本文整理汇总了C#中GameLiving.UnstyledDamageCap方法的典型用法代码示例。如果您正苦于以下问题:C# GameLiving.UnstyledDamageCap方法的具体用法?C# GameLiving.UnstyledDamageCap怎么用?C# GameLiving.UnstyledDamageCap使用的例子?那么恭喜您, 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.UnstyledDamageCap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: 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.........
示例2: 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.........