/// <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> /// 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> /// 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; }