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C# GameLiving.GetModified方法代码示例

本文整理汇总了C#中GameLiving.GetModified方法的典型用法代码示例。如果您正苦于以下问题:C# GameLiving.GetModified方法的具体用法?C# GameLiving.GetModified怎么用?C# GameLiving.GetModified使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GameLiving的用法示例。


在下文中一共展示了GameLiving.GetModified方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: CalcValue

		public override int CalcValue(GameLiving living, eProperty property)
		{
			int abs = Math.Min(living.BaseBuffBonusCategory[(int)property]
				- living.DebuffCategory[(int)property]
				+ living.ItemBonus[(int)property]
				+ living.AbilityBonus[(int)property], 50);

			if (living is GameNPC)
			{
				if (living.Level >= 30) abs += 27;
				else if (living.Level >= 20) abs += 19;
				else if (living.Level >= 10) abs += 10;

				abs += (living.GetModified(eProperty.Constitution)
					+ living.GetModified(eProperty.Dexterity) - 120) / 12;
			}

			return abs;
		}
开发者ID:dudemanvox,项目名称:Dawn-of-Light-Server,代码行数:19,代码来源:ArmorAbsorbtionCalculator.cs

示例2: CalcValue

		public override int CalcValue(GameLiving living, eProperty property)
		{
			int abs = Math.Min(living.BaseBuffBonusCategory[(int)property]
				- living.DebuffCategory[(int)property]
				+ living.ItemBonus[(int)property]
				+ living.AbilityBonus[(int)property], 50);


            bool bTest = false;
            if (living is GamePlayer)
            {
                GamePlayer player = (GamePlayer)living;
                if (player.TempProperties.getProperty<string>(GamePlayer.AFK_MESSAGE) == "test") bTest = true;
            }

            if (bTest)
            {
                GamePlayer player = (GamePlayer)living;
                player.Out.SendMessage("/// ArmorAbsorptionCalculator ///", eChatType.CT_System, eChatLoc.CL_SystemWindow);
                player.Out.SendMessage("living.BaseBuffBonusCategory[(int)property] : " + living.BaseBuffBonusCategory[(int)property], eChatType.CT_System, eChatLoc.CL_SystemWindow);
                player.Out.SendMessage("living.DebuffCategory[(int)property] : " + living.DebuffCategory[(int)property], eChatType.CT_System, eChatLoc.CL_SystemWindow);
                player.Out.SendMessage("living.ItemBonus[(int)property] : " + living.ItemBonus[(int)property], eChatType.CT_System, eChatLoc.CL_SystemWindow);
                player.Out.SendMessage("living.AbilityBonus[(int)property] : " + living.AbilityBonus[(int)property], eChatType.CT_System, eChatLoc.CL_SystemWindow);

                player.Out.SendMessage("int abs = Math.Min(living.BaseBuffBonusCategory[(int)property] - living.DebuffCategory[(int)property] + living.ItemBonus[(int)property] + living.AbilityBonus[(int)property], 50); : " + abs, eChatType.CT_System, eChatLoc.CL_SystemWindow);

                
            }


			if (living is GameNPC)
			{
				if (living.Level >= 30) abs += 27;
				else if (living.Level >= 20) abs += 19;
				else if (living.Level >= 10) abs += 10;

				abs += (living.GetModified(eProperty.Constitution)
					+ living.GetModified(eProperty.Dexterity) - 120) / 12;
			}

			return abs;
		}
开发者ID:mynew4,项目名称:DAoC,代码行数:42,代码来源:ArmorAbsorbtionCalculator.cs

示例3: CalculateEnduranceCost

        /// <summary>
        /// Calculates endurance needed to use style
        /// </summary>
        /// <param name="living">The living doing the style</param>
        /// <param name="style">The style to be used</param>
        /// <param name="weaponSpd">The weapon speed</param>
        /// <returns>Endurance needed to use style</returns>
        public static int CalculateEnduranceCost(GameLiving living, Style style, int weaponSpd)
        {
            //[StephenxPimentel]
            //1.108 - Valhallas Blessing now has a 75% chance to not use endurance.

