示例#1
0
        public int KillAllMobs(int mapid, bool damage)
        {
            int amount = 0;

            try
            {
                List <Mob> mobsBackup = new List <Mob>(Mobs);

                lock (mobsBackup)
                {
                    foreach (Mob mob in mobsBackup)
                    {
                        if (mob != null)
                        {
                            if (damage)
                            {
                                MobPacket.SendMobDamageOrHeal(mapid, mob.SpawnID, mob.HP, false);
                            }
                            mob.HP = 0;
                            mob.CheckDead();
                            amount++;
                        }
                    }
                }
                mobsBackup.Clear();
                mobsBackup = null;
            }
            catch { }
            return(amount);
        }
示例#2
0
        public static void HandleMeleeAttack(Character chr, Packet packet)
        {
            //Program.MainForm.LogAppend("Handling Melee");
            if (!ParseAttackData(chr, packet, out AttackData ad, AttackTypes.Melee))
            {
                return;
            }

            SendMeleeAttack(chr, ad);
            Mob    mob;
            bool   died;
            int    TotalDamage = 0;
            double MaxPossibleDamage;

            if (ad.SkillID != 0)
            {
                chr.Skills.UseMeleeAttack(ad.SkillID, ad);
            }

            bool pickPocketActivated = chr.PrimaryStats.HasBuff(Constants.ChiefBandit.Skills.Pickpocket);
            var  pickPocketSLD       = chr.Skills.GetSkillLevelData(Constants.ChiefBandit.Skills.Pickpocket, out byte pickPocketSkillLevel);
            bool pickOk = !ad.IsMesoExplosion && pickPocketActivated && pickPocketSkillLevel > 0 && pickPocketSLD != null;

            int StolenMP       = 0;
            int MpStealSkillID = chr.Skills.GetMpStealSkillData(2, out int MpStealProp, out int MpStealPercent, out byte MpStealLevel);

            List <Drop> dropsToPop = null;
            short       delayForMesoExplosionKill = 0;

            if (ad.SkillID == Constants.ChiefBandit.Skills.MesoExplosion)
            {
                byte items = packet.ReadByte();
                dropsToPop = new List <Drop>(items);
                byte i;
                for (i = 0; i < items; i++)
                {
                    int objectID = packet.ReadInt();
                    packet.Skip(1);

                    if (chr.Field.DropPool.Drops.TryGetValue(objectID, out var drop) &&
                        drop.Reward.Mesos)
                    {
                        dropsToPop.Add(drop);
                    }
                }

                delayForMesoExplosionKill = packet.ReadShort();
            }


            var  sld            = ad.SkillID == 0 ? null : DataProvider.Skills[ad.SkillID].Levels[ad.SkillLevel];
            long buffTime       = sld?.BuffTime * 1000 ?? 0;
            long buffExpireTime = MasterThread.CurrentTime + buffTime;

            bool IsSuccessRoll() => sld != null && (Rand32.Next() % 100) < sld.Property;


            foreach (var ai in ad.Attacks)
            {
                try
                {
                    TotalDamage = 0;
                    mob         = chr.Field.GetMob(ai.MobMapId);

                    if (mob == null)
                    {
                        continue;
                    }

                    bool boss = mob.Data.Boss;

                    if (MpStealPercent > 0)
                    {
                        StolenMP += mob.OnMobMPSteal(MpStealProp, MpStealPercent / ad.Targets);
                    }
                    if (pickOk)
                    {
                        mob.GiveMoney(chr, ai, ad.Hits);
                    }

                    foreach (var amount in ai.Damages)
                    {
                        mob.GiveDamage(chr, amount);
                        TotalDamage += amount;
                    }

                    if (TotalDamage == 0)
                    {
                        continue;
                    }

                    var maxDamage = 5 + (chr.Level * 6);
                    if (ad.SkillID == 0 && chr.Level < 10 && TotalDamage > maxDamage)
                    {
                        chr.PermaBan("Melee damage hack (low level), hit " + TotalDamage + " (max: " + maxDamage + ")");
                        return;
                    }

                    died = mob.CheckDead(ai.HitPosition, ad.IsMesoExplosion ? delayForMesoExplosionKill : ai.HitDelay, chr.PrimaryStats.BuffMesoUP.N);

