示例#1
0
 public static void DoEquipRestoreBlood(GameClient client, int categoriy)
 {
     if (client.ClientData.CurrentLifeV <= 0)
     {
         GoodsData goodData = client.UsingEquipMgr.GetGoodsDataByCategoriy(client, categoriy);
         if (null != goodData)
         {
             List <MagicActionItem> magicActionItemList = UsingGoods.GetMagicActionListByGoodsID(goodData.GoodsID);
             if (magicActionItemList != null && magicActionItemList.Count > 0)
             {
                 MagicActionItem item = magicActionItemList[0];
                 if (MagicActionIDs.EXT_RESTORE_BLOOD == item.MagicActionID)
                 {
                     double cooldown = item.MagicActionParams[0];
                     if (cooldown * 1000.0 + (double)client.ClientData.SpecialEquipLastUseTicks < (double)TimeUtil.NOW())
                     {
                         client.ClientData.CurrentLifeV             = client.ClientData.LifeV;
                         client.ClientData.SpecialEquipLastUseTicks = TimeUtil.NOW();
                         GameManager.ClientMgr.NotifyImportantMsg(Global._TCPManager.MySocketListener, Global._TCPManager.TcpOutPacketPool, client, GLang.GetLang(531, new object[0]), GameInfoTypeIndexes.Hot, ShowGameInfoTypes.ErrAndBox, 0);
                     }
                 }
             }
         }
     }
 }
示例#2
0
        public static bool IfProcessSeveralTimesAction(int goodsID, string toType)
        {
            List <MagicActionItem> magicActionItemList = UsingGoods.GetMagicActionListByGoodsID(goodsID);
            bool result;

            if (magicActionItemList == null)
            {
                result = false;
            }
            else
            {
                bool IsModifyYuanBao = false;
                for (int i = 0; i < magicActionItemList.Count; i++)
                {
                    MagicActionItem item = magicActionItemList[i];
                    if (item.MagicActionID <= MagicActionIDs.ActionSeveralTimesBegin || item.MagicActionID >= MagicActionIDs.ActionSeveralTimesEnd)
                    {
                        return(false);
                    }
                    if (item.MagicActionID == MagicActionIDs.ADD_DJ)
                    {
                        IsModifyYuanBao = true;
                    }
                }
                result = (!StringUtil.IsEqualIgnoreCase(toType, "UseYuanBao") || !IsModifyYuanBao);
            }
            return(result);
        }
示例#3
0
        /// <summary>
        /// 被攻击时吸收一部分伤害(护身戒指)
        /// </summary>
        /// <param name="client">客户端对象</param>
        /// <param name="categoriy">装备类型</param>
        /// <param name="injure">传入的伤害值</param>
        /// <returns>抵消的伤害值</returns>
        public static int DoSubInJure(GameClient client, int categoriy, int injure)
        {
            GoodsData goodData = client.UsingEquipMgr.GetGoodsDataByCategoriy(client, categoriy);

            if (null == goodData)
            {
                return(0);
            }

            // 获取指定物品的公式列表
            List <MagicActionItem> magicActionItemList = UsingGoods.GetMagicActionListByGoodsID(goodData.GoodsID);

            if (null == magicActionItemList || magicActionItemList.Count <= 0)
            {
                return(0);
            }

            int    subInjure        = 0;
            int    magicValue       = 0;
            double percent          = 0;
            double magicToBloodRate = 0;

            MagicActionItem item = magicActionItemList[0];

            if (MagicActionIDs.EXT_SUB_INJURE == item.MagicActionID)
            {
                percent          = item.MagicActionParams[0];
                magicToBloodRate = item.MagicActionParams[1];
            }
            else
            {
                return(0);
            }

            if (percent <= 0 || magicToBloodRate <= 0)
            {
                return(0);
            }

            percent = percent / 100.0;

            // 计算伤害的抵消量
            magicValue = client.ClientData.CurrentMagicV;
            subInjure  = (int)Math.Min(injure * percent, magicValue / magicToBloodRate);

            int oldMagicV = client.ClientData.CurrentMagicV;