            // Apply Valkyrie RA5L effect
            ValhallasBlessingEffect ValhallasBlessing = living.EffectList.GetOfType<ValhallasBlessingEffect>();
            if (ValhallasBlessing != null && Util.Chance(75)) return 0;

            //Camelot Herald 1.90 : Battlemaster styles will now cost a flat amount of Endurance, regardless of weapon speed
            if (style.Spec == Specs.Battlemaster)
                return Math.Max(1, (int)Math.Ceiling((30 * style.EnduranceCost / 40) * living.GetModified(eProperty.FatigueConsumption) * 0.01));

            int fatCost = weaponSpd * style.EnduranceCost / 40;
            if (weaponSpd < 40)
                fatCost++;

            fatCost = (int)Math.Ceiling(fatCost * living.GetModified(eProperty.FatigueConsumption) * 0.01);
            return Math.Max(1, fatCost);
        }
开发者ID:mynew4,项目名称:DOLSharp,代码行数:27,代码来源:StyleProcessor.cs

示例4: Execute

        /// <summary>
        /// Action
        /// </summary>
        /// <param name="living"></param>
        public override void Execute(GameLiving living)
        {
            if (CheckPreconditions(living, DEAD | SITTING | MEZZED | STUNNED)) return;

            bool deactivate = false;
            AbstractServerRules rules = GameServer.ServerRules as AbstractServerRules;
            GamePlayer player = living as GamePlayer;
            GamePlayer target = living.TargetObject as GamePlayer;
            if (player.TargetObject == null || target == null)
            {
                player.Out.SendMessage("You must target a player to launch this spell!", eChatType.CT_SpellResisted, eChatLoc.CL_SystemWindow);
                return;
            }
            if (!GameServer.ServerRules.IsAllowedToAttack(living, target, true))
            {
                player.Out.SendMessage("You must select an enemy target!", eChatType.CT_SpellResisted, eChatLoc.CL_SystemWindow);
                return;
            }

            if (!living.IsWithinRadius(target, (int)(1500 * living.GetModified(eProperty.SpellRange) * 0.01)))
            {
                Message.ChatToOthers(living, "You are too far away from your target to use this ability!", eChatType.CT_SpellResisted);
                return;
            }
            SendCasterSpellEffectAndCastMessage(living, 3505, true);
            DamageTarget(target, living, 0);
            deactivate = true;
            GamePlayer m_oldtarget = target;
            GamePlayer m_newtarget = null;
            for (int x = 1; x < 5; x++)
            {
                if (m_newtarget != null)
                    m_oldtarget = m_newtarget;
                foreach (GamePlayer p in m_oldtarget.GetPlayersInRadius(500))
                {
                    if (p != m_oldtarget && p != living && GameServer.ServerRules.IsAllowedToAttack(living, p, true))
                    {
                        DamageTarget(p, living, x);
                        p.StartInterruptTimer(3000, AttackData.eAttackType.Spell, living);
                        m_newtarget = p;
                        break;
                    }
                }
            }
            if (deactivate)
                DisableSkill(living);
        }
开发者ID:uvbs,项目名称:Dawn-of-Light-core,代码行数:51,代码来源:ChainLightningAbilityHandler.cs

示例5: ExecuteStyle

		/// <summary>
		/// Executes the style of the given player. Prints
		/// out messages to the player notifying him of his success or failure.
		/// </summary>
		/// <param name="living">The living executing the styles</param>
		/// <param name="attackData">
		/// The AttackData that will be modified to contain the 
		/// new damage and the executed style.
		/// </param>
		/// <param name="weapon">The weapon used to execute the style</param>
		/// <returns>true if a style was performed, false if not</returns>
		public static bool ExecuteStyle(GameLiving living, AttackData attackData, InventoryItem weapon)
		{
			//First thing in processors, lock the objects you modify
			//This way it makes sure the objects are not modified by
			//several different threads at the same time!

