1; i <= maxHits; ++i) { var weapon = (i == 1 ? rightWeapon : leftWeapon); var weaponIsKnuckle = (weapon != null && weapon.Data.HasTag("/knuckle/")); AttackerAction aAction; if (interceptingSkillId == SkillId.Smash) { aAction = new AttackerAction(CombatActionType.SimultaneousHit, attacker, targetEntityId); } else if (interceptingSkillId == SkillId.CombatMastery) { aAction = new AttackerAction(CombatActionType.SimultaneousHit, attacker, targetEntityId); } else { aAction = new AttackerAction(CombatActionType.Attacker, attacker, targetEntityId); } aAction.Set(AttackerOptions.Result); if (attacker.IsDualWielding) { aAction.Set(AttackerOptions.DualWield); aAction.WeaponParameterType = (byte)(i == 1 ? 2 : 1); } var cap = new CombatActionPack(attacker, skill.Info.Id); if (interceptingSkillId != SkillId.Smash) { cap.Add(aAction); } cap.Hit = i; cap.Type = (attacker.IsDualWielding ? CombatActionPackType.TwinSwordAttack : CombatActionPackType.NormalAttack); cap.PrevId = prevId; prevId = cap.Id; var mainDamage = (i == 1 ? attacker.GetRndRightHandDamage() : attacker.GetRndLeftHandDamage()); foreach (var target in targets) { // Skip targets that were knocked back, as they aren't in // range anymore. if (knockedBackTargets.Contains(target.EntityId)) { continue; } target.StopMove(); TargetAction tAction; if (target == mainTarget) { if (interceptingSkillId == SkillId.Smash) { tAction = new TargetAction(CombatActionType.CounteredHit, target, attacker, SkillId.Smash); } else if (interceptingSkillId == SkillId.CombatMastery) { tAction = new TargetAction(CombatActionType.CounteredHit, target, attacker, target.Skills.IsReady(SkillId.FinalHit) ? SkillId.FinalHit : SkillId.CombatMastery); } else { tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, target.Skills.IsReady(SkillId.FinalHit) ? SkillId.FinalHit : SkillId.CombatMastery); } } else { tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, target.Skills.IsReady(SkillId.FinalHit) ? SkillId.FinalHit : SkillId.CombatMastery); } tAction.Set(TargetOptions.Result); cap.Add(tAction); if (target == mainTarget && interceptingSkillId == SkillId.Smash) { cap.Add(aAction); } // Base damage var damage = mainDamage; // Elementals damage *= attacker.CalculateElementalDamageMultiplier(target); // Splash modifier if (target != mainTarget) { damage *= attacker.GetSplashDamage(weapon); } // Critical Hit var critChance = (i == 1 ? attacker.GetRightCritChance(target.Protection) : attacker.GetLeftCritChance(target.Protection)); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Conditions SkillHelper.HandleConditions(attacker, target, ref damage); // Defense Defense.Handle(aAction, tAction, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Heavy Stander // Can only happen on the first hit var pinged = (cap.Hit == 1 && HeavyStander.Handle(attacker, target, ref damage, tAction)); // Deal with it! if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); SkillHelper.HandleInjury(attacker, target, damage); } // Knock down on deadly if (target.Conditions.Has(ConditionsA.Deadly)) { tAction.Set(TargetOptions.KnockDown); tAction.Stun = GetTargetStun(attacker, weapon, tAction.IsKnockBack); } // Aggro if (target == mainTarget) { target.Aggro(attacker); } // Evaluate caused damage if (!target.IsDead) { if (tAction.SkillId != SkillId.Defense) { target.Stability -= this.GetStabilityReduction(attacker, weapon) / maxHits; // React normal for CombatMastery, knock down if // FH and not dual wield, don't knock at all if dual. if (skill.Info.Id != SkillId.FinalHit) { // Originally we thought you knock enemies back, unless it's a critical // hit, but apparently you knock *down* under normal circumstances. // More research to be done. if (target.IsUnstable && target.Is(RaceStands.KnockBackable)) { //tAction.Set(tAction.Has(TargetOptions.Critical) ? TargetOptions.KnockDown : TargetOptions.KnockBack); tAction.Set(TargetOptions.KnockDown); } } else if (!attacker.IsDualWielding && !weaponIsKnuckle && target.Is(RaceStands.KnockBackable)) { target.Stability = Creature.MinStability; tAction.Set(TargetOptions.KnockDown); } } } else { tAction.Set(TargetOptions.FinishingKnockDown); } // React to knock back if (tAction.IsKnockBack) { attacker.Shove(target, KnockBackDistance); if (target == mainTarget) { aAction.Set(AttackerOptions.KnockBackHit2); } knockedBackTargets.Add(target.EntityId); } // Set stun time if not defended, Defense handles the stun // in case the target used it. if (tAction.SkillId != SkillId.Defense) { if (target == mainTarget) { aAction.Stun = GetAttackerStun(attacker, weapon, tAction.IsKnockBack && skill.Info.Id != SkillId.FinalHit); } tAction.Stun = GetTargetStun(attacker, weapon, tAction.IsKnockBack); } if (target == mainTarget) { // Set increased stun if target pinged if (pinged) { aAction.Stun = GetAttackerStun(attacker, weapon, true); } // Second hit doubles stun time for normal hits if (cap.Hit == 2 && !tAction.IsKnockBack && !pinged) { aAction.Stun *= 2; } // Update current weapon SkillHelper.UpdateWeapon(attacker, target, ProficiencyGainType.Melee, weapon); // Consume stamina for weapon var staminaUsage = (rightWeapon != null && rightWeapon.Data.StaminaUsage != 0 ? rightWeapon.Data.StaminaUsage : 0.7f) + (dualWield ? leftWeapon.Data.StaminaUsage : 0f); if (attacker.Stamina < staminaUsage) { Send.Notice(attacker, Localization.Get("Your stamina is too low to fight properly!")); } attacker.Stamina -= staminaUsage; // No second hit if defended, pinged, or knocked back if (tAction.IsKnockBack || tAction.SkillId == SkillId.Defense || pinged) { // Set to 1 to prevent second run maxHits = 1; // Remove dual wield option if last hit doesn't come from // the second weapon. If this isn't done, the client shows // the second hit. if (cap.Hit != 2) { aAction.Options &= ~AttackerOptions.DualWield; } } // Reduce attacker's knockback stun in new combat, to allow // movement after sooner. // It's unknown when exactly this was added, but older EU logs // don't have this packet, so we'll assume it was part of the the // new combat, which's purpose was to be faster. // Sending the packet appears to reset the movement lock, and // officials seem to send this about 1s after the attack, for // an effective 1s movement lock after an attack. // If it's send for non-knockback hits, it can add a delay, // maybe increasing the time of the lock, like for dual-wielding. if (AuraData.FeaturesDb.IsEnabled("CombatSystemRenewal")) { if (tAction.IsKnockBack) { Task.Delay(1000).ContinueWith(_ => Send.CharacterLockUpdate(attacker, 18, 1500)); } } } } // Handle cap.Handle(); } attacker.AttemptingAttack = false; return(CombatSkillResult.Okay); }
/// <summary> /// Uses the skill. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="targetEntityId"></param> /// <returns></returns> public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId) { // Get target var target = attacker.Region.GetCreature(targetEntityId); if (target == null) { return(CombatSkillResult.InvalidTarget); } // Actions var cap = new CombatActionPack(attacker, skill.Info.Id); var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, skill.Info.Id, targetEntityId); aAction.Set(AttackerOptions.Result); aAction.Stun = AttackerStun; cap.Add(aAction); // Hit by chance var chance = attacker.AimMeter.GetAimChance(target); var rnd = RandomProvider.Get(); if (rnd.NextDouble() * 100 < chance) { target.StopMove(); aAction.Set(AttackerOptions.KnockBackHit2); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result | TargetOptions.CleanHit); tAction.Stun = TargetStun; cap.Add(tAction); // TODO: Splash damage // Damage var damage = this.GetDamage(attacker, skill); // More damage with fire arrow if (attacker.Temp.FireArrow) { damage *= FireBonus; } // Critical Hit var critChance = attacker.GetRightCritChance(target.Protection); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Defense Defense.Handle(aAction, tAction, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Deal with it! if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); } // TODO: We have to calculate knockback distance right // TODO: Target with Defense