                    //TODO sometimes when attacking without using a skill this gets triggered and throws a exception?
                    if (died || ad.SkillID <= 0)
                    {
                        continue;
                    }

                    if (ad.SkillID != 0)
                    {
                        MobStatus.MobStatValue addedStats = 0;

                        switch (ad.SkillID)
                        {
                        case Constants.DragonKnight.Skills.Sacrifice:
                        {
                            double percentSacrificed = sld.XValue / 100.0;
                            short  amountSacrificed  = (short)(TotalDamage * percentSacrificed);
                            chr.DamageHP(amountSacrificed);
                            break;
                        }

                        case Constants.Bandit.Skills.Steal:
                            if (!boss && IsSuccessRoll())
                            {
                                mob.GiveReward(chr.ID, 0, DropType.Normal, ai.HitPosition, ai.HitDelay, 0, true);
                            }
                            break;

                        // Debuffs

                        case Constants.Rogue.Skills.Disorder:

                            addedStats  = mob.Status.BuffPhysicalDamage.Set(ad.SkillID, (short)sld.XValue, buffExpireTime);
                            addedStats |= mob.Status.BuffPhysicalDefense.Set(ad.SkillID, (short)sld.XValue, buffExpireTime);
                            break;

                        case Constants.WhiteKnight.Skills.ChargeBlow:     // Not sure if this should add the stun
                        case Constants.Crusader.Skills.AxeComa:
                        case Constants.Crusader.Skills.SwordComa:
                        case Constants.Crusader.Skills.Shout:
                            if (!boss && IsSuccessRoll())
                            {
                                addedStats = mob.Status.BuffStun.Set(ad.SkillID, (short)-sld.BuffTime, buffExpireTime);
                            }
                            //is charge blow supposed to end the elemental charge buff?
                            break;

                        case Constants.Crusader.Skills.AxePanic:
                        case Constants.Crusader.Skills.SwordPanic:
                            if (!boss && IsSuccessRoll())
                            {
                                addedStats = mob.Status.BuffDarkness.Set(ad.SkillID, (short)1, buffExpireTime);
                                //darkness animation doesnt show in this ver?
                            }
                            break;
                        }

                        if (addedStats != 0)
                        {
                            MobPacket.SendMobStatsTempSet(mob, ai.HitDelay, addedStats);
                        }
                    }


                    if (StolenMP > 0)
                    {
                        chr.ModifyMP((short)StolenMP);
                        MapPacket.SendPlayerSkillAnimSelf(chr, MpStealSkillID, MpStealLevel);
                        MapPacket.SendPlayerSkillAnim(chr, MpStealSkillID, MpStealLevel);
                    }

                    if (ad.SkillID != 0)
                    {
                        MaxPossibleDamage = DamageFormula.MaximumMeleeDamage(chr, mob, ad.Targets, ad.SkillID);
                    }
                    else
                    {
                        MaxPossibleDamage = DamageFormula.MaximumMeleeDamage(chr, mob, ad.Targets);
                    }

                    if (TotalDamage > MaxPossibleDamage)
                    {
                        if (ReportDamagehack(chr, ad, TotalDamage, (int)MaxPossibleDamage))
                        {
                            return;
                        }
                    }
                }

                catch (Exception ex)
                {
                    Program.MainForm.LogAppend(ex.ToString());
                }
            }