			GamePlayer player = living as GamePlayer;
			lock (living)
			{
				//Does the player want to execute a style at all?
				if (attackData.Style == null)
					return false;

				if (weapon != null && weapon.Object_Type == (int)eObjectType.Shield)
				{
					attackData.AnimationId = (weapon.Hand != 1) ? attackData.Style.Icon : attackData.Style.TwoHandAnimation; // 2h shield?
				}
				int fatCost = 0;
				if (weapon != null)
					fatCost = CalculateEnduranceCost(living, attackData.Style, weapon.SPD_ABS);

				//Reduce endurance if styled attack missed
				switch (attackData.AttackResult)
				{
					case GameLiving.eAttackResult.Blocked:
					case GameLiving.eAttackResult.Evaded:
					case GameLiving.eAttackResult.Missed:
					case GameLiving.eAttackResult.Parried:
						if (player != null) //No mob endu lost yet
							living.Endurance -= Math.Max(1, fatCost / 2);
						return false;
				}

				//Ignore all other attack results
				if (attackData.AttackResult != GameLiving.eAttackResult.HitUnstyled
					&& attackData.AttackResult != GameLiving.eAttackResult.HitStyle)
					return false;

				//Did primary and backup style fail?
				if (!CanUseStyle(living, attackData.Style, weapon))
				{
					if (player != null)
					{
						// reduce players endurance, full endurance if failed style
						player.Endurance -= fatCost;

						//"You must be hidden to perform this style!"
						//Print a style-fail message
						player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "StyleProcessor.ExecuteStyle.ExecuteFail", attackData.Style.Name), eChatType.CT_YouHit, eChatLoc.CL_SystemWindow);
					}
					return false;
				}
				else
				{
					double effectivness = 1.0;
					if (attackData.Target is GameNPC && player != null)
					{
						IControlledBrain brain = ((GameNPC)attackData.Target).Brain as IControlledBrain;
						if (brain == null)
							effectivness *= 2;
					}

					//Style worked! Print out some nice info and add the damage! :)
					//Growth Rate * Style Spec * Effective Speed / Unstyled Damage Cap

					int styledDamageCap = 0;
					double factor = 1.0;

					//critical strike for rogue
					// from: http://www.classesofcamelot.com/other/styles/Styles.htm
					//Assassination styles (BS, BS2, PA) work differently than normal styles.  
					//Since these styles can only be used as an opener from stealth, these styles have had the DPS portion coded out 
					//and just add a static damage value.  This allows for assassins to use fast weapons and still hit hard with their assassination styles.  
					//Furthermore, since the assassination styles add a static damage amount, faster weapons actually allow for a higher DPS than slower 
					//weapons in this case.  Thus, one can debate the benefits of a slow assassination weapon versus a fast one.
					//
					//Backstab I Cap = ~5 + Critical Strike Spec * 14 / 3 + Nonstyle Cap
					//Backstab II Cap = 45 + Critical Strike Spec * 6 + Nonstyle Cap
					//Perforate Artery Cap = 75 + Critical Strike Spec * 9 + Nonstyle Cap
					//
					if (attackData.Target is GameNPC || attackData.Target is GamePlayer)
					{
						if (attackData.Style.Name == (LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "StyleProcessor.ExecuteStyle.StyleNameBackstab")))
						{
							factor = (5 + living.GetModifiedSpecLevel(Specs.Critical_Strike) * 14 / 3.0) / living.UnstyledDamageCap(weapon);
							attackData.StyleDamage = (int)Math.Max(1, attackData.UncappedDamage * factor * ServerProperties.Properties.CS_OPENING_EFFECTIVENESS);
                            styledDamageCap = (int)((5 + (living.GetModifiedSpecLevel(Specs.Critical_Strike) * 14 / 3.0 + living.UnstyledDamageCap(weapon))) * effectivness);
						}
						else if (attackData.Style.Name == (LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "StyleProcessor.ExecuteStyle.StyleNameBackstabII")))
//.........这里部分代码省略.........
开发者ID:boscorillium,项目名称:dol,代码行数:101,代码来源:StyleProcessor.cs

