public void MeleeAttack(MonsterObject _target) { if (_target == null) return; if (!uniqueAI.IgnorePets) MeleeAttackDamage += DamageToPets; else return; Direction = Functions.DirectionFromPoint(CurrentLocation, _target.CurrentLocation); Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation }); if (MeleeAttackDamage == 0) return; if (uniqueAI != null && uniqueAI.MeleeAttackEffect > 0) { switch (uniqueAI.MeleeAttackEffect) { case 1: // Effect 1 Broadcast(new S.ObjectEffect { ObjectID = _target.ObjectID, Effect = SpellEffect.Entrapment }); break; case 2: // Effect 2 Broadcast(new S.ObjectEffect { ObjectID = _target.ObjectID, Effect = SpellEffect.GreatFoxSpirit }); break; default: break; } } _target.Attacked(this, MeleeAttackDamage, DefenceType.ACAgility); if (_target.Dead) FindTarget(); MeleeAttackDamage = uniqueAI.MeleeAttackDamage; }
public void MassAttack(MonsterObject _target) { if (_target == null) return; switch (uniqueAI.MassAttackEffect) { case 2: Broadcast(new S.ObjectEffect { ObjectID = _target.ObjectID, Effect = SpellEffect.GreatFoxSpirit }); break; default: break; } _target.Attacked(this, MassAttackDamage, DefenceType.None); }
public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility) { int armour = 0; switch (type) { case DefenceType.ACAgility: if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0; armour = GetAttackPower(MinAC, MaxAC); break; case DefenceType.AC: armour = GetAttackPower(MinAC, MaxAC); break; case DefenceType.MACAgility: if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist) return 0; if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0; armour = GetAttackPower(MinMAC, MaxMAC); break; case DefenceType.MAC: if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist) return 0; armour = GetAttackPower(MinAC, MaxAC); break; case DefenceType.Agility: if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0; break; } if (Envir.Random.Next(100) < Reflect) { attacker.Attacked(this, damage, type, false); CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect },CurrentLocation); return 0; } if (MagicShield) damage -= damage * (MagicShieldLv + 2) / 10; if (armour >= damage) return 0; MagicShieldTime -= (damage - armour) * 60; LastHitter = attacker.Master ?? attacker; LastHitTime = Envir.Time + 10000; RegenTime = Envir.Time + RegenDelay; DamageDura(); ActiveBlizzard = false; Enqueue(new S.Struck { AttackerID = attacker.ObjectID }); Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation }); // ChangeHP(armour - damage); return damage - armour; }
public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility) { int armour = 0; if (Hidden) { for (int i = 0; i < Buffs.Count; i++) { switch (Buffs[i].Type) { //case BuffType.Hiding: case BuffType.MoonLight: case BuffType.DarkBody: Buffs[i].ExpireTime = 0; break; case BuffType.EnergyShield: int rate = Buffs[i].Values[0]; if (Envir.Random.Next(rate < 2 ? 2 : rate) == 0) { if (HP + ((ushort)Buffs[i].Values[1]) >= MaxHP) SetHP(MaxHP); else ChangeHP(Buffs[i].Values[1]); } break; } } } switch (type) { case DefenceType.ACAgility: if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) { BroadcastDamageIndicator(DamageType.Miss); return 0; } armour = GetAttackPower(MinAC, MaxAC); break; case DefenceType.AC: armour = GetAttackPower(MinAC, MaxAC); break; case DefenceType.MACAgility: if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist) { BroadcastDamageIndicator(DamageType.Miss); return 0; } if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) { return 0; } armour = GetAttackPower(MinMAC, MaxMAC); break; case DefenceType.MAC: if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist) { BroadcastDamageIndicator(DamageType.Miss); return 0; } armour = GetAttackPower(MinAC, MaxAC); break; case DefenceType.Agility: if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) { BroadcastDamageIndicator(DamageType.Miss); return 0; } break; } if (Envir.Random.Next(100) < Reflect) { attacker.Attacked(this, damage, type, false); CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect }, CurrentLocation); return 0; } armour = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(armour * ArmourRate)))); damage = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(damage * DamageRate)))); if (MagicShield) damage -= damage * (MagicShieldLv + 2) / 10; if (ElementalBarrier) damage -= damage * (ElementalBarrierLv + 1) / 10; if (armour >= damage) { BroadcastDamageIndicator(DamageType.Miss); return 0; } if (MagicShield) { MagicShieldTime -= (damage - armour) * 60; AddBuff(new Buff { Type = BuffType.MagicShield, Caster = this, ExpireTime = MagicShieldTime }); } ElementalBarrierTime -= (damage - armour) * 60; for (int i = PoisonList.Count - 1; i >= 0; i--) { if (PoisonList[i].PType != PoisonType.LRParalysis) continue; PoisonList.RemoveAt(i); OperateTime = 0; } LastHitter = attacker.Master ?? attacker; LastHitTime = Envir.Time + 10000; RegenTime = Envir.Time + RegenDelay; LogTime = Envir.Time + Globals.LogDelay; DamageDura(); ActiveBlizzard = false; ActiveReincarnation = false; CounterAttackCast(GetMagic(Spell.CounterAttack), LastHitter); Enqueue(new S.Struck { AttackerID = attacker.ObjectID }); Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation }); BroadcastDamageIndicator(DamageType.Hit, armour - damage); ChangeHP(armour - damage); return damage - armour; }
public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility) { int armour = 0; if (Hidden) { for (int i = 0; i < Buffs.Count; i++) { switch (Buffs[i].Type) { //case BuffType.Hiding: case BuffType.MoonLight: case BuffType.DarkBody: Buffs[i].ExpireTime = 0; break; } } } switch (type) { case DefenceType.ACAgility: if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0; armour = GetAttackPower(MinAC, MaxAC); break; case DefenceType.AC: armour = GetAttackPower(MinAC, MaxAC); break; case DefenceType.MACAgility: if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist) return 0; if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0; armour = GetAttackPower(MinMAC, MaxMAC); break; case DefenceType.MAC: if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist) return 0; armour = GetAttackPower(MinAC, MaxAC); break; case DefenceType.Agility: if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0; break; } if (Envir.Random.Next(100) < Reflect) { attacker.Attacked(this, damage, type, false); CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect }, CurrentLocation); return 0; } armour = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(armour * ArmourRate)))); damage = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(damage * DamageRate)))); if (MagicShield) damage -= damage * (MagicShieldLv + 2) / 10; if (ElementalBarrier) damage -= damage * (ElementalBarrierLv +1 ) / 10; if (EnergyShield) { int shieldDamage = damage * (EnergyShieldLv + 1) / 10; damage -= shieldDamage; if (attacker.IsAttackTarget(this)) { attacker.Attacked(this, shieldDamage, type, false); } } if (armour >= damage) return 0; MagicShieldTime -= (damage - armour) * 60; ElementalBarrierTime -= (damage - armour) * 60; EnergyShieldTime -= (damage - armour) * 60; LastHitter = attacker.Master ?? attacker; LastHitTime = Envir.Time + 10000; RegenTime = Envir.Time + RegenDelay; LogTime = Envir.Time + Globals.LogDelay; DamageDura(); ActiveBlizzard = false; ActiveReincarnation = false; CounterAttackCast(GetMagic(Spell.CounterAttack), LastHitter); Enqueue(new S.Struck { AttackerID = attacker.ObjectID }); Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation }); // ChangeHP(armour - damage); return damage - armour; }