public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true) { if (Target == null && attacker.IsAttackTarget(this)) { Target = attacker; } int armour = 0; 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(Agility + 1) > attacker.Accuracy) { BroadcastDamageIndicator(DamageType.Miss); return 0; } armour = GetAttackPower(MinMAC, MaxMAC); break; case DefenceType.MAC: armour = GetAttackPower(MinAC, MaxAC); 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)) { Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical}); damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10))); } if (armour >= damage) { BroadcastDamageIndicator(DamageType.Miss); return 0; } if (attacker.LifeOnHit > 0) attacker.ChangeHP(attacker.LifeOnHit); if (Target != this && attacker.IsAttackTarget(this)) { if (attacker.Info.MentalState == 2) { if (Functions.MaxDistance(CurrentLocation, attacker.CurrentLocation) < (8 - attacker.Info.MentalStateLvl)) Target = attacker; } else Target = attacker; } if (BindingShotCenter) ReleaseBindingShot(); ShockTime = 0; if (Master != null && Master != attacker) if (Envir.Time > Master.BrownTime && Master.PKPoints < 200) attacker.BrownTime = Envir.Time + Settings.Minute; if (EXPOwner == null || EXPOwner.Dead) EXPOwner = attacker; if (EXPOwner == attacker) EXPOwnerTime = Envir.Time + EXPOwnerDelay; ushort LevelOffset = (ushort)(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 && 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); } Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation }); 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; } } attacker.GatherElement(); if (attacker.Info.Mentor != 0 && attacker.Info.isMentor) { Buff buff = attacker.Buffs.Where(e => e.Type == BuffType.Mentor).FirstOrDefault(); if (buff != null) { CharacterInfo Mentee = Envir.GetCharacterInfo(attacker.Info.Mentor); PlayerObject player = Envir.GetPlayer(Mentee.Name); if (player.CurrentMap == attacker.CurrentMap && Functions.InRange(player.CurrentLocation, attacker.CurrentLocation, Globals.DataRange) && !player.Dead) { damage += ((damage / 100) * Settings.MentorDamageBoost); } } } BroadcastDamageIndicator(DamageType.Hit, armour - damage); ChangeHP(armour - damage); return armour - damage; }
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true) { if (Target == null && attacker.IsAttackTarget(this)) Target = attacker; 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(Agility + 1) > attacker.Accuracy) return 0; armour = GetAttackPower(MinMAC, MaxMAC); break; case DefenceType.MAC: armour = GetAttackPower(MinAC, MaxAC); break; case DefenceType.Agility: if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0; break; } armour = (int) (armour*PoisonRate); if (damageWeapon) attacker.DamageWeapon(); if (armour >= damage) return 0; if (attacker.LifeOnHit > 0) attacker.ChangeHP(attacker.LifeOnHit); if (Target != this && attacker.IsAttackTarget(this)) Target = attacker; ShockTime = 0; if (Master != null && Master != attacker) if (Envir.Time > Master.BrownTime && Master.PKPoints < 200) attacker.BrownTime = Envir.Time + Settings.Minute; if (EXPOwner == null || EXPOwner.Dead) EXPOwner = attacker; if (EXPOwner == attacker) EXPOwnerTime = Envir.Time + EXPOwnerDelay; if (attacker.HasParalysisRing && 1 == Envir.Random.Next(1, 15)) ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 }); Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation }); int additionalDamage = 0; if (attacker.ItemSets.Any(s => s.Set == ItemSet.RedOrchid && s.SetComplete)) { additionalDamage = (damage * 10) / 100; attacker.ChangeHP(additionalDamage); } ChangeHP(armour - (damage + additionalDamage)); return damage - armour; }
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 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; }
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 (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0; armour = GetAttackPower(MinMAC, MaxMAC); break; case DefenceType.MAC: armour = GetAttackPower(MinAC, MaxAC); break; case DefenceType.Agility: if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0; break; } if (damageWeapon) attacker.DamageWeapon(); if (MagicShield) damage -= damage*(MagicShieldLv + 2)/10; if (armour >= damage) return 0; MagicShieldTime -= (damage - armour) * 60; if (attacker.LifeOnHit > 0) attacker.ChangeHP(attacker.LifeOnHit); LastHitter = attacker; LastHitTime = Envir.Time + 10000; RegenTime = Envir.Time + RegenDelay; if (Envir.Time > BrownTime && PKPoints < 200) attacker.BrownTime = Envir.Time + Settings.Minute; DamageDura(); 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(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true) { if (Target == null && attacker.IsAttackTarget(this)) Target = attacker; 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(Agility + 1) > attacker.Accuracy) return 0; armour = GetAttackPower(MinMAC, MaxMAC); break; case DefenceType.MAC: armour = GetAttackPower(MinAC, MaxAC); break; case DefenceType.Agility: if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0; break; } armour = (int) (armour*PoisonRate); if (damageWeapon) attacker.DamageWeapon(); if (armour >= damage) return 0; if (attacker.LifeOnHit > 0) attacker.ChangeHP(attacker.LifeOnHit); if (Target != this && attacker.IsAttackTarget(this)) Target = attacker; ShockTime = 0; if (Master != null && Master != attacker) if (Envir.Time > Master.BrownTime && Master.PKPoints < 200) attacker.BrownTime = Envir.Time + Settings.Minute; if (EXPOwner == null || EXPOwner.Dead) EXPOwner = attacker; if (EXPOwner == attacker) EXPOwnerTime = Envir.Time + EXPOwnerDelay; Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation }); ChangeHP(armour - damage); return damage - armour; }