示例6: Start

		/// <summary>
		/// Start the stag on player
		/// </summary>
		/// <param name="living">The living object the effect is being started on</param>
		public override void Start(GameLiving living)
		{
			base.Start(living);

			m_originalModel = living.Model;

			if (living is GamePlayer)
			{
				if ((living as GamePlayer).Race == (int)eRace.Lurikeen)
					living.Model = 859;
				else living.Model = 583;
			}			


			double m_amountPercent = (m_level + 0.5 + Util.RandomDouble()) / 10; //+-5% random
			if (living is GamePlayer)
				m_amount = (int)((living as GamePlayer).CalculateMaxHealth(living.Level, living.GetModified(eProperty.Constitution)) * m_amountPercent);
			else m_amount = (int)(living.MaxHealth * m_amountPercent);

			living.BaseBuffBonusCategory[(int)eProperty.MaxHealth] += m_amount;
			living.Health += (int)(living.GetModified(eProperty.MaxHealth) * m_amountPercent);
			if (living.Health > living.MaxHealth) living.Health = living.MaxHealth;

			living.Emote(eEmote.StagFrenzy);

			if (living is GamePlayer)
			{
				(living as GamePlayer).Out.SendUpdatePlayer();
				(living as GamePlayer).Out.SendMessage(LanguageMgr.GetTranslation((living as GamePlayer).Client, "Effects.StagEffect.HuntsSpiritChannel"), eChatType.CT_YouHit, eChatLoc.CL_SystemWindow);
			}
		}
开发者ID:mynew4,项目名称:DAoC,代码行数:35,代码来源:StagEffect.cs

示例7: CalculateEffectDuration

		/// <summary>
		/// Calculates the effect duration in milliseconds
		/// </summary>
		/// <param name="target">The effect target</param>
		/// <param name="effectiveness">The effect effectiveness</param>
		/// <returns>The effect duration in milliseconds</returns>
		protected override int CalculateEffectDuration(GameLiving target, double effectiveness)
		{
			double duration = base.CalculateEffectDuration(target, effectiveness);
			duration *= target.GetModified(eProperty.StunDurationReduction) * 0.01;

			if (duration < 1)
				duration = 1;
			else if (duration > (Spell.Duration * 4))
				duration = (Spell.Duration * 4);
			return (int)duration;
		}
开发者ID:dudemanvox,项目名称:Dawn-of-Light-Server,代码行数:17,代码来源:CCSpellHandler.cs

示例8: DamageTarget

		private void DamageTarget(GameLiving target)
		{
			if (!GameServer.ServerRules.IsAllowedToAttack(owner, target, true))
				return;
			if (!target.IsAlive)
				return;
			if (ticktimer.IsAlive)
			{
				ticktimer.Stop();
				removeHandlers();
			}
			int dist = target.GetDistanceTo( new Point3D( traparea.X, traparea.Y, traparea.Z ) );
			double mod = 1;
			if (dist > 0)
				mod = 1 - ((double)dist / 350);

			int basedamage = (int)(effectiveness * mod);
			int resist = (int)(basedamage * target.GetModified(eProperty.Resist_Energy) * -0.01);
			int damage = basedamage + resist;


			GamePlayer player = owner as GamePlayer;
			if (player != null)
			{
				player.Out.SendMessage("You hit " + target.Name + " for " + damage + "(" + resist + ") points of damage!", eChatType.CT_YouHit, eChatLoc.CL_SystemWindow);
			}

			GamePlayer targetPlayer = target as GamePlayer;
			if (targetPlayer != null)
			{
				if (targetPlayer.IsStealthed)
					targetPlayer.Stealth(false);
			}

			foreach (GamePlayer p in target.GetPlayersInRadius(false, WorldMgr.VISIBILITY_DISTANCE))
			{
				p.Out.SendSpellEffectAnimation(owner, target, 7026, 0, false, 1);
				p.Out.SendCombatAnimation(owner, target, 0, 0, 0, 0, 0x14, target.HealthPercent);
			}

			//target.TakeDamage(owner, eDamageType.Energy, damage, 0);
			AttackData ad = new AttackData();
			ad.AttackResult = GameLiving.eAttackResult.HitUnstyled;
			ad.Attacker = owner;
			ad.Target = target;
			ad.DamageType = eDamageType.Energy;
			ad.Damage = damage;
			target.OnAttackedByEnemy(ad);
			owner.DealDamage(ad);
		}
开发者ID:Refizul,项目名称:DOL-Kheldron,代码行数:50,代码来源:DecimationTrap.cs

