本文整理汇总了C#中GameLiving.GetResistTypeForDamage方法的典型用法代码示例。如果您正苦于以下问题:C# GameLiving.GetResistTypeForDamage方法的具体用法?C# GameLiving.GetResistTypeForDamage怎么用?C# GameLiving.GetResistTypeForDamage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类GameLiving
的用法示例。
在下文中一共展示了GameLiving.GetResistTypeForDamage方法的2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: CalculateDamageToTarget
/// <summary>
/// Calculates damage to target with resist chance and stores it in ad
/// </summary>
/// <param name="target">spell target</param>
/// <param name="effectiveness">value from 0..1 to modify damage</param>
/// <returns>attack data</returns>
public virtual AttackData CalculateDamageToTarget(GameLiving target, double effectiveness)
{
AttackData ad = new AttackData();
ad.Attacker = m_caster;
ad.Target = target;
ad.AttackType = AttackData.eAttackType.Spell;
ad.SpellHandler = this;
ad.AttackResult = GameLiving.eAttackResult.HitUnstyled;
double minVariance;
double maxVariance;
CalculateDamageVariance(target, out minVariance, out maxVariance);
double spellDamage = CalculateDamageBase(target);
if (m_caster is GamePlayer)
{
effectiveness += m_caster.GetModified(eProperty.SpellDamage) * 0.01;
// Relic bonus applied to damage, does not alter effectiveness or increase cap
spellDamage *= (1.0 + RelicMgr.GetRelicBonusModifier(m_caster.Realm, eRelicType.Magic));
}
// Apply casters effectiveness
spellDamage *= m_caster.Effectiveness;
int finalDamage = Util.Random((int)(minVariance * spellDamage), (int)(maxVariance * spellDamage));
// Live testing done Summer 2009 by Bluraven, Tolakram Levels 40, 45, 50, 55, 60, 65, 70
// Damage reduced by chance < 55, no extra damage increase noted with hitchance > 100
int hitChance = CalculateToHitChance(ad.Target);
finalDamage = AdjustDamageForHitChance(finalDamage, hitChance);
// apply spell effectiveness
finalDamage = (int)(finalDamage * effectiveness);
if ((m_caster is GamePlayer || (m_caster is GameNPC && (m_caster as GameNPC).Brain is IControlledBrain && m_caster.Realm != 0)))
{
if (target is GamePlayer)
finalDamage = (int)((double)finalDamage * ServerProperties.Properties.PVP_SPELL_DAMAGE);
else if (target is GameNPC)
finalDamage = (int)((double)finalDamage * ServerProperties.Properties.PVE_SPELL_DAMAGE);
}
// Well the PenetrateResistBuff is NOT ResistPierce
GameSpellEffect penPierce = SpellHandler.FindEffectOnTarget(m_caster, "PenetrateResists");
if (penPierce != null)
{
finalDamage = (int)(finalDamage * (1.0 + penPierce.Spell.Value / 100.0));
}
int cdamage = 0;
if (finalDamage < 0)
finalDamage = 0;
eDamageType damageType = DetermineSpellDamageType();
#region Resists
eProperty property = target.GetResistTypeForDamage(damageType);
// The Daoc resistsystem is since 1.65 a 2category system.
// - First category are Item/Race/Buff/RvrBanners resists that are displayed in the characteroverview.
// - Second category are resists that are given through RAs like avoidance of magic, brilliance aura of deflection.
// Those resist affect ONLY the spelldamage. Not the duration, not the effectiveness of debuffs.
// so calculation is (finaldamage * Category1Modification) * Category2Modification
// -> Remark for the future: VampirResistBuff is Category2 too.
// - avi
#region Primary Resists
int primaryResistModifier = ad.Target.GetResist(damageType);
/* Resist Pierce
* Resipierce is a special bonus which has been introduced with TrialsOfAtlantis.
* At the calculation of SpellDamage, it reduces the resistance that the victim recives
* through ITEMBONUSES for the specified percentage.
* http://de.daocpedia.eu/index.php/Resistenz_durchdringen (translated)
*/
int resiPierce = Caster.GetModified(eProperty.ResistPierce);
GamePlayer ply = Caster as GamePlayer;
if (resiPierce > 0 && Spell.SpellType != "Archery")
{
//substract max ItemBonus of property of target, but atleast 0.
primaryResistModifier -= Math.Max(0, Math.Min(ad.Target.ItemBonus[(int)property], resiPierce));
}
#endregion
#region Secondary Resists
//Using the resist BuffBonusCategory2 - its unused in ResistCalculator
int secondaryResistModifier = target.SpecBuffBonusCategory[(int)property];
if (secondaryResistModifier > 80)
secondaryResistModifier = 80;
#endregion
//.........这里部分代码省略.........
