示例#1
0
        public void LevelMagic(UserMagic magic)
        {
            byte exp = (byte)(Envir.Random.Next(3) + 1);

            if ((Settings.MentorSkillBoost) && (Info.Mentor != 0) && (Info.isMentor))
            {
                Buff buff = Buffs.Where(e => e.Type == BuffType.Mentee).FirstOrDefault();
                if (buff != null)
                {
                    CharacterInfo Mentor = Envir.GetCharacterInfo(Info.Mentor);
                    PlayerObject player = Envir.GetPlayer(Mentor.Name);
                    if (player.CurrentMap == CurrentMap && Functions.InRange(player.CurrentLocation, CurrentLocation, Globals.DataRange) && !player.Dead)
                        if (SkillNeckBoost == 1) exp *= 2;
                }
            }

            exp *= SkillNeckBoost;
            
            if (Level == 65535) exp = byte.MaxValue;

            int oldLevel = magic.Level;

            switch (magic.Level)
            {
                case 0:
                    if (Level < magic.Info.Level1)
                        return;

                    magic.Experience += exp;
                    if (magic.Experience >= magic.Info.Need1)
                    {
                        magic.Level++;
                        magic.Experience = (ushort)(magic.Experience - magic.Info.Need1);
                        RefreshStats();
                    }
                    break;
                case 1:
                    if (Level < magic.Info.Level2)
                        return;

                    magic.Experience += exp;
                    if (magic.Experience >= magic.Info.Need2)
                    {
                        magic.Level++;
                        magic.Experience = (ushort)(magic.Experience - magic.Info.Need2);
                        RefreshStats();
                    }
                    break;
                case 2:
                    if (Level < magic.Info.Level3)
                        return;

                    magic.Experience += exp;
                    if (magic.Experience >= magic.Info.Need3)
                    {
                        magic.Level++;
                        magic.Experience = 0;
                        RefreshStats();
                    }
                    break;
                default:
                    return;
            }

            if (oldLevel != magic.Level)
            {
                long delay = magic.GetDelay();
                Enqueue(new S.MagicDelay { Spell = magic.Spell, Delay = delay });
            }

            Enqueue(new S.MagicLeveled { Spell = magic.Spell, Level = magic.Level, Experience = magic.Experience });

        }
示例#2
0
        public void LevelMagic(UserMagic magic)
        {
            byte exp = (byte)(Envir.Random.Next(3) + 1);
            if (HasSkillNecklace) exp *= 3;
            if (Level == 255) exp = byte.MaxValue;

            int oldLevel = magic.Level;

            switch (magic.Level)
            {
                case 0:
                    if (Level < magic.Info.Level1)
                        return;

                    magic.Experience += exp;
                    if (magic.Experience >= magic.Info.Need1)
                    {
                        magic.Level++;
                        magic.Experience = (ushort)(magic.Experience - magic.Info.Need1);
                        RefreshStats();
                    }
                    break;
                case 1:
                    if (Level < magic.Info.Level2)
                        return;

                    magic.Experience += exp;
                    if (magic.Experience >= magic.Info.Need2)
                    {
                        magic.Level++;
                        magic.Experience = (ushort)(magic.Experience - magic.Info.Need2);
                        RefreshStats();
                    }
                    break;
                case 2:
                    if (Level < magic.Info.Level3)
                        return;

                    magic.Experience += exp;
                    if (magic.Experience >= magic.Info.Need3)
                    {
                        magic.Level++;
                        magic.Experience = 0;
                        RefreshStats();
                    }
                    break;
                default:
                    return;
            }

            if (oldLevel != magic.Level)
            {
                long delay = magic.GetDelay();
                Enqueue(new S.MagicDelay { Spell = magic.Spell, Delay = delay });
            }

            Enqueue(new S.MagicLeveled { Spell = magic.Spell, Level = magic.Level, Experience = magic.Experience });
        }