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C# Creature.GetLeftCritChance方法代码示例

本文整理汇总了C#中Aura.Channel.World.Entities.Creature.GetLeftCritChance方法的典型用法代码示例。如果您正苦于以下问题:C# Creature.GetLeftCritChance方法的具体用法?C# Creature.GetLeftCritChance怎么用?C# Creature.GetLeftCritChance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Aura.Channel.World.Entities.Creature的用法示例。


在下文中一共展示了Creature.GetLeftCritChance方法的3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: Use

		/// <summary>
		/// Handles attack.
		/// </summary>
		/// <param name="attacker">The creature attacking.</param>
		/// <param name="skill">The skill being used.</param>
		/// <param name="targetEntityId">The entity id of the target.</param>
		/// <returns></returns>
		public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
		{
			if (attacker.IsStunned)
				return CombatSkillResult.Okay;

			var target = attacker.Region.GetCreature(targetEntityId);
			if (target == null)
				return CombatSkillResult.Okay;

			if (!attacker.GetPosition().InRange(target.GetPosition(), attacker.AttackRangeFor(target)))
				return CombatSkillResult.OutOfRange;

			attacker.StopMove();
			var targetPosition = target.StopMove();

			// Counter
			if (Counterattack.Handle(target, attacker))
				return CombatSkillResult.Okay;

			var rightWeapon = attacker.Inventory.RightHand;
			var leftWeapon = attacker.Inventory.LeftHand;
			var magazine = attacker.Inventory.Magazine;
			var dualWield = (rightWeapon != null && leftWeapon != null && leftWeapon.Data.WeaponType != 0);
			var maxHits = (byte)(dualWield ? 2 : 1);
			int prevId = 0;

			for (byte i = 1; i <= maxHits; ++i)
			{
				var weapon = (i == 1 ? rightWeapon : leftWeapon);
				var weaponIsKnuckle = (weapon != null && weapon.Data.HasTag("/knuckle/"));

				var aAction = new AttackerAction(CombatActionType.Attacker, attacker, skill.Info.Id, targetEntityId);
				aAction.Set(AttackerOptions.Result);

				var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
				tAction.Set(TargetOptions.Result);

				var cap = new CombatActionPack(attacker, skill.Info.Id, aAction, tAction);
				cap.Hit = i;
				cap.Type = (dualWield ? CombatActionPackType.TwinSwordAttack : CombatActionPackType.NormalAttack);
				cap.PrevId = prevId;
				prevId = cap.Id;

				// Default attacker options
				aAction.Set(AttackerOptions.Result);
				if (dualWield)
				{
					aAction.Set(AttackerOptions.DualWield);
					aAction.WeaponParameterType = (byte)(i == 1 ? 2 : 1);
				}

				// Base damage
				var damage = (i == 1 ? attacker.GetRndRightHandDamage() : attacker.GetRndLeftHandDamage());

				// Critical Hit
				var critChance = (i == 1 ? attacker.GetRightCritChance(target.Protection) : attacker.GetLeftCritChance(target.Protection));
				CriticalHit.Handle(attacker, critChance, ref damage, tAction);

				// Subtract target def/prot
				SkillHelper.HandleDefenseProtection(target, ref damage);

				// Defense
				Defense.Handle(aAction, tAction, ref damage);

				// Mana Shield
				ManaShield.Handle(target, ref damage, tAction);

				// Deal with it!
				if (damage > 0)
					target.TakeDamage(tAction.Damage = damage, attacker);

				// Aggro
				target.Aggro(attacker);

				// Evaluate caused damage
				if (!target.IsDead)
				{
					if (tAction.SkillId != SkillId.Defense)
					{
						target.Stability -= this.GetStabilityReduction(attacker, weapon) / maxHits;

						// React normal for CombatMastery, knock down if 
						// FH and not dual wield, don't knock at all if dual.
						if (skill.Info.Id != SkillId.FinalHit)
						{
							// Originally we thought you knock enemies back, unless it's a critical
							// hit, but apparently you knock *down* under normal circumstances.
							// More research to be done.
							if (target.IsUnstable && target.Is(RaceStands.KnockBackable))
								//tAction.Set(tAction.Has(TargetOptions.Critical) ? TargetOptions.KnockDown : TargetOptions.KnockBack);
								tAction.Set(TargetOptions.KnockDown);
						}
						else if (!dualWield && !weaponIsKnuckle)
//.........这里部分代码省略.........
开发者ID:ripxfrostbite,项目名称:aura,代码行数:101,代码来源:CombatMastery.cs

示例2: Use

        /// <summary>
        /// Handles attack.
        /// </summary>
        /// <param name="attacker">The creature attacking.</param>
        /// <param name="skill">The skill being used.</param>
        /// <param name="targetEntityId">The entity id of the target.</param>
        /// <returns></returns>
        public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
        {
            if (attacker.IsStunned)
                return CombatSkillResult.Okay;

            var mainTarget = attacker.Region.GetCreature(targetEntityId);
            if (mainTarget == null)
                return CombatSkillResult.Okay;

            if (!attacker.GetPosition().InRange(mainTarget.GetPosition(), attacker.AttackRangeFor(mainTarget)))
                return CombatSkillResult.OutOfRange;

            attacker.StopMove();

            // Get targets, incl. splash.
            var targets = new HashSet<Creature>() { mainTarget };
            targets.UnionWith(attacker.GetTargetableCreaturesInCone(mainTarget.GetPosition(), attacker.GetTotalSplashRadius(), attacker.GetTotalSplashAngle()));

