public override IEnumerable <TickTimer> Main() { //UsePrimaryResource(15f); // dashing strike never specifies the target's id so we just search for the closest target Target = GetEnemiesInRadius(TargetPosition, 8f).GetClosestTo(TargetPosition); if (Target != null) { // put dash destination just beyond target TargetPosition = PowerMath.TranslateDirection2D(User.Position, Target.Position, Target.Position, 7f); } else { // if no target, always dash fixed amount TargetPosition = PowerMath.TranslateDirection2D(User.Position, TargetPosition, User.Position, 13f); } var dashBuff = new DashMoverBuff(TargetPosition); AddBuff(User, dashBuff); yield return(dashBuff.Timeout); if (Target != null && Target.World != null) // target could've died or left world { User.TranslateFacing(Target.Position, true); yield return(WaitSeconds(0.1f)); User.PlayEffectGroup(113720); WeaponDamage(Target, 1.60f, DamageType.Physical); } }
public override IEnumerable <TickTimer> Run() { // HACK: made up garggy spell :) Vector3D inFrontOfTarget = PowerMath.TranslateDirection2D(TargetPosition, User.Position, TargetPosition, 11f); inFrontOfTarget.Z = User.Position.Z; var garggy = SpawnEffect(122305, inFrontOfTarget, TargetPosition, WaitInfinite()); garggy.PlayActionAnimation(155988); yield return(WaitSeconds(2f)); for (int n = 0; n < 3; ++n) { garggy.PlayActionAnimation(211382); yield return(WaitSeconds(0.5f)); SpawnEffect(192210, TargetPosition); WeaponDamage(GetEnemiesInRadius(TargetPosition, 12f), 1.00f, DamageType.Poison); yield return(WaitSeconds(0.4f)); } garggy.PlayActionAnimation(155536); //mwhaha yield return(WaitSeconds(1.5f)); garggy.PlayActionAnimation(171024); yield return(WaitSeconds(2f)); garggy.Destroy(); yield break; }
IEnumerable <TickTimer> _RuneE() { float attackRadius = 8f; // value is not in formulas, just a guess Vector3D castedPosition = new Vector3D(User.Position); float castAngle = MovementHelpers.GetFacingAngle(castedPosition, TargetPosition); float waveOffset = 0f; int flyerCount = (int)ScriptFormula(15); for (int n = 0; n < flyerCount; ++n) { waveOffset += 3.0f; var wavePosition = PowerMath.TranslateDirection2D(castedPosition, TargetPosition, castedPosition, waveOffset); var flyerPosition = RandomDirection(wavePosition, 0f, attackRadius); var flyer = SpawnEffect(200561, flyerPosition, castAngle, WaitSeconds(ScriptFormula(20))); flyer.OnTimeout = () => { flyer.PlayEffectGroup(200819); AttackPayload attack = new AttackPayload(this); attack.Targets = GetEnemiesInRadius(flyerPosition, attackRadius); attack.AddWeaponDamage(ScriptFormula(11), DamageType.Physical); attack.OnHit = (hitPayload) => { Knockback(hitPayload.Target, 90f); }; attack.Apply(); }; yield return(WaitSeconds(ScriptFormula(4))); } }
private void _calcTargetPosition() { // project beam end to always be a certain length TargetPosition = PowerMath.TranslateDirection2D(User.Position, TargetPosition, new Vector3D(User.Position.X, User.Position.Y, TargetPosition.Z), BeamLength); }
private void _setupReturnProjectile(Vector3D spawnPosition) { Vector3D inFrontOfUser = PowerMath.TranslateDirection2D(User.Position, spawnPosition, User.Position, 5f); var return_proj = new Projectile(this, 79400, new Vector3D(spawnPosition.X, spawnPosition.Y, User.Position.Z)); return_proj.DestroyOnArrival = true; return_proj.LaunchArc(inFrontOfUser, 1f, -0.03f); User.AddRopeEffect(79402, return_proj); }
public override IEnumerable <TickTimer> Run() { UsePrimaryResource(15f); User.PlayEffectGroup(188941); // calculate hit area of effect, just in front of the user TargetPosition = PowerMath.TranslateDirection2D(User.Position, TargetPosition, User.Position, 9f); for (int n = 0; n < 3; ++n) { WeaponDamage(GetEnemiesInRadius(TargetPosition, 9f), 0.30f, DamageType.Physical); yield return(WaitSeconds(0.2f)); } }
