public void MeleeAttack(PlayerObject _target) { if (_target == null) 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: // needs to be changed Broadcast(new S.ObjectEffect { ObjectID = _target.ObjectID, Effect = SpellEffect.Entrapment }); break; case 2: // FireWorks Broadcast(new S.ObjectEffect { ObjectID = _target.ObjectID, Effect = SpellEffect.GreatFoxSpirit }); break; default: break; } } _target.Attacked(this, MeleeAttackDamage, DefenceType.None); if (_target.Dead) FindTarget(); }
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true) { 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) == 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 ((Settings.PvpCanResistMagic) && (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist)) { BroadcastDamageIndicator(DamageType.Miss); return 0; } if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) { BroadcastDamageIndicator(DamageType.Miss); return 0; } armour = GetAttackPower(MinMAC, MaxMAC); break; case DefenceType.MAC: if ((Settings.PvpCanResistMagic) && (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist)) { BroadcastDamageIndicator(DamageType.Miss); return 0; } armour = GetAttackPower(MinMAC, MaxMAC); break; case DefenceType.Agility: if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) { BroadcastDamageIndicator(DamageType.Miss); return 0; } break; } 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 (damageWeapon) attacker.DamageWeapon(); damage += attacker.AttackBonus; if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100)) { CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical }, CurrentLocation); damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10))); BroadcastDamageIndicator(DamageType.Critical); } if (Envir.Random.Next(100) < Reflect) { if (attacker.IsAttackTarget(this)) { 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 (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; if (attacker.LifeOnHit > 0) attacker.ChangeHP(attacker.LifeOnHit); if (attacker.HpDrainRate > 0) { attacker.HpDrain += Math.Max(0, ((float)(damage - armour) / 100) * attacker.HpDrainRate); if (attacker.HpDrain > 2) { int HpGain = (int)Math.Floor(attacker.HpDrain); attacker.ChangeHP(HpGain); attacker.HpDrain -= HpGain; } } for (int i = PoisonList.Count - 1; i >= 0; i--) { if (PoisonList[i].PType != PoisonType.LRParalysis) continue; PoisonList.RemoveAt(i); OperateTime = 0; } LastHitter = attacker; LastHitTime = Envir.Time + 10000; RegenTime = Envir.Time + RegenDelay; LogTime = Envir.Time + Globals.LogDelay; if (Envir.Time > BrownTime && PKPoints < 200 && !AtWar(attacker)) attacker.BrownTime = Envir.Time + Settings.Minute; ushort LevelOffset = (byte)(Level > attacker.Level ? 0 : Math.Min(10, attacker.Level - Level)); if (attacker.HasParalysisRing && type != DefenceType.MAC && type != DefenceType.MACAgility && 1 == Envir.Random.Next(1, 15)) { ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 }, attacker); } if ((attacker.Freezing > 0) && (Settings.PvpCanFreeze) && type != DefenceType.MAC && type != DefenceType.MACAgility) { if ((Envir.Random.Next(Settings.FreezingAttackWeight) < attacker.Freezing) && (Envir.Random.Next(LevelOffset) == 0)) ApplyPoison(new Poison { PType = PoisonType.Slow, Duration = Math.Min(10, (3 + Envir.Random.Next(attacker.Freezing))), TickSpeed = 1000 }, attacker); } if (attacker.PoisonAttack > 0 && type != DefenceType.MAC && type != DefenceType.MACAgility) { if ((Envir.Random.Next(Settings.PoisonAttackWeight) < attacker.PoisonAttack) && (Envir.Random.Next(LevelOffset) == 0)) ApplyPoison(new Poison { PType = PoisonType.Green, Duration = 5, TickSpeed = 1000, Value = Math.Min(10, 3 + Envir.Random.Next(attacker.PoisonAttack)) }, attacker); } attacker.GatherElement(); 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 void MassAttack(PlayerObject _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(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true) { 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 ((Settings.PvpCanResistMagic) && (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 ((Settings.PvpCanResistMagic) && (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 (damageWeapon) attacker.DamageWeapon(); if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100)) { CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical },CurrentLocation); damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10))); } 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; if (attacker.LifeOnHit > 0) attacker.ChangeHP(attacker.LifeOnHit); if (attacker.HpDrainRate > 0) { attacker.HpDrain += Math.Max(0, ((float)(damage - armour) / 100) * attacker.HpDrainRate); if (attacker.HpDrain > 2) { int HpGain = (int)Math.Floor(attacker.HpDrain); attacker.ChangeHP(HpGain); attacker.HpDrain -= HpGain; } } LastHitter = attacker; LastHitTime = Envir.Time + 10000; RegenTime = Envir.Time + RegenDelay; if (Envir.Time > BrownTime && PKPoints < 200 && !CurrentMap.Info.Fight) attacker.BrownTime = Envir.Time + Settings.Minute; if (attacker.HasParalysisRing && 1 == Envir.Random.Next(1, 15)) ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 }, attacker); byte LevelOffset = (byte)(Level > attacker.Level ? 0 : Math.Min(10,attacker.Level - Level)); if ((attacker.Freezing > 0) && (Settings.PvpCanFreeze)) if ((Envir.Random.Next(Settings.FreezingAttackWeight) < attacker.Freezing) && (Envir.Random.Next(LevelOffset) == 0)) ApplyPoison(new Poison { PType = PoisonType.Slow, Duration = Math.Min(10,(3 + Envir.Random.Next(attacker.Freezing))), TickSpeed = 1000}, attacker); if (attacker.PoisonAttack > 0) if ((Envir.Random.Next(Settings.PoisonAttackWeight) < attacker.PoisonAttack) && (Envir.Random.Next(LevelOffset) == 0)) ApplyPoison(new Poison { PType = PoisonType.Green, Duration = 5, TickSpeed = 1000 , Value = Math.Min(10, 3 + Envir.Random.Next(attacker.PoisonAttack))}, attacker); 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; }