示例#1
0
文件: AttackCalcs.cs 项目: Pircs/Yi
        public static int GetDamage(YiObj attacker, YiObj target, MsgInteractType attackType)
        {
            if (!YiCore.Success(attacker.Dexterity))
            {
                return(0);
            }

            var damage = 1.0d;

            switch (attackType)
            {
            case MsgInteractType.Physical:
                damage = YiCore.Random.Next(attacker.MinimumPhsyicalAttack, attacker.MaximumPhsyicalAttack);
                if (attacker is Monster)
                {
                    damage = YiCore.Random.Next(attacker.MinimumPhsyicalAttack, attacker.MaximumPhsyicalAttack);
                }
                if (target is Monster monster)
                {
                    damage = AdjustPvE((float)damage, attacker, monster);
                }
                if (attacker is Monster monster1 && target != null)
                {
                    damage = AdjustEvP((float)damage, monster1, target);
                }
                if (target != null)
                {
                    damage -= target.Defense;
                }
                break;

            case MsgInteractType.Magic:
                damage = attacker.MagicAttack;
                //if (attacker is Monster)
                //    damage = (attacker as Monster).Base.MagicAttack;

                //if (attacker is YiObj && target is Monster)
                //    damage = AdjustPvE(damage, (YiObj)attacker, (Monster)target);
                //if (attacker is Monster && target is YiObj)
                //    damage = AdjustEvP(damage, (Monster)attacker, (YiObj)target);
                if (target != null)
                {
                    damage *= (float)(100 - Math.Min(target.MagicDefense, 95)) / 100;
                    damage -= target.MagicDefense;     //MagicBlock
                    damage *= 0.65;
                }
                else
                {
                    damage *= 0.75;
                }
                break;

            case MsgInteractType.Archer:
                if (attacker == null)
                {
                    return(0);
                }

                damage = YiCore.Random.Next(attacker.MinimumPhsyicalAttack, attacker.MaximumPhsyicalAttack);
                damage = AdjustPvE((float)damage, attacker, attacker.CurrentTarget as Monster);
                break;
            }

            if (target != null)
            {
                if (target.Reborn)
                {
                    damage *= 0.7;
                }

                damage *= Math.Max(target.Bless, 1);
            }
            if (damage > 0)
            {
                damage = YiCore.Random.Next((int)(damage / 1.2), (int)damage);
            }

            damage *= 0.75;

            damage = Math.Max(1, damage);

            if (attacker is Player aPlayer)
            {
                if (target == null)
                {
                    return((int)Math.Round(damage, 0));
                }

                if (attacker.HasFlag(StatusEffect.SuperMan))
                {
                    damage *= 10;
                }
            }

            if (target != null)
            {
                TeamSystem.ShareExp(attacker, target, (uint)Math.Round(target.MaximumHp * 0.05));
            }
            attacker.Experience += AdjustExp((int)Math.Round(damage, 0), attacker, target);

            return((int)Math.Round(damage, 0));
        }
示例#2
0
文件: AttackCalcs.cs 项目: Pircs/Yi
        public static int MagicDmg(YiObj attacker, Monster target)
        {
            float damage;

            if (attacker.CurrentSkill.Id == 1115 || attacker.CurrentSkill.Info.WeaponSubType != 0 && attacker.CurrentSkill.Info.WeaponSubType != 500)
            {
                damage = YiCore.Random.Next(attacker.MinimumPhsyicalAttack, attacker.MaximumPhsyicalAttack);
                if (attacker.CurrentSkill.Info.Power > 30000)
                {
                    damage *= (float)(attacker.CurrentSkill.Info.Power - 30000) / 100;
                }
                else
                {
                    damage += attacker.CurrentSkill.Info.Power;
                }
                damage = AdjustPvE(damage, attacker, target);

                damage -= target.Defense;
            }
            else if (attacker.CurrentSkill.Info.WeaponSubType == 500)
            {
                damage = YiCore.Random.Next(attacker.MinimumPhsyicalAttack, attacker.MaximumPhsyicalAttack);
                if (attacker.CurrentSkill.Info.Power > 30000)
                {
                    damage *= (float)(attacker.CurrentSkill.Info.Power - 30000) / 100;
                }
                else
                {
                    damage += attacker.CurrentSkill.Info.Power;
                }
                damage = AdjustPvE(damage, attacker, target);
            }
            else
            {
                damage = attacker.MagicAttack;
                if (attacker.CurrentSkill.Info.Power > 30000)
                {
                    damage *= (float)(attacker.CurrentSkill.Info.Power - 30000) / 100;
                }
                else
                {
                    damage += attacker.CurrentSkill.Info.Power;
                }
                damage = AdjustPvE(damage, attacker, target);

                damage *= (float)(100 - target.MagicDefense) / 100;
                damage -= target.MagicDefense; //target.MagicBlock;
                damage *= 0.75f;
            }

            if (damage < 1)
            {
                damage = 1;
            }

            damage = AdjustMinPvE(damage, attacker);

            attacker.Experience += AdjustExp((int)Math.Round(damage, 0), attacker, target);
            TeamSystem.ShareExp(attacker, target, (uint)Math.Round(target.MaximumHp * 0.05));
            return((int)Math.Round(damage, 0));
        }