and shield shouldn't be knocked back attacker.Shove(target, KnockBackDistance); // Aggro target.Aggro(attacker); tAction.Set(TargetOptions.KnockDownFinish); if (target.IsDead) { aAction.Set(AttackerOptions.KnockBackHit1); tAction.Set(TargetOptions.Finished); } } else { aAction.Set(AttackerOptions.Missed); } // Reduce arrows if (attacker.Magazine != null && !ChannelServer.Instance.Conf.World.InfiniteArrows) { attacker.Inventory.Decrement(attacker.Magazine); } // Disable fire arrow effect if (attacker.Temp.FireArrow) { Send.Effect(attacker, Effect.FireArrow, false); } // "Cancels" the skill // 800 = old load time? == aAction.Stun? Varies? Doesn't seem to be a stun. Send.SkillUse(attacker, skill.Info.Id, 800, 1); cap.Handle(); return(CombatSkillResult.Okay); }
/// <summary> /// Uses the skill. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="targetEntityId"></param> /// <returns></returns> public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId) { // Get target var target = attacker.Region.GetCreature(targetEntityId); if (target == null) { return(CombatSkillResult.InvalidTarget); } var targetPos = target.GetPosition(); var attackerPos = attacker.GetPosition(); var actionType = (attacker.IsElf ? CombatActionPackType.ChainRangeAttack : CombatActionPackType.NormalAttack); var attackerStun = (short)(actionType == CombatActionPackType.ChainRangeAttack ? AttackerStunElf : AttackerStun); // "Cancels" the skill // 800 = old load time? == aAction.Stun? Varies? Doesn't seem to be a stun. Send.SkillUse(attacker, skill.Info.Id, attackerStun, 1); var chance = attacker.AimMeter.GetAimChance(target); var rnd = RandomProvider.Get().NextDouble() * 100; var successfulHit = (rnd < chance); var maxHits = (actionType == CombatActionPackType.ChainRangeAttack && successfulHit ? 2 : 1); var prevId = 0; for (byte i = 1; i <= maxHits; ++i) { target.StopMove(); // Actions var cap = new CombatActionPack(attacker, skill.Info.Id); cap.Hit = i; cap.Type = actionType; cap.PrevId = prevId; prevId = cap.Id; var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId); aAction.Set(AttackerOptions.Result); aAction.Stun = attackerStun; cap.Add(aAction); // Target action if hit if (successfulHit) { var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result); tAction.Stun = (short)(actionType == CombatActionPackType.ChainRangeAttack ? TargetStunElf : TargetStun); if (actionType == CombatActionPackType.ChainRangeAttack) { tAction.EffectFlags = EffectFlags.SpecialRangeHit; } cap.Add(tAction); // Damage var damage = attacker.GetRndRangedDamage(); // Elementals damage *= attacker.CalculateElementalDamageMultiplier(target); // More damage with fire arrow // XXX: Does this affect the element? if (attacker.Temp.FireArrow) { damage *= FireBonus; } // Critical Hit var critChance = attacker.GetRightCritChance(target.Protection); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Conditions SkillHelper.HandleConditions(attacker, target, ref damage); // Defense Defense.Handle(aAction, tAction, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Natural Shield var nsResult = NaturalShield.Handle(attacker, target, ref damage, tAction); var delayReduction = nsResult.DelayReduction; var pinged = nsResult.Pinged; // Deal with it! if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); SkillHelper.HandleInjury(attacker, target, damage); } // Knock down on deadly if (target.Conditions.Has(ConditionsA.Deadly)) { tAction.Set(TargetOptions.KnockDown); tAction.Stun = (short)(actionType == CombatActionPackType.ChainRangeAttack ? TargetStunElf : TargetStun); } // Aggro target.Aggro(attacker); // Death/Knockback if (target.IsDead) { tAction.Set(TargetOptions.FinishingKnockDown); maxHits = 1; } else { // Insta-recover in knock down // TODO: Tied to stability? if (target.IsKnockedDown) { tAction.Stun = 0; } // Knock down if hit repeatedly else if (target.Stability < 30) { tAction.Set(TargetOptions.KnockDown); } // Normal stability reduction else { var stabilityReduction = (actionType == CombatActionPackType.ChainRangeAttack ? StabilityReductionElf : StabilityReduction); // Reduce reduction, based on ping // According to the Wiki, "the Knockdown Gauge // [does not] build up", but it's still possible // to knock back with repeated hits. The stability // reduction is probably reduced, just like stun. if (delayReduction > 0) { stabilityReduction = (short)Math.Max(0, stabilityReduction - (stabilityReduction / 100 * delayReduction)); } target.Stability -= stabilityReduction; if (target.IsUnstable) { tAction.Set(TargetOptions.KnockBack); } } } // Knock Back if (tAction.IsKnockBack) { attacker.Shove(target, KnockBackDistance); } // Reduce stun, based on ping if (pinged && delayReduction > 0) { tAction.Stun = (short)Math.Max(0, tAction.Stun - (tAction.Stun / 100 * delayReduction)); } // No second hit if defended if (tAction.SkillId == SkillId.Defense) { // Set to 1 to prevent second run maxHits = 1; // Set normal type if hit didn't come from the second // arrow. if (cap.Hit != 2) { cap.Type = CombatActionPackType.NormalAttack; } // Override stun set by Defense aAction.Stun = DefenseAttackerStun; } } else { // Dummy target action on miss, so the client knows what // the target would've been. Possibly affects arrow // animations. var tAction = new TargetAction(CombatActionType.None, target, attacker, SkillId.None); cap.Add(tAction); } // Update current weapon SkillHelper.UpdateWeapon(attacker, target, ProficiencyGainType.Ranged, attacker.RightHand); // Skill training if (skill.Info.Rank == SkillRank.Novice || skill.Info.Rank == SkillRank.RF) { skill.Train(1); // Try ranged attack. } // Reduce arrows if (attacker.Magazine != null && !ChannelServer.Instance.Conf.World.InfiniteArrows && !attacker.Magazine.HasTag("/unlimited_arrow/")) { attacker.Inventory.Decrement(attacker.Magazine); } cap.Handle(); } // Disable fire arrow effect if (attacker.Temp.FireArrow) { Send.Effect(attacker, Effect.FireArrow, false); } return(CombatSkillResult.Okay); }
/// <summary> /// Uses the skill /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="targetEntityId"></param> /// <returns></returns> public void Use(Creature attacker, Skill skill, Packet packet) { // Check for full charge if (DateTime.Now < attacker.Temp.ExcaliburPrepareTime.AddMilliseconds(skill.RankData.Var1)) // Not enough time has passed during charging { Send.SkillUseSilentCancel(attacker); Send.Effect(attacker, Effect.Excalibur, ExcaliburEffect.Cancel); return; } // Skill Data var skillDamage = skill.RankData.Var2 / 100f; var skillLength = (int)skill.RankData.Var3; var skillWidth = (int)skill.RankData.Var4; // Get targets in rectangular area Position endPos; // Position on the skill area rectangle opposite of the attacker var targets = SkillHelper.GetTargetableCreaturesInSkillArea(attacker, skillLength, skillWidth, out endPos); // TargetProp var targetProp = new Prop(280, attacker.RegionId, endPos.X, endPos.Y, Mabi.MabiMath.ByteToRadian(attacker.Direction), 1f, 0f, "single"); attacker.Region.AddProp(targetProp); // Turn to target area attacker.TurnTo(endPos); // Prepare Combat Actions var cap = new CombatActionPack(attacker, skill.Info.Id); var targetAreaId = new Location(attacker.RegionId, endPos).ToLocationId(); var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, targetAreaId); aAction.Set(AttackerOptions.UseEffect); aAction.PropId = targetProp.EntityId; cap.Add(aAction); 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 = 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.Delay = 1200; cap.Add(tAction); // Stop target movement target.StopMove(); var damage = (attacker.GetRndTotalDamage() * skillDamage); // Critical Hit if (crit) { CriticalHit.Handle(attacker, 100, ref damage, tAction); } // Handle skills and reductions SkillHelper.HandleDefenseProtection(target, ref damage); Defense.Handle(aAction, tAction, ref damage); HeavyStander.Handle(attacker, target, ref damage, tAction); SkillHelper.HandleConditions(attacker, target, ref damage); ManaShield.Handle(target, ref damage, tAction); // Apply Damage target.TakeDamage(tAction.Damage = damage, attacker); // Aggro target.Aggro(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.Excalibur, ExcaliburEffect.Attack, (float)endPos.X, (float)endPos.Y); Send.SkillUse(attacker, skill.Info.Id, targetAreaId, 0, 1); // Remove skill prop attacker.Region.RemoveProp(targetProp); }