public override bool Apply() { if (!base.Apply()) { return(false); } Vector3D destination = PowerMath.TranslateDirection2D(User.Position, Target.Position, _magnitude < 0f ? User.Position : Target.Position, (float)Math.Sqrt(Math.Abs(_magnitude))); _mover = new ActorMover(Target); _mover.MoveArc(destination, _height, _gravity, new ACDTranslateArcMessage { Field3 = 0x2006, // wtf? FlyingAnimationTagID = AnimationSetKeys.KnockBack.ID, LandingAnimationTagID = AnimationSetKeys.KnockBackLand.ID, Field7 = PowerSNO }); return(true); }
public override IEnumerable <TickTimer> Main() { switch (TargetMessage.Field5) { case 0: case 1: MeleeStageHit(); break; case 2: //AddBuff(User, new ComboStage3Buff()); // put target position a little bit in front of the monk. represents the lightning ball TargetPosition = PowerMath.TranslateDirection2D(User.Position, TargetPosition, User.Position, 8f); bool hitAnything = false; AttackPayload attack = new AttackPayload(this); attack.Targets = GetEnemiesInRadius(TargetPosition, 7f); attack.AddWeaponDamage(1.20f, DamageType.Lightning); attack.OnHit = hitPayload => { hitAnything = true; Knockback(hitPayload.Target, 12f); }; attack.Apply(); if (hitAnything) { GeneratePrimaryResource(6f); } break; } yield break; }
public override void Update(int tickCounter) { // if power executed, wait for attack/cooldown to finish. if (_powerRan) { if (_powerFinishTimer.TimedOut) { this.Done = true; } return; } // try to get nearest target if no target yet acquired if (_target == null) { if (this.Owner is Minion) // assume minions are player controlled and are targeting monsters { _target = this.Owner.GetMonstersInRange(MaxTargetRange).OrderBy( (monster) => PowerMath.Distance2D(monster.Position, this.Owner.Position)) .FirstOrDefault(); } else // monsters targeting players { _target = this.Owner.GetPlayersInRange(MaxTargetRange).OrderBy( (player) => PowerMath.Distance2D(player.Position, this.Owner.Position)) .FirstOrDefault(); } } if (_target != null) { float targetDistance = PowerMath.Distance2D(_target.Position, this.Owner.Position); // if target has moved out of range, deselect it as the target if (targetDistance > MaxTargetRange) { _target = null; } else if (targetDistance < _baseAttackRadius + _target.ActorData.Cylinder.Ax2) // run power if within range { // stop any movement _ownerMover.Move(this.Owner.Position, this.Owner.WalkSpeed); this.Owner.World.PowerManager.RunPower(this.Owner, _power, _target, _target.Position); _powerFinishTimer = new SecondsTickTimer(this.Owner.World.Game, _power.EvalTag(PowerKeys.AttackSpeed) + _power.EvalTag(PowerKeys.CooldownTime)); _powerRan = true; } else { // update or create path movement if (_pathUpdateTimer == null || _pathUpdateTimer.TimedOut) { _pathUpdateTimer = new SecondsTickTimer(this.Owner.World.Game, PathUpdateDelay); // move the space between each path update, or up to target. float moveAmount = this.Owner.WalkSpeed * (_pathUpdateTimer.TimeoutTick - this.Owner.World.Game.TickCounter); if (targetDistance < moveAmount) { moveAmount = targetDistance; // -(_baseAttackRadius + _target.ActorData.Cylinder.Ax2) - 0.1f; } Vector3D movePos = PowerMath.TranslateDirection2D(this.Owner.Position, _target.Position, this.Owner.Position, moveAmount); this.Owner.TranslateFacing(_target.Position, false); // find suitable movement animation int aniTag; if (this.Owner.AnimationSet == null) { aniTag = -1; } else if (this.Owner.AnimationSet.TagExists(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk)) { aniTag = this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk); } else if (this.Owner.AnimationSet.TagExists(Mooege.Common.MPQ.FileFormats.AnimationTags.Run)) { aniTag = this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Run); } else { aniTag = -1; } _ownerMover.Move(movePos, this.Owner.WalkSpeed, new ACDTranslateNormalMessage { TurnImmediately = false, AnimationTag = aniTag }); } else { _ownerMover.Update(); } } } }
