/* * public static void StartEffectDamage(int intval, int HitPower, byte e_index, object target) * { * try * { * if (target.sys.Character.Action.DeBuff.Effect.EffectImpactTimer[e_index] != null) target.sys.Character.Action.DeBuff.Effect.EffectImpactTimer[e_index].Dispose(); * * target.sys.Character.Action.DeBuff.Effect.EffectImpactTimer[e_index] = new Timer( * new TimerCallback( * delegate(object e) * { * if (target.type == true) // player * { * if (!target.sys.Character.State.Die) * { * target.HP(HitPower); * target.sys.Send(Packet.Effects2Dmg(target.sys.Character.Information.UniqueID, HitPower)); * } * else return; * } * else if (target.type == false) // mob * { * if (!target.os.Die) * { * target.HP(HitPower); * target.os.Send(Packet.Effects2Dmg(target.ID, HitPower)); * } * else return; * } * } * ), null, 0, intval); * } * catch (Exception ex) * { * deBug.Write(ex); * Console.WriteLine("StartEffectDamage() Error {0}", ex); * } * } */ /////////////////////////////////////////////////////////////////////////// // Shock state /////////////////////////////////////////////////////////////////////////// public static void GenerateEffect_es(object target, int skillid) { // Get effects parameters int Power = Data.SkillBase[skillid].Properties1["es"]; int Probability = Data.SkillBase[skillid].Properties2["es"]; int Random = Seed.Next(1, 100); byte slot; // if effect succeeded if (Random <= Probability) { if (target.GetType().ToString() == "DarkEmu_GameServer.Systems") // player { Systems sys = target as Systems; if (sys.Character.State.Die == true) { return; } slot = sys.DeBuffGetFreeSlot(); sys.Character.Action.DeBuff.Effect.EffectID[slot] = EffectNumbers.SHOCKED; sys.Character.Action.DeBuff.Effect.SkillID[slot] = skillid; sys.StartEffectTimer(Power * 100, slot); sys.Send(Packet.EffectUpdate(sys.Character.Information.UniqueID, EffectNumbers.SHOCKED, true)); // Timer for burn state } else if (target.GetType().ToString() == "DarkEmu_GameServer.obj") // mob { obj os = target as obj; if (os.Die == true) { return; } slot = os.DeBuffGetFreeSlot(); os.DeBuff.Effect.EffectID[slot] = EffectNumbers.SHOCKED; os.DeBuff.Effect.SkillID[slot] = skillid; os.StartEffectTimer(Power * 100, slot); os.Send(Packet.EffectUpdate(os.UniqueID, EffectNumbers.SHOCKED, true)); // Burn timer // Add (character details). } } }
/////////////////////////////////////////////////////////////////////////// // Frostbite state /////////////////////////////////////////////////////////////////////////// #region Frost Bite public static void GenerateEffect_fb(object target, int skillid) { // Get effects parameters int Power = Data.SkillBase[skillid].Properties1["fb"]; int Probability = Data.SkillBase[skillid].Properties2["fb"]; int Random = Seed.Next(1, 100); byte slot; // if effect succeeded if (Random <= Probability) { if (target.GetType().ToString() == "DarkEmu_GameServer.Systems") // player { Systems sys = target as Systems; if (sys.Character.State.Die == true) { return; } slot = sys.DeBuffGetFreeSlot(); sys.Character.Action.DeBuff.Effect.EffectID[slot] = EffectNumbers.FROSTBITE; sys.Character.Action.DeBuff.Effect.SkillID[slot] = skillid; sys.StartEffectTimer(Power * 100, slot); sys.Send(Packet.EffectUpdate(sys.Character.Information.UniqueID, EffectNumbers.FROSTBITE, true)); // attack speed sys.Character.Speed.AttackSpeedModifier = 1.5; sys.Character.Speed.RunSpeed /= 2; sys.Character.Speed.WalkSpeed /= 2; sys.Character.Speed.BerserkSpeed /= 2; sys.Send(Packet.SetSpeed(sys.Character.Information.UniqueID, sys.Character.Speed.WalkSpeed, sys.Character.Speed.RunSpeed)); } else if (target.GetType().ToString() == "DarkEmu_GameServer.obj") // mob { obj os = target as obj; if (os.Die == true) { return; } slot = os.DeBuffGetFreeSlot(); os.DeBuff.Effect.EffectID[slot] = EffectNumbers.FROSTBITE; os.DeBuff.Effect.SkillID[slot] = skillid; //target.os.DeBuff.Effect.EffectPower[slot] = Power; os.StartEffectTimer(Power * 100, slot); os.Send(Packet.EffectUpdate(os.UniqueID, EffectNumbers.FROSTBITE, true)); // attack speed os.AttackSpeed = 1.5; // movement speed os.SpeedRun /= 2; os.SpeedWalk /= 2; //Set our bool active os.Frostbite = true; os.Send(Packet.SetSpeed(os.UniqueID, os.SpeedWalk, os.SpeedRun)); } } }