            // 减去消耗的魔法值
            client.ClientData.CurrentMagicV -= (int)(magicToBloodRate * subInjure);

            return(Math.Min(subInjure, injure));
        }
示例#4
0
        /// <summary>
        /// 生命值为0时,立即回复100%生命值
        /// </summary>
        /// <param name="client">客户端对象</param>
        /// <param name="categoriy">装备类型</param>
        public static void DoEquipRestoreBlood(GameClient client, int categoriy)
        {
            if (client.ClientData.CurrentLifeV > 0)
            {
                return;
            }

            GoodsData goodData = client.UsingEquipMgr.GetGoodsDataByCategoriy(client, categoriy);

            if (null == goodData)
            {
                return;
            }

            // 获取指定物品的公式列表
            List <MagicActionItem> magicActionItemList = UsingGoods.GetMagicActionListByGoodsID(goodData.GoodsID);

            if (null == magicActionItemList || magicActionItemList.Count <= 0)
            {
                return;
            }

            double          cooldown = 0;
            MagicActionItem item     = magicActionItemList[0];

            if (MagicActionIDs.EXT_RESTORE_BLOOD == item.MagicActionID)
            {
                cooldown = item.MagicActionParams[0];
            }
            else
            {
                return;
            }

            //判断是否处于冷却中,如果是则退出
            if ((cooldown * 1000) + client.ClientData.SpecialEquipLastUseTicks >= TimeUtil.NOW())
            {
                return;
            }

            // 恢复全部生命值
            client.ClientData.CurrentLifeV = client.ClientData.LifeV;

            //设置冷却时间
            client.ClientData.SpecialEquipLastUseTicks = TimeUtil.NOW();

            //提示用户复活戒指状态生效
            GameManager.ClientMgr.NotifyImportantMsg(Global._TCPManager.MySocketListener, Global._TCPManager.TcpOutPacketPool,
                                                     client, Global.GetLang("复活戒指状态生效"), GameInfoTypeIndexes.Hot, ShowGameInfoTypes.ErrAndBox, 0);
        }
示例#5
0
 public static void DoEquipExtAttack(GameClient client, int categoriy, int enemy)
 {
     if (-1 != enemy)
     {
         GoodsData goodData = client.UsingEquipMgr.GetGoodsDataByCategoriy(client, categoriy);
         if (null != goodData)
         {
             List <MagicActionItem> magicActionItemList = UsingGoods.GetMagicActionListByGoodsID(goodData.GoodsID);
             if (magicActionItemList != null && magicActionItemList.Count > 0)
             {
                 MagicActionItem item = magicActionItemList[0];
                 if (MagicActionIDs.EXT_ATTACK_MABI == item.MagicActionID)
                 {
                     double percent = item.MagicActionParams[0];
                     double time    = item.MagicActionParams[1];
                     if ((double)Global.GetRandomNumber(0, 101) <= percent)
                     {
                         int nOcc = Global.CalcOriginalOccupationID(client);
                         if (0 != nOcc)
                         {
                             percent *= 0.5;
                         }
                         if (-1 != enemy)
                         {
                             GSpriteTypes st = Global.GetSpriteType((uint)enemy);
                             if (st != GSpriteTypes.Monster)
                             {
                                 if (st == GSpriteTypes.Other)
                                 {
                                     GameClient enemyClient = GameManager.ClientMgr.FindClient(enemy);
                                     if (null != enemyClient)
                                     {
                                         enemyClient.ClientData.DongJieStart   = TimeUtil.NOW();
                                         enemyClient.ClientData.DongJieSeconds = (int)time;
                                         GameManager.ClientMgr.NotifyRoleStatusCmd(Global._TCPManager.MySocketListener, Global._TCPManager.TcpOutPacketPool, enemyClient, 2, enemyClient.ClientData.DongJieStart, enemyClient.ClientData.DongJieSeconds, 0.0);
                                     }
                                 }
                             }
                         }
                     }
                 }
             }
         }
     }
 }
示例#6
0
        public static int DoSubInJure(GameClient client, int categoriy, int injure)
        {
            GoodsData goodData = client.UsingEquipMgr.GetGoodsDataByCategoriy(client, categoriy);
            int       result;