示例9: CalcValue

		public override int CalcValue(GameLiving living, eProperty property)
		{
			if (living is GamePlayer)
			{
				GamePlayer player = living as GamePlayer;
				int hpBase = player.CalculateMaxHealth(player.Level, player.GetModified(eProperty.Constitution));
				int buffBonus = living.BaseBuffBonusCategory[(int)property];
				if (buffBonus < 0) buffBonus = (int)((1 + (buffBonus / -100.0)) * hpBase)-hpBase;
				int itemBonus = living.ItemBonus[(int)property];
				int cap = Math.Max(player.Level * 4, 20) + // at least 20
						  Math.Min(living.ItemBonus[(int)eProperty.MaxHealthCapBonus], player.Level * 4);	
				itemBonus = Math.Min(itemBonus, cap);
                if (player.HasAbility(Abilities.ScarsOfBattle) && player.Level >= 40)
                {
                    int levelbonus = Math.Min(player.Level - 40, 10);
                    hpBase = (int)(hpBase * (100 + levelbonus) * 0.01);
                }
				int abilityBonus = living.AbilityBonus[(int)property];

				return Math.Max(hpBase + itemBonus + buffBonus + abilityBonus, 1); // at least 1
			}
			else if ( living is GameKeepComponent )
			{
				GameKeepComponent keepComp = living as GameKeepComponent;

				if (keepComp.Keep != null)
					return (keepComp.Keep.EffectiveLevel(keepComp.Keep.Level) + 1) * keepComp.Keep.BaseLevel * 200;

				return 0;
			}
			else if ( living is GameKeepDoor )
			{
				GameKeepDoor keepdoor = living as GameKeepDoor;

				if (keepdoor.Component != null && keepdoor.Component.Keep != null)
				{
					return (keepdoor.Component.Keep.EffectiveLevel(keepdoor.Component.Keep.Level) + 1) * keepdoor.Component.Keep.BaseLevel * 200;
				}

				return 0;

				//todo : use material too to calculate maxhealth
			}
			else if (living is GameNPC)
			{
				int hp = 0;

				if (living.Level<10)
				{
					hp = living.Level * 20 + 20 + living.BaseBuffBonusCategory[(int)property];	// default
				}
				else
				{
					// approx to original formula, thx to mathematica :)
					hp = (int)(50 + 11*living.Level + 0.548331 * living.Level * living.Level) + living.BaseBuffBonusCategory[(int)property];
					if (living.Level < 25)
						hp += 20;
				}

				int basecon = (living as GameNPC).Constitution;
				int conmod = 20; // at level 50 +75 con ~= +300 hit points

				// first adjust hitpoints based on base CON

				if (basecon != ServerProperties.Properties.GAMENPC_BASE_CON)
				{
					hp = Math.Max(1, hp + ((basecon - ServerProperties.Properties.GAMENPC_BASE_CON) * ServerProperties.Properties.GAMENPC_HP_GAIN_PER_CON));
				}

				// Now adjust for buffs

				// adjust hit points based on constitution difference from base con
				// modified from http://www.btinternet.com/~challand/hp_calculator.htm
				int conhp = hp + (conmod * living.Level * (living.GetModified(eProperty.Constitution) - basecon) / 250);

				// 50% buff / debuff cap
				if (conhp > hp * 1.5)
					conhp = (int)(hp * 1.5);
				else if (conhp < hp / 2)
					conhp = hp / 2;

				return conhp;
			}
            else
            {
                if (living.Level < 10)
                {
                    return living.Level * 20 + 20 + living.BaseBuffBonusCategory[(int)property];	// default
                }
                else
                {
                    // approx to original formula, thx to mathematica :)
                    int hp = (int)(50 + 11 * living.Level + 0.548331 * living.Level * living.Level) + living.BaseBuffBonusCategory[(int)property];
                    if (living.Level < 25)
                    {
                        hp += 20;
                    }
                    return hp;
                }
            }
//.........这里部分代码省略.........
开发者ID:Refizul,项目名称:DOL-Kheldron,代码行数:101,代码来源:MaxHealthCalculator.cs

示例10: ExecuteStyle

        /// <summary>
        /// Executes the style of the given player. Prints
        /// out messages to the player notifying him of his success or failure.
        /// </summary>
        /// <param name="living">The living executing the styles</param>
        /// <param name="attackData">
        /// The AttackData that will be modified to contain the 
        /// new damage and the executed style.
        /// </param>
        /// <param name="weapon">The weapon used to execute the style</param>
        /// <returns>true if a style was performed, false if not</returns>
        public static bool ExecuteStyle(GameLiving living, AttackData attackData, InventoryItem weapon)
        {
            //First thing in processors, lock the objects you modify
            //This way it makes sure the objects are not modified by
            //several different threads at the same time!