            if (chr.PrimaryStats.BuffComboAttack.IsSet() && TotalDamage > 0)
            {
                if (ad.SkillID == Constants.Crusader.Skills.AxeComa ||
                    ad.SkillID == Constants.Crusader.Skills.SwordComa ||
                    ad.SkillID == Constants.Crusader.Skills.AxePanic ||
                    ad.SkillID == Constants.Crusader.Skills.SwordPanic)
                {
                    chr.PrimaryStats.BuffComboAttack.N = 1;
                    BuffPacket.SetTempStats(chr, BuffValueTypes.ComboAttack);
                    MapPacket.SendPlayerBuffed(chr, BuffValueTypes.ComboAttack);
                }
                else if (ad.SkillID != Constants.Crusader.Skills.Shout)
                {
                    if (chr.PrimaryStats.BuffComboAttack.N <= chr.PrimaryStats.BuffComboAttack.MaxOrbs)
                    {
                        chr.PrimaryStats.BuffComboAttack.N++;
                        BuffPacket.SetTempStats(chr, BuffValueTypes.ComboAttack);
                        MapPacket.SendPlayerBuffed(chr, BuffValueTypes.ComboAttack);
                    }
                }
            }


            switch (ad.SkillID)
            {
            case 0:                                                                                           // Normal wep
            {
                if (chr.Inventory.GetEquippedItemId((short)Constants.EquipSlots.Slots.Helm, true) == 1002258) // Blue Diamondy Bandana
                {
                    var mobs = chr.Field.GetMobsInRange(chr.Position, new Pos(-10000, -10000), new Pos(10000, 10000));

                    foreach (var m in mobs)
                    {
                        MobPacket.SendMobDamageOrHeal(chr.Field, m, 1337, false, false);

                        if (m.GiveDamage(chr, 1337))
                        {
                            m.CheckDead();
                        }
                    }
                }
                break;
            }

            case Constants.ChiefBandit.Skills.MesoExplosion:
            {
                byte i = 0;
                foreach (var drop in dropsToPop)
                {
                    var delay = (short)Math.Min(1000, delayForMesoExplosionKill + (100 * (i % 5)));
                    chr.Field.DropPool.RemoveDrop(drop, RewardLeaveType.Explode, delay);
                    i++;
                }
                break;
            }

            case Constants.WhiteKnight.Skills.ChargeBlow:
                if (IsSuccessRoll())
                {
                    // RIP. It cancels your charge
                    var removedBuffs = chr.PrimaryStats.RemoveByReference(chr.PrimaryStats.BuffCharges.R);
                    BuffPacket.SetTempStats(chr, removedBuffs);
                    MapPacket.SendPlayerBuffed(chr, removedBuffs);
                }
                break;

            case Constants.WhiteKnight.Skills.BwFireCharge:
            case Constants.WhiteKnight.Skills.BwIceCharge:
            case Constants.WhiteKnight.Skills.BwLitCharge:
            case Constants.WhiteKnight.Skills.SwordFireCharge:
            case Constants.WhiteKnight.Skills.SwordIceCharge:
            case Constants.WhiteKnight.Skills.SwordLitCharge:
            {
                var buff = chr.PrimaryStats.BuffCharges.Set(
                    ad.SkillID,
                    sld.XValue,
                    BuffStat.GetTimeForBuff(1000 * sld.BuffTime)
                    );
                BuffPacket.SetTempStats(chr, buff);
                MapPacket.SendPlayerBuffed(chr, buff);
                break;
            }

            case Constants.DragonKnight.Skills.DragonRoar:
            {
                // Apply stun
                var buff = chr.PrimaryStats.BuffStun.Set(
                    ad.SkillID,
                    1,
                    BuffStat.GetTimeForBuff(1000 * sld.YValue)
                    );
                BuffPacket.SetTempStats(chr, buff);
                MapPacket.SendPlayerBuffed(chr, buff);
                break;
            }
            }
        }
示例#3
0
        public static void HandleCharacterDamage(Character chr, Packet pr)
        {
            //1A FF 03 00 00 00 00 00 00 00 00 04 87 01 00 00 00
            sbyte attack         = pr.ReadSByte();
            int   damage         = pr.ReadInt();
            int   reducedDamage  = damage;
            int   actualHPEffect = -damage;
            int   actualMPEffect = 0;
            int   healSkillId    = 0;
            Mob   mob            = null;