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true) { if (Target == null && attacker.IsAttackTarget(this)) { Target = attacker; } 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(Agility + 1) > attacker.Accuracy) return 0; armour = GetAttackPower(MinMAC, MaxMAC); break; case DefenceType.MAC: armour = GetAttackPower(MinAC, MaxAC); break; case DefenceType.Agility: if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0; break; } armour = (int) (armour*PoisonRate); if (damageWeapon) attacker.DamageWeapon(); if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100)) { Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical}); damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10))); } if (armour >= damage) return 0; if (attacker.LifeOnHit > 0) attacker.ChangeHP(attacker.LifeOnHit); if (Target != this && attacker.IsAttackTarget(this)) { if (attacker.Info.MentalState == 2) { if (Functions.MaxDistance(CurrentLocation, attacker.CurrentLocation) < (8 - attacker.Info.MentalStateLvl)) Target = attacker; } else Target = attacker; } if (BindingShotCenter) ReleaseBindingShot(); ShockTime = 0; if (Master != null && Master != attacker) if (Envir.Time > Master.BrownTime && Master.PKPoints < 200) attacker.BrownTime = Envir.Time + Settings.Minute; if (EXPOwner == null || EXPOwner.Dead) EXPOwner = attacker; if (EXPOwner == attacker) EXPOwnerTime = Envir.Time + EXPOwnerDelay; 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 && 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) { 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); } Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation }); 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; } } attacker.GatherElement();//ArcherSpells - Elemental system ChangeHP(armour - damage); return damage - armour; }
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true) { if (Target == null && attacker.IsAttackTarget(this)) { Target = attacker; } int armour = 0; 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(Agility + 1) > attacker.Accuracy) { BroadcastDamageIndicator(DamageType.Miss); return 0; } armour = GetAttackPower(MinMAC, MaxMAC); break; case DefenceType.MAC: armour = GetAttackPower(MinAC, MaxAC); 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; bool Crit = false; if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100)) { Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical}); damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10))); Crit = true; } if (armour >= damage) { BroadcastDamageIndicator(DamageType.Miss); return 0; } if (attacker.LifeOnHit > 0) attacker.ChangeHP(attacker.LifeOnHit); if (Target != this && attacker.IsAttackTarget(this)) { if (attacker.Info.MentalState == 2) { if (Functions.MaxDistance(CurrentLocation, attacker.CurrentLocation) < (8 - attacker.Info.MentalStateLvl)) Target = attacker; } else Target = attacker; } if (BindingShotCenter) ReleaseBindingShot(); ShockTime = 0; for (int i = PoisonList.Count - 1; i >= 0; i--) { if (PoisonList[i].PType != PoisonType.LRParalysis) continue; PoisonList.RemoveAt(i); OperateTime = 0; } if (Master != null && Master != attacker) if (Envir.Time > Master.BrownTime && Master.PKPoints < 200) attacker.BrownTime = Envir.Time + Settings.Minute; if (EXPOwner == null || EXPOwner.Dead) EXPOwner = attacker; if (EXPOwner == attacker) EXPOwnerTime = Envir.Time + EXPOwnerDelay; ushort LevelOffset = (ushort)(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 && 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); } Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation }); 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; } } attacker.GatherElement(); if (attacker.Info.Mentor != 0 && attacker.Info.isMentor) { Buff buff = attacker.Buffs.Where(e => e.Type == BuffType.Mentor).FirstOrDefault(); if (buff != null) { CharacterInfo Mentee = Envir.GetCharacterInfo(attacker.Info.Mentor); PlayerObject player = Envir.GetPlayer(Mentee.Name); if (player.CurrentMap == attacker.CurrentMap && Functions.InRange(player.CurrentLocation, attacker.CurrentLocation, Globals.DataRange) && !player.Dead) { damage += ((damage / 100) * Settings.MentorDamageBoost); } } } for (int i = 0; i < attacker.Pets.Count; i++) { MonsterObject ob = attacker.Pets[i]; if (IsAttackTarget(ob)) ob.Target = this; } #region Weapon Effects Pete107 26/1/2016 UserItem _item = attacker.Info.Equipment[(int)EquipmentSlot.Weapon]; Random randy = new Random(); if (_item != null && attacker != null && randy.Next(0, 100) >= 90) { switch (_item.Info.Effect) { case 0: break; case 1: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.FatalSword }, attacker.CurrentLocation); break; case 2: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Teleport }, attacker.CurrentLocation); break; case 3: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Healing }, attacker.CurrentLocation); break; case 4: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.RedMoonEvil }, attacker.CurrentLocation); break; case 5: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.TwinDrakeBlade }, attacker.CurrentLocation); break; case 6: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.MagicShieldUp }, attacker.CurrentLocation); break; case 7: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.MagicShieldDown }, attacker.CurrentLocation); break; case 8: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.GreatFoxSpirit }, attacker.CurrentLocation); break; case 9: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Entrapment }, attacker.CurrentLocation); break; case 10: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect }, attacker.CurrentLocation); break; case 11: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical }, attacker.CurrentLocation); break; case 12: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Mine }, attacker.CurrentLocation); break; case 13: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.ElementalBarrierUp }, attacker.CurrentLocation); break; case 14: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.ElementalBarrierDown }, attacker.CurrentLocation); break; case 15: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.DelayedExplosion }, attacker.CurrentLocation); break; case 16: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.MPEater }, attacker.CurrentLocation); break; case 17: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Hemorrhage }, attacker.CurrentLocation); break; case 18: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Bleeding }, attacker.CurrentLocation); break; case 19: CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.StormEscape }, attacker.CurrentLocation); break; default: break; } } #endregion if (Crit) BroadcastDamageIndicator(DamageType.Critical, armour - damage); else BroadcastDamageIndicator(DamageType.Hit, armour - damage); ChangeHP(armour - damage); return damage - armour; }