            GamePlayer player = living as GamePlayer;
            lock (living)
            {
                //Does the player want to execute a style at all?
                if (attackData.Style == null)
                    return false;

                if (weapon != null && weapon.Object_Type == (int)eObjectType.Shield)
                {
                    attackData.AnimationId = (weapon.Hand != 1) ? attackData.Style.Icon : attackData.Style.TwoHandAnimation; // 2h shield?
                }
                int fatCost = 0;
                if (weapon != null)
                    fatCost = CalculateEnduranceCost(living, attackData.Style, weapon.SPD_ABS);

                //Reduce endurance if styled attack missed
                switch (attackData.AttackResult)
                {
                    case GameLiving.eAttackResult.Blocked:
                    case GameLiving.eAttackResult.Evaded:
                    case GameLiving.eAttackResult.Missed:
                    case GameLiving.eAttackResult.Parried:
                        if (player != null) //No mob endu lost yet
                            living.Endurance -= Math.Max(1, fatCost / 2);
                        return false;
                }

                //Ignore all other attack results
                if (attackData.AttackResult != GameLiving.eAttackResult.HitUnstyled
                    && attackData.AttackResult != GameLiving.eAttackResult.HitStyle)
                    return false;

                //Did primary and backup style fail?
                if (!CanUseStyle(living, attackData.Style, weapon))
                {
                    if (player != null)
                    {
                        // reduce players endurance, full endurance if failed style
                        player.Endurance -= fatCost;

                        //"You must be hidden to perform this style!"
                        //Print a style-fail message
                        player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "StyleProcessor.ExecuteStyle.ExecuteFail", attackData.Style.Name), eChatType.CT_YouHit, eChatLoc.CL_SystemWindow);
                    }
                    return false;
                }
                else
                {
                    //Style worked! Print out some nice info and add the damage! :)
                    //Growth * Style Spec * Effective Speed / Unstyled Damage Cap

                    bool staticGrowth = attackData.Style.StealthRequirement;  //static growth is not a function of (effective) weapon speed
                    double absorbRatio = attackData.Damage / living.UnstyledDamageCap(weapon); //scaling factor for style damage
                    double effectiveWeaponSpeed = living.AttackSpeed(weapon) * 0.001;
                    double styleGrowth = Math.Max(0,attackData.Style.GrowthOffset + attackData.Style.GrowthRate * living.GetModifiedSpecLevel(attackData.Style.Spec));
                    double styleDamageBonus = living.GetModified(eProperty.StyleDamage) * 0.01 - 1;

                    if (staticGrowth)
                    {
                        if (living.AttackWeapon.Item_Type == Slot.TWOHAND)
                        {
                            styleGrowth = styleGrowth * 1.25 + living.WeaponDamage(living.AttackWeapon) * Math.Max(0,living.AttackWeapon.SPD_ABS - 21) * 10 / 66d;
                        }
                        attackData.StyleDamage = (int)(absorbRatio * styleGrowth * ServerProperties.Properties.CS_OPENING_EFFECTIVENESS);
                    }
                    else
                        attackData.StyleDamage = (int)(absorbRatio * styleGrowth * effectiveWeaponSpeed);

                    attackData.StyleDamage += (int)(attackData.Damage * styleDamageBonus);

                    //Eden - style absorb bonus
                    int absorb=0;
                    if(attackData.Target is GamePlayer && attackData.Target.GetModified(eProperty.StyleAbsorb) > 0)
                    {
                        absorb=(int)Math.Floor((double)attackData.StyleDamage * ((double)attackData.Target.GetModified(eProperty.StyleAbsorb)/100));
                        attackData.StyleDamage -= absorb;
                    }

                    //Increase regular damage by styledamage ... like on live servers
                    attackData.Damage += attackData.StyleDamage;

                    if (player != null)
                    {
//.........这里部分代码省略.........
开发者ID:mynew4,项目名称:DOLSharp,代码行数:101,代码来源:StyleProcessor.cs


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