/// <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")) { 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> /// Handles skill usage. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="targetEntityId"></param> /// <returns></returns> public override CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId) { // Check target var mainTarget = attacker.Region.GetCreature(targetEntityId); if (mainTarget == null) { return(CombatSkillResult.InvalidTarget); } // Check range var targetPosition = mainTarget.GetPosition(); if (!attacker.GetPosition().InRange(targetPosition, attacker.AttackRangeFor(mainTarget))) { return(CombatSkillResult.OutOfRange); } // Stop movement attacker.StopMove(); // Get targets, incl. splash. // Splash happens from r5 onwards, but we'll base it on Var4, // which is the splash damage and first != 0 on r5. var targets = new HashSet <Creature>() { mainTarget }; if (skill.RankData.Var4 != 0) { targets.UnionWith(attacker.GetTargetableCreaturesInCone(mainTarget.GetPosition(), attacker.GetTotalSplashRadius(), attacker.GetTotalSplashAngle())); } // Counter if (Counterattack.Handle(targets, attacker)) { return(CombatSkillResult.Okay); } // Prepare combat actions var aAction = new AttackerAction(CombatActionType.HardHit, attacker, targetEntityId); aAction.Set(AttackerOptions.Result | AttackerOptions.KnockBackHit2); aAction.Stun = StunTime; var cap = new CombatActionPack(attacker, skill.Info.Id, aAction); // Calculate damage var mainDamage = this.GetDamage(attacker, skill); foreach (var target in targets) { // Stop movement target.StopMove(); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result | TargetOptions.Smash); cap.Add(tAction); // Damage var damage = mainDamage; // Elementals damage *= attacker.CalculateElementalDamageMultiplier(target); // Splash modifier if (target != mainTarget) { damage *= (skill.RankData.Var4 / 100f); } // Critical Hit var critChance = this.GetCritChance(attacker, target, skill); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Heavy Stander HeavyStander.Handle(attacker, target, ref damage, tAction); // Apply damage if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); SkillHelper.HandleInjury(attacker, target, damage); } // Aggro if (target == mainTarget) { target.Aggro(attacker); } if (target.IsDead) { tAction.Set(TargetOptions.FinishingHit | TargetOptions.Finished); } // Set Stun/Knockback target.Stun = tAction.Stun = StunTime; target.Stability = Creature.MinStability; // Set knockbacked position attacker.Shove(target, KnockbackDistance); } // Response Send.SkillUseStun(attacker, skill.Info.Id, AfterUseStun, 1); // Update both weapons SkillHelper.UpdateWeapon(attacker, mainTarget, ProficiencyGainType.Melee, attacker.RightHand, attacker.LeftHand); // Action! cap.Handle(); return(CombatSkillResult.Okay); }
/// <summary> /// Uses the skill. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="targetEntityId"></param> /// <returns></returns> public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId) { // Get target var target = attacker.Region.GetCreature(targetEntityId); if (target == null) { return(CombatSkillResult.InvalidTarget); } // "Cancels" the skill // 800 = old load time? == aAction.Stun? Varies? Doesn't seem to be a stun. Send.SkillUse(attacker, skill.Info.Id, AttackerStun, 1); var chance = attacker.AimMeter.GetAimChance(target); var rnd = RandomProvider.Get().NextDouble() * 100; var successfulHit = (rnd < chance); // Actions var cap = new CombatActionPack(attacker, skill.Info.Id); var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId); aAction.Set(AttackerOptions.Result); aAction.Stun = AttackerStun; cap.Add(aAction); // Target action if hit if (successfulHit) { target.StopMove(); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result); tAction.Stun = TargetStun; cap.Add(tAction); // Damage var damage = attacker.GetRndRangedDamage() * (skill.RankData.Var1 / 100f); // Elementals damage *= attacker.CalculateElementalDamageMultiplier(target); // More damage with fire arrow if (attacker.Temp.FireArrow) { damage *= FireBonus; } // Critical Hit var critChance = attacker.GetRightCritChance(target.Protection); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Defense Defense.Handle(aAction, tAction, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Natural Shield var delayReduction = NaturalShield.Handle(attacker, target, ref damage, tAction); // Deal with it! if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); SkillHelper.HandleInjury(attacker, target, damage); } // Aggro target.Aggro(attacker); // Knock down on deadly if (target.Conditions.Has(ConditionsA.Deadly)) { tAction.Set(TargetOptions.KnockDown); } // Death/Knockback if (target.IsDead) { tAction.Set(TargetOptions.FinishingKnockDown); } // Knock Back if (tAction.IsKnockBack) { attacker.Shove(target, KnockBackDistance); } // Reduce stun, based on ping if (delayReduction > 0) { tAction.Stun = (short)Math.Max(0, tAction.Stun - (tAction.Stun / 100 * delayReduction)); } // TODO: "Weakened" state (G12S2 gfSupportShotRenewal) } // Update current weapon SkillHelper.UpdateWeapon(attacker, target, ProficiencyGainType.Ranged, attacker.RightHand); // Reduce arrows if (attacker.Magazine != null && !ChannelServer.Instance.Conf.World.InfiniteArrows && !attacker.Magazine.HasTag("/unlimited_arrow/")) { attacker.Inventory.Decrement(attacker.Magazine); } cap.Handle(); // Disable fire arrow effect if (attacker.Temp.FireArrow) { Send.Effect(attacker, Effect.FireArrow, false); } return(CombatSkillResult.Okay); }
/// <summary> /// Handles skill usage while ignoring range. /// </summary> /// <param name="attacker"></param> /// <param name="skill"></param> /// <param name="targetEntityId"></param> /// <returns></returns> public CombatSkillResult UseWithoutRangeCheck(Creature attacker, Skill skill, long targetEntityId, Creature mainTarget, SkillId interceptingSkillId = SkillId.None) { // Against Normal Attack Skill combatMastery = mainTarget.Skills.Get(SkillId.CombatMastery); if (interceptingSkillId == SkillId.None && combatMastery != null && (mainTarget.Skills.ActiveSkill == null || mainTarget.Skills.ActiveSkill == combatMastery || mainTarget.Skills.IsReady(SkillId.FinalHit)) && mainTarget.IsInBattleStance && mainTarget.Target == attacker && mainTarget.AttemptingAttack && (!mainTarget.IsStunned || mainTarget.IsKnockedDown)) { if (mainTarget.CanTarget(attacker) && mainTarget.Can(Locks.Attack)) //TODO: Add Hit lock when available. { var skillHandler = ChannelServer.Instance.SkillManager.GetHandler <ICombatSkill>(combatMastery.Info.Id); if (skillHandler == null) { Log.Error("Smash.Use: Target's skill handler not found for '{0}'.", combatMastery.Info.Id); return(CombatSkillResult.Okay); } ((CombatMastery)skillHandler).UseWithoutRangeCheck(mainTarget, combatMastery, attacker.EntityId, attacker, SkillId.Smash); return(CombatSkillResult.Okay); } } // Against Smash Skill smash = mainTarget.Skills.Get(SkillId.Smash); if (interceptingSkillId == SkillId.None && smash != null && mainTarget.Skills.IsReady(SkillId.Smash) && mainTarget.IsInBattleStance && mainTarget.Target == attacker && !mainTarget.IsStunned) { var attackerStunTime = CombatMastery.GetAttackerStun(attacker, attacker.RightHand, false); var mainTargetStunTime = CombatMastery.GetAttackerStun(mainTarget, mainTarget.Inventory.RightHand, false); var slowestStun = CombatMastery.GetAttackerStun(1, AttackSpeed.VerySlow, false); var additionalStun = slowestStun + (CombatMastery.GetAttackerStun(5, AttackSpeed.VeryFast, false) / 2); //Fastest stun divided by two so that the fastest stun doesn't always beat out the slowest stun. The addition is so that the subtration (Ex. additionalStun - attackerStunTime) ends in the desired range. var formulaMultiplier = 320; //Multiplier to keep the result reasonable, found through trial and error? var