            if (null == goodData)
            {
                result = 0;
            }
            else
            {
                List <MagicActionItem> magicActionItemList = UsingGoods.GetMagicActionListByGoodsID(goodData.GoodsID);
                if (magicActionItemList == null || magicActionItemList.Count <= 0)
                {
                    result = 0;
                }
                else
                {
                    MagicActionItem item = magicActionItemList[0];
                    if (MagicActionIDs.EXT_SUB_INJURE == item.MagicActionID)
                    {
                        double percent          = item.MagicActionParams[0];
                        double magicToBloodRate = item.MagicActionParams[1];
                        if (percent <= 0.0 || magicToBloodRate <= 0.0)
                        {
                            result = 0;
                        }
                        else
                        {
                            percent /= 100.0;
                            int magicValue = client.ClientData.CurrentMagicV;
                            int subInjure  = (int)Math.Min((double)injure * percent, (double)magicValue / magicToBloodRate);
                            int oldMagicV  = client.ClientData.CurrentMagicV;
                            client.ClientData.CurrentMagicV -= (int)(magicToBloodRate * (double)subInjure);
                            result = Math.Min(subInjure, injure);
                        }
                    }
                    else
                    {
                        result = 0;
                    }
                }
            }
            return(result);
        }
示例#7
0
        /// <summary>
        /// 攻击时附加的效果(麻痹戒指附加一定几率的麻痹效果)
        /// </summary>
        /// <param name="client">客户端对象</param>
        /// <param name="categoriy">装备类型</param>
        /// <param name="enemy">释放目标</param>
        public static void DoEquipExtAttack(GameClient client, int categoriy, int enemy)
        {
            if (-1 == enemy)
            {
                return;
            }

            double time    = 0;
            double percent = 0;

            GoodsData goodData = client.UsingEquipMgr.GetGoodsDataByCategoriy(client, categoriy);

            if (null == goodData)
            {
                return;
            }

            // 获取指定物品的公式列表
            List <MagicActionItem> magicActionItemList = UsingGoods.GetMagicActionListByGoodsID(goodData.GoodsID);

            if (null == magicActionItemList || magicActionItemList.Count <= 0)
            {
                return;
            }

            MagicActionItem item = magicActionItemList[0];

            if (MagicActionIDs.EXT_ATTACK_MABI == item.MagicActionID)
            {
                percent = item.MagicActionParams[0];
                time    = item.MagicActionParams[1];
            }
            else
            {
                return;
            }

            if (Global.GetRandomNumber(0, 101) > percent)
            {
                return;
            }

            // 属性改造 加上一级属性公式 区分职业[8/15/2013 LiaoWei]
            int nOcc = Global.CalcOriginalOccupationID(client);

            if (0 != nOcc)
            {
                percent = percent * 0.5;
            }

            //判断是否找到了敌人
            if (-1 != enemy)
            {
                //根据敌人ID判断对方是系统爆的怪还是其他玩家
                GSpriteTypes st = Global.GetSpriteType((UInt32)enemy);
                if (st == GSpriteTypes.Monster)
                {
                    /*Monster enemyMonster = GameManager.MonsterMgr.FindMonster(client.ClientData.MapCode, enemy);
                     * if (null != enemyMonster)
                     * {
                     * }*/
                }
                else if (st == GSpriteTypes.Other)
                {
                    GameClient enemyClient = GameManager.ClientMgr.FindClient(enemy);
                    if (null != enemyClient)
                    {
                        enemyClient.ClientData.DongJieStart   = TimeUtil.NOW();
                        enemyClient.ClientData.DongJieSeconds = (int)time;

                        //发送角色冻结状态命令
                        GameManager.ClientMgr.NotifyRoleStatusCmd(Global._TCPManager.MySocketListener, Global._TCPManager.TcpOutPacketPool, enemyClient,
                                                                  (int)RoleStatusIDs.DongJie, enemyClient.ClientData.DongJieStart, enemyClient.ClientData.DongJieSeconds);
                    }
                }
            }
        }