            // Counter
            if (Counterattack.Handle(targets, attacker))
                return CombatSkillResult.Okay;

            var rightWeapon = attacker.Inventory.RightHand;
            var leftWeapon = attacker.Inventory.LeftHand;
            var magazine = attacker.Inventory.Magazine;
            var maxHits = (byte)(attacker.IsDualWielding ? 2 : 1);
            int prevId = 0;

            for (byte i = 1; i <= maxHits; ++i)
            {
                var weapon = (i == 1 ? rightWeapon : leftWeapon);
                var weaponIsKnuckle = (weapon != null && weapon.Data.HasTag("/knuckle/"));

                var aAction = new AttackerAction(CombatActionType.Attacker, attacker, targetEntityId);
                aAction.Set(AttackerOptions.Result);

                if (attacker.IsDualWielding)
                {
                    aAction.Set(AttackerOptions.DualWield);
                    aAction.WeaponParameterType = (byte)(i == 1 ? 2 : 1);
                }

                var cap = new CombatActionPack(attacker, skill.Info.Id, aAction);
                cap.Hit = i;
                cap.Type = (attacker.IsDualWielding ? CombatActionPackType.TwinSwordAttack : CombatActionPackType.NormalAttack);
                cap.PrevId = prevId;
                prevId = cap.Id;

                var mainDamage = (i == 1 ? attacker.GetRndRightHandDamage() : attacker.GetRndLeftHandDamage());

                foreach (var target in targets)
                {
                    if (target.IsDead)
                        continue;

                    target.StopMove();

                    var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
                    tAction.Set(TargetOptions.Result);
                    cap.Add(tAction);

                    // Base damage
                    var damage = mainDamage;

                    // Elementals
                    damage *= attacker.CalculateElementalDamageMultiplier(target);

                    // Splash modifier
                    if (target != mainTarget)
                        damage *= attacker.GetSplashDamage(weapon);

                    // Critical Hit
                    var critChance = (i == 1 ? attacker.GetRightCritChance(target.Protection) : attacker.GetLeftCritChance(target.Protection));
                    CriticalHit.Handle(attacker, critChance, ref damage, tAction);

                    // Subtract target def/prot
                    SkillHelper.HandleDefenseProtection(target, ref damage);

                    // Defense
                    Defense.Handle(aAction, tAction, ref damage);

                    // Mana Shield
                    ManaShield.Handle(target, ref damage, tAction);

                    // Heavy Stander
                    // Can only happen on the first hit
                    var pinged = (cap.Hit == 1 && HeavyStander.Handle(attacker, target, ref damage, tAction));

                    // Deal with it!
                    if (damage > 0)
                    {
                        target.TakeDamage(tAction.Damage = damage, attacker);
                        SkillHelper.HandleInjury(attacker, target, damage);
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:

示例3: Use


//.........这里部分代码省略.........
					tAction.Options |= TargetOptions.Result;

				}
				else
				{
					aAction = new AttackerAction(CombatActionType.Hit, attacker, skill.Info.Id, targetEntityId);
					tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, target.Skills.IsReady(SkillId.FinalHit) ? SkillId.FinalHit : SkillId.CombatMastery);
					aAction.Options |= AttackerOptions.Result;
					tAction.Options |= TargetOptions.Result;
				}

				attacker.InterceptingSkillId = SkillId.None;

				var cap = new CombatActionPack(attacker, skill.Info.Id, tAction, aAction);
				cap.Hit = i;
				cap.MaxHits = maxHits;
				cap.PrevId = prevId;
				prevId = cap.Id;

				// Default attacker options
				aAction.Set(AttackerOptions.Result);
				if (dualWield)
					aAction.Set(AttackerOptions.DualWield);

				// Base damage
				var damage = (i == 1 ? attacker.GetRndRightHandDamage() : attacker.GetRndLeftHandDamage());
				if (lowStamina)
				{
					damage = attacker.GetRndBareHandDamage();
				}

				// Critical Hit
				var critShieldReduction = (target.LeftHand != null ? target.LeftHand.Data.DefenseBonusCrit : 0);
				var critChance = (i == 1 ? attacker.GetRightCritChance(target.Protection + critShieldReduction) : attacker.GetLeftCritChance(target.Protection + critShieldReduction));
				CriticalHit.Handle(attacker, critChance, ref damage, tAction);

				var maxDamage = damage; //Damage without Defense and Protection
										// Subtract target def/prot
				SkillHelper.HandleDefenseProtection(target, ref damage);

				// Defense
				var tActionOldType = tAction.Type;
				Defense.Handle(aAction, tAction, ref damage);
				if (i == 1 && tAction.Type == CombatActionType.Defended)
				{
					defenseStun = tAction.Stun;
				}


				// Mana Shield
				ManaShield.Handle(target, ref damage, tAction, maxDamage);

				// Deal with it!
				if (damage > 0)
					target.TakeDamage(tAction.Damage = damage, attacker);

				if (tAction.Type == CombatActionType.Defended && target.Life <= 0)
				{
					tAction.Type = tActionOldType;
				}

				// Aggro
				target.Aggro(attacker);

				// Evaluate caused damage
				if (!target.IsDead)
开发者ID:xKamuna,项目名称:aura,代码行数:67,代码来源:CombatMastery.cs


注:本文中的Aura.Channel.World.Entities.Creature.GetLeftCritChance方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。