            if (chr.AssertForHack(damage < -1, "Less than -1 (" + damage + ") damage in HandleCharacterDamage"))
            {
                return;
            }

            if (chr.PrimaryStats.HP == 0)
            {
                return;
            }

            byte mobSkillId = 0, mobSkillLevel = 0;

            if (attack <= -2)
            {
                mobSkillLevel = pr.ReadByte();
                mobSkillId    = pr.ReadByte(); // (short >> 8)

                Trace.WriteLine($"Got a hit with {attack} attack, mobSkillLevel {mobSkillLevel}, mobSkillId {mobSkillId}");
            }
            else
            {
                int magicAttackElement = 0;
                if (pr.ReadBool())
                {
                    magicAttackElement = pr.ReadInt();
                    // 0 = no element (Grendel the Really Old, 9001001)
                    // 1 = Ice (Celion? blue, 5120003)
                    // 2 = Lightning (Regular big Sentinel, 3000000)
                    // 3 = Fire (Fire sentinel, 5200002)
                }

                var mobMapId = pr.ReadInt();
                var mobId    = pr.ReadInt();

                mob = chr.Field.GetMob(mobMapId);
                if (mob == null ||
                    mobId != mob.MobID)
                {
                    return;
                }

                // Newer ver: int nCalcDamageMobStatIndex
                var stance      = pr.ReadByte();
                var isReflected = pr.ReadBool();

                byte  reflectHitAction = 0;
                short reflectX = 0, reflectY = 0;
                if (isReflected)
                {
                    reflectHitAction = pr.ReadByte();
                    reflectX         = pr.ReadShort();
                    reflectY         = pr.ReadShort();
                }

                if (chr.PrimaryStats.BuffMagicGuard.HasReferenceId(Constants.Magician.Skills.MagicGuard) &&
                    chr.PrimaryStats.MP > 0)
                {
                    // Absorbs X amount of damage. :)
                    var  skillId = chr.PrimaryStats.BuffMagicGuard.R;
                    byte skillLevel;
                    var  sld = chr.Skills.GetSkillLevelData(skillId, out skillLevel);

                    int damageEaten = (int)Math.Round((damage * (sld.XValue / 100.0d)));

                    // MagicGuard doesn't show reduced damage.


                    Trace.WriteLine($"Reducing damage by MG. Reflected {damageEaten}");

                    //Program.MainForm.LogAppend("MG Damage before change: " + actualHPEffect);
                    actualHPEffect += damageEaten;
                    //Program.MainForm.LogAppend("MG Damage after change: " + actualHPEffect);
                    actualMPEffect = -damageEaten;

                    healSkillId = skillId;
                }

                if (chr.PrimaryStats.BuffPowerGuard.HasReferenceId(Constants.Fighter.Skills.PowerGuard) ||
                    chr.PrimaryStats.BuffPowerGuard.HasReferenceId(Constants.Page.Skills.PowerGuard))
                {
                    var  skillId = chr.PrimaryStats.BuffPowerGuard.R;
                    byte skillLevel;
                    var  sld = chr.Skills.GetSkillLevelData(skillId, out skillLevel);

                    int damageReflectedBack = (int)(damage * (sld.XValue / 100.0d));

                    if (damageReflectedBack > mob.MaxHP)
                    {
                        damageReflectedBack = (int)(mob.MaxHP * 0.1);
                    }

                    if (mob.IsBoss)
                    {
                        damageReflectedBack /= 2;
                    }

                    mob.GiveDamage(chr, damageReflectedBack);
                    MobPacket.SendMobDamageOrHeal(chr, mobId, damageReflectedBack, false, false);

                    mob.CheckDead(mob.Position);