示例2: CalculateDamageToTarget
public override AttackData CalculateDamageToTarget(GameLiving target, double effectiveness)
{
GamePlayer player = Caster as GamePlayer;
if (player == null)
return null;
InventoryItem weapon = null;
if (player.ActiveWeaponSlot.ToString() == "TwoHanded")
weapon = player.Inventory.GetItem((eInventorySlot)12);
if (player.ActiveWeaponSlot.ToString() == "Standard")
weapon = player.Inventory.GetItem((eInventorySlot)10);
if (weapon == null)
return null;
//create the AttackData
AttackData ad = new AttackData();
ad.Attacker = player;
ad.Target = target;
ad.Damage = 0;
ad.CriticalDamage = 0;
ad.WeaponSpeed = player.AttackSpeed(weapon) / 100;
ad.DamageType = player.AttackDamageType(weapon);
ad.Weapon = weapon;
ad.IsOffHand = weapon.Hand == 2;
//we need to figure out which armor piece they are going to hit.
//figure out the attacktype
switch (weapon.Item_Type)
{
default:
case Slot.RIGHTHAND:
case Slot.LEFTHAND:
ad.AttackType = AttackData.eAttackType.MeleeOneHand;
break;
case Slot.TWOHAND:
ad.AttackType = AttackData.eAttackType.MeleeTwoHand;
break;
}
//Throw Weapon is subject to all the conventional attack results, parry, evade, block, etc.
ad.AttackResult = ad.Target.CalculateEnemyAttackResult(ad, weapon);
if (ad.AttackResult == GameLiving.eAttackResult.HitUnstyled || ad.AttackResult == GameLiving.eAttackResult.HitStyle)
{
//we only need to calculate the damage if the attack was a success.
double damage = player.AttackDamage(weapon) * effectiveness;
if (target is GamePlayer)
ad.ArmorHitLocation = ((GamePlayer)target).CalculateArmorHitLocation(ad);
InventoryItem armor = null;
if (target.Inventory != null)
armor = target.Inventory.GetItem((eInventorySlot)ad.ArmorHitLocation);
//calculate the lowerboundary of the damage
int lowerboundary = (player.WeaponSpecLevel(weapon) - 1) * 50 / (ad.Target.EffectiveLevel + 1) + 75;
lowerboundary = Math.Max(lowerboundary, 75);
lowerboundary = Math.Min(lowerboundary, 125);
damage *= (player.GetWeaponSkill(weapon) + 90.68) / (ad.Target.GetArmorAF(ad.ArmorHitLocation) + 20 * 4.67);
//If they have badge of Valor, we need to modify the damage
if (ad.Attacker.EffectList.GetOfType<BadgeOfValorEffect>() != null)
damage *= 1.0 + Math.Min(0.85, ad.Target.GetArmorAbsorb(ad.ArmorHitLocation));
else
damage *= 1.0 - Math.Min(0.85, ad.Target.GetArmorAbsorb(ad.ArmorHitLocation));
damage *= (lowerboundary + Util.Random(50)) * 0.01;
ad.Modifier = (int)(damage * (ad.Target.GetResist(ad.DamageType) + SkillBase.GetArmorResist(armor, ad.DamageType)) * -0.01);
damage += ad.Modifier;
int resist = (int)(damage * ad.Target.GetDamageResist(target.GetResistTypeForDamage(ad.DamageType)) * -0.01);
eProperty property = ad.Target.GetResistTypeForDamage(ad.DamageType);
int secondaryResistModifier = ad.Target.SpecBuffBonusCategory[(int)property];
int resistModifier = 0;
resistModifier += (int)((ad.Damage + (double)resistModifier) * (double)secondaryResistModifier * -0.01);
damage += resist;
damage += resistModifier;
ad.Modifier += resist;
ad.Damage = (int)damage;
ad.UncappedDamage = ad.Damage;
ad.Damage = Math.Min(ad.Damage, (int)(player.UnstyledDamageCap(weapon) * effectiveness));
ad.Damage = (int)((double)ad.Damage * ServerProperties.Properties.PVP_MELEE_DAMAGE);
if (ad.Damage == 0) ad.AttackResult = DOL.GS.GameLiving.eAttackResult.Missed;
ad.CriticalDamage = player.GetMeleeCriticalDamage(ad, weapon);
}
else
{
//They failed, do they do not get disarmed, and the spell is not disabled for the full duration,
//just the modified swing speed, this is in milliseconds
int attackSpeed = player.AttackSpeed(weapon);
player.TempProperties.setProperty(DISABLE, attackSpeed);
}
return ad;
}