formulaEqualizer = 50; //Balances the subtraction to keep the result in a reasonable range and balanced out no matter the order. double chances = ((((additionalStun - attackerStunTime) / slowestStun) * formulaMultiplier) - (((additionalStun - mainTargetStunTime) / slowestStun) * formulaMultiplier)) + formulaEqualizer; //Probability in percentage that you will not lose. chances = Math2.Clamp(0.0, 99.0, chances); //Cap the stun, just in case. if (((mainTarget.LastKnockedBackBy == attacker && mainTarget.KnockDownTime > attacker.KnockDownTime && mainTarget.KnockDownTime.AddMilliseconds(mainTargetStunTime) > DateTime.Now || /*attackerStunTime > initialTargetStunTime && */ !(attacker.LastKnockedBackBy == mainTarget && attacker.KnockDownTime > mainTarget.KnockDownTime && attacker.KnockDownTime.AddMilliseconds(attackerStunTime) > DateTime.Now)))) { if (mainTarget.CanTarget(attacker) && mainTarget.Can(Locks.Attack)) //TODO: Add Hit lock when available. { var skillHandler = ChannelServer.Instance.SkillManager.GetHandler <ICombatSkill>(smash.Info.Id); if (skillHandler == null) { Log.Error("Smash.Use: Target's skill handler not found for '{0}'.", smash.Info.Id); return(CombatSkillResult.Okay); } ((Smash)skillHandler).UseWithoutRangeCheck(mainTarget, smash, attacker.EntityId, attacker, SkillId.Smash); return(CombatSkillResult.Okay); } } else { interceptingSkillId = SkillId.Smash; } } // Stop movement attacker.StopMove(); mainTarget.StopMove(); // Get targets, incl. splash. // Splash happens from r5 onwards, but we'll base it on Var4, // which is the splash damage and first != 0 on r5. var targets = new HashSet <Creature>() { mainTarget }; if (skill.RankData.Var4 != 0) { targets.UnionWith(attacker.GetTargetableCreaturesInCone(mainTarget.GetPosition(), attacker.GetTotalSplashRadius(), attacker.GetTotalSplashAngle())); } // Counter if (Counterattack.Handle(targets, attacker)) { return(CombatSkillResult.Okay); } // Prepare combat actions var aAction = new AttackerAction(CombatActionType.HardHit, attacker, targetEntityId); aAction.Set(AttackerOptions.Result | AttackerOptions.KnockBackHit2); aAction.Stun = StunTime; var cap = new CombatActionPack(attacker, skill.Info.Id); // Calculate damage var mainDamage = this.GetDamage(attacker, skill); foreach (var target in targets) { // Stop movement target.StopMove(); TargetAction tAction; if (target == mainTarget) { if (interceptingSkillId == SkillId.Smash) { aAction.Options |= AttackerOptions.Result; tAction = new TargetAction(CombatActionType.CounteredHit, target, attacker, SkillId.Smash); } else { tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); } } else { tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); } tAction.Set(TargetOptions.Result | TargetOptions.Smash); cap.Add(tAction); if (target == mainTarget) { cap.Add(aAction); } // Damage var damage = mainDamage; // Elementals damage *= attacker.CalculateElementalDamageMultiplier(target); // Splash modifier if (target != mainTarget) { damage *= (skill.RankData.Var4 / 100f); } // Critical Hit var critChance = this.GetCritChance(attacker, target, skill); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Conditions SkillHelper.HandleConditions(attacker, target, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Heavy Stander HeavyStander.Handle(attacker, target, ref damage, tAction); // Apply damage if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); SkillHelper.HandleInjury(attacker, target, damage); } // Aggro if (target == mainTarget) { target.Aggro(attacker); } if (target.IsDead) { tAction.Set(TargetOptions.FinishingHit | TargetOptions.Finished); } // Set Stun/Knockback target.Stun = tAction.Stun = StunTime; target.Stability = Creature.MinStability; // Set knockbacked position attacker.Shove(target, KnockbackDistance); } // Response Send.SkillUseStun(attacker, skill.Info.Id, AfterUseStun, 1); // Update both weapons SkillHelper.UpdateWeapon(attacker, mainTarget, ProficiencyGainType.Melee, attacker.RightHand, attacker.LeftHand); // Action! cap.Handle(); return(CombatSkillResult.Okay); }