                    Trace.WriteLine($"Reducing damage by PG. Reflected {damageReflectedBack}");
                    actualHPEffect += damageReflectedBack; // Buff 'damaged' hp, so its less
                    healSkillId     = skillId;
                }


                if (chr.PrimaryStats.BuffMesoGuard.IsSet())
                {
                    var skillId = Constants.ChiefBandit.Skills.MesoGuard;
                    var sld     = chr.Skills.GetSkillLevelData(
                        skillId,
                        out var skillLevel
                        );

                    if (sld != null)
                    {
                        var percentage = sld.XValue;

                        var damageReduction = reducedDamage / 2;
                        var mesoLoss        = damageReduction * percentage / 100;
                        if (damageReduction != 0)
                        {
                            var playerMesos    = chr.Inventory.Mesos;
                            var maxMesosUsable = Math.Min(chr.PrimaryStats.BuffMesoGuard.MesosLeft, playerMesos);
                            if (mesoLoss > maxMesosUsable)
                            {
                                // New calculation. in our version it should actually 'save' the
                                // mesos for a bit.
                                damageReduction = 100 * maxMesosUsable / percentage;
                                mesoLoss        = maxMesosUsable;
                            }

                            if (mesoLoss > 0)
                            {
                                chr.PrimaryStats.BuffMesoGuard.MesosLeft -= mesoLoss;
                                MesosTransfer.PlayerUsedSkill(chr.ID, mesoLoss, skillId);

                                chr.AddMesos(-(mesoLoss), false);

                                Trace.WriteLine($"Reducing damage by mesos. Mesos: {mesoLoss}, maxMesos {maxMesosUsable}, reduction {damageReduction}");
                                actualHPEffect += damageReduction;
                                reducedDamage  -= reducedDamage;
                            }

                            if (chr.PrimaryStats.BuffMesoGuard.MesosLeft <= 0)
                            {
                                // Debuff when out of mesos
                                chr.PrimaryStats.RemoveByReference(skillId);
                            }
                        }
                    }
                }

                SendCharacterDamageByMob(
                    chr,
                    attack,
                    damage,
                    reducedDamage,
                    healSkillId,
                    mobMapId,
                    mobId,
                    stance,
                    isReflected,
                    reflectHitAction,
                    reflectX,
                    reflectY
                    );
            }

            Trace.WriteLine($"Showing damage: {reducedDamage}, {damage}");
            Trace.WriteLine($"Applying damage: HP {actualHPEffect}, MP: {actualMPEffect}");

            if (actualHPEffect < 0)
            {
                chr.ModifyHP((short)actualHPEffect);
            }
            if (actualMPEffect < 0)
            {
                chr.ModifyMP((short)actualMPEffect);
            }

            if (mobSkillLevel != 0 && mobSkillId != 0)
            {
                // Check if the skill exists and has any extra effect.

                if (!DataProvider.MobSkills.TryGetValue(mobSkillId, out var skillLevels))
                {
                    return;
                }

                // Still going strong
                if (!skillLevels.TryGetValue(mobSkillLevel, out var msld))
                {
                    return;
                }
                OnStatChangeByMobSkill(chr, msld);
            }
            else if (mob != null)
            {
                // CUser::OnStatChangeByMobAttack
                if (mob.Data.Attacks == null ||
                    !mob.Data.Attacks.TryGetValue((byte)attack, out var mad))
                {
                    return;
                }
                // Okay, we've got an attack...
                if (mad.Disease <= 0)
                {
                    return;
                }

                // Shit's poisonous!
                // Hmm... We could actually make snails give buffs... hurr

                if (!DataProvider.MobSkills.TryGetValue(mad.Disease, out var skillLevels))
                {
                    return;
                }

                // Still going strong
                if (!skillLevels.TryGetValue(mad.SkillLevel, out var msld))
                {
                    return;
                }
                OnStatChangeByMobSkill(chr, msld);
            }
        }