public override IEnumerable <TickTimer> Run() { // NOTE: not normal plague of toads right now but Obsidian runed "Toad of Hugeness" Vector3D userCastPosition = new Vector3D(User.Position); Vector3D inFrontOfUser = PowerMath.TranslateDirection2D(User.Position, TargetPosition, User.Position, 7f); var bigtoad = SpawnEffect(109906, inFrontOfUser, TargetPosition, WaitInfinite()); // HACK: holy hell there is alot of hardcoded animation timings here bigtoad.PlayActionAnimation(110766); // spawn ani yield return(WaitSeconds(1f)); bigtoad.PlayActionAnimation(110520); // attack ani TickTimer waitAttackEnd = WaitSeconds(1.5f); yield return(WaitSeconds(0.3f)); // wait for attack ani to play a bit var tongueEnd = SpawnProxy(TargetPosition, WaitInfinite()); bigtoad.AddRopeEffect(107892, tongueEnd); yield return(WaitSeconds(0.3f)); // have tongue hang there for a bit var tongueMover = new Implementations.KnockbackBuff(-0.01f, 3f, -0.1f); this.World.BuffManager.AddBuff(bigtoad, tongueEnd, tongueMover); if (ValidTarget()) { this.World.BuffManager.AddBuff(bigtoad, Target, new Implementations.KnockbackBuff(-0.01f, 3f, -0.1f)); } yield return(tongueMover.ArrivalTime); tongueEnd.Destroy(); if (ValidTarget()) { _SetHiddenAttribute(Target, true); if (!waitAttackEnd.TimedOut) { yield return(waitAttackEnd); } bigtoad.PlayActionAnimation(110636); // disgest ani, 5 seconds for (int n = 0; n < 5 && ValidTarget(); ++n) { WeaponDamage(Target, 0.039f, DamageType.Poison); yield return(WaitSeconds(1f)); } if (ValidTarget()) { _SetHiddenAttribute(Target, false); bigtoad.PlayActionAnimation(110637); // regurgitate ani this.World.BuffManager.AddBuff(bigtoad, Target, new Implementations.KnockbackBuff(36f)); Target.PlayEffectGroup(18281); // actual regurgitate efg isn't working so use generic acid effect yield return(WaitSeconds(0.9f)); } } bigtoad.PlayActionAnimation(110764); // despawn ani yield return(WaitSeconds(0.7f)); bigtoad.Destroy(); }
public override void Update(int tickCounter) { // if power executed, wait for attack/cooldown to finish. if (_powerRan) { if (_powerFinishTimer.TimedOut) { this.Done = true; } return; } // try to get nearest target if no target yet acquired if (_target == null) { _target = this.Owner.GetPlayersInRange(MaxTargetRange).OrderBy( (player) => PowerMath.Distance2D(player.Position, this.Owner.Position)) .FirstOrDefault(); } if (_target != null) { float targetDistance = PowerMath.Distance2D(_target.Position, this.Owner.Position); // if target has moved out of range, deselect it as the target if (targetDistance > MaxTargetRange) { _target = null; } else if (targetDistance < _baseAttackRadius + _target.ActorData.Cylinder.Ax2) // run power if within range { // stop any movement this.Owner.Move(this.Owner.Position, MovementHelpers.GetFacingAngle(this.Owner, _target)); //this.Owner.TranslateFacing(_target.Position, true); this.Owner.World.PowerManager.RunPower(this.Owner, _power, _target, _target.Position); _powerFinishTimer = new SecondsTickTimer(this.Owner.World.Game, _power.EvalTag(PowerKeys.AttackSpeed) + _power.EvalTag(PowerKeys.CooldownTime)); _powerRan = true; } else { // update or create path movement if (_pathUpdateTimer == null || _pathUpdateTimer.TimedOut) { _pathUpdateTimer = new SecondsTickTimer(this.Owner.World.Game, PathUpdateDelay); // move the space between each path update Vector3D movePos = PowerMath.TranslateDirection2D(this.Owner.Position, _target.Position, this.Owner.Position, this.Owner.WalkSpeed * (_pathUpdateTimer.TimeoutTick - this.Owner.World.Game.TickCounter)); this.Owner.TranslateFacing(_target.Position, false); _ownerMover.Move(movePos, this.Owner.WalkSpeed, new Net.GS.Message.Definitions.Actor.NotifyActorMovementMessage { TurnImmediately = false, AnimationTag = this.Owner.AnimationSet == null ? 0 : this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk) }); } else { _ownerMover.Update(); } } } }
public override IEnumerable <TickTimer> Main() { GeneratePrimaryResource(ScriptFormula(25)); float targetDistance = PowerMath.Distance2D(User.Position, TargetPosition); // create grenade projectiles with shared detonation timer TickTimer timeout = WaitSeconds(ScriptFormula(2)); Projectile[] grenades = new Projectile[Rune_C > 0 ? 1 : 3]; for (int i = 0; i < grenades.Length; ++i) { var projectile = new Projectile(this, Rune_C > 0 ? 212547 : 88244, User.Position); projectile.Timeout = timeout; grenades[i] = projectile; } // generate spread positions with distance-scaled spread amount. float scaledSpreadOffset = Math.Max(targetDistance - ScriptFormula(14), 0f); Vector3D[] projDestinations = PowerMath.GenerateSpreadPositions(User.Position, TargetPosition, ScriptFormula(11) - scaledSpreadOffset, grenades.Length); // launch and bounce grenades yield return(WaitTicks(1)); // helps make bounce timings more consistent float bounceOffset = 1f; float minHeight = ScriptFormula(21); float height = minHeight + ScriptFormula(22); float bouncePercent = 0.7f; // ScriptFormula(23); while (!timeout.TimedOut) { for (int i = 0; i < grenades.Length; ++i) { grenades[i].LaunchArc(PowerMath.TranslateDirection2D(projDestinations[i], User.Position, projDestinations[i], targetDistance * 0.3f * bounceOffset), height, ScriptFormula(20)); } height *= bouncePercent; bounceOffset *= 0.3f; yield return(grenades[0].ArrivalTime); // play "dink dink" grenade bounce sound grenades[0].PlayEffect(Effect.Unknown69); } // damage effects foreach (var grenade in grenades) { var grenadeN = grenade; SpawnEffect(RuneSelect(154027, 154045, 154028, 154044, 154046, 154043), grenade.Position); // poison pool effect if (Rune_A > 0) { var pool = SpawnEffect(154076, grenade.Position, 0, WaitSeconds(ScriptFormula(7))); pool.UpdateDelay = 1f; pool.OnUpdate = () => { WeaponDamage(GetEnemiesInRadius(grenadeN.Position, ScriptFormula(5)), ScriptFormula(6), DamageType.Poison); }; } AttackPayload attack = new AttackPayload(this); attack.Targets = GetEnemiesInRadius(grenade.Position, ScriptFormula(4)); attack.AddWeaponDamage(ScriptFormula(0), Rune_A > 0 ? DamageType.Poison : DamageType.Fire); attack.OnHit = (hitPayload) => { if (Rune_E > 0) { if (Rand.NextDouble() < ScriptFormula(9)) { AddBuff(hitPayload.Target, new DebuffStunned(WaitSeconds(ScriptFormula(10)))); } } if (Rune_C > 0) { Knockback(grenadeN.Position, hitPayload.Target, ScriptFormula(8)); } }; attack.Apply(); } // clusterbomb hits if (Rune_B > 0) { int damagePulses = (int)ScriptFormula(28); for (int pulse = 0; pulse < damagePulses; ++pulse) { yield return(WaitSeconds(ScriptFormula(12) / damagePulses)); foreach (var grenade in grenades) { WeaponDamage(GetEnemiesInRadius(grenade.Position, ScriptFormula(4)), ScriptFormula(0), DamageType.Fire); } } } }