本文整理汇总了C#中Aura.Channel.World.Entities.Creature.GetRightCritChance方法的典型用法代码示例。如果您正苦于以下问题:C# Creature.GetRightCritChance方法的具体用法?C# Creature.GetRightCritChance怎么用?C# Creature.GetRightCritChance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Aura.Channel.World.Entities.Creature
的用法示例。
在下文中一共展示了Creature.GetRightCritChance方法的12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>
/// Uses the skill.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="targetEntityId"></param>
/// <returns></returns>
public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
{
// Get target
var target = attacker.Region.GetCreature(targetEntityId);
if (target == null)
return CombatSkillResult.InvalidTarget;
if (target.IsNotReadyToBeHit)
return CombatSkillResult.Okay;
var targetPos = target.GetPosition();
var attackerPos = attacker.GetPosition();
// Check range
//if (!attackerPos.InRange(targetPos, attacker.RightHand.OptionInfo.EffectiveRange + 100))
// return CombatSkillResult.OutOfRange;
// Actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, skill.Info.Id, targetEntityId);
aAction.Set(AttackerOptions.Result);
aAction.Stun = AttackerStun;
cap.Add(aAction);
// Hit by chance
var chance = attacker.AimMeter.GetAimChance(target);
var rnd = RandomProvider.Get();
if (rnd.NextDouble() * 100 < chance)
{
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Set(TargetOptions.Result);
tAction.Stun = TargetStun;
cap.Add(tAction);
// Damage
var damage = attacker.GetRndRangedDamage();
// More damage with fire arrow
if (attacker.Temp.FireArrow)
damage *= FireBonus;
// Critical Hit
var critShieldReduction = (target.LeftHand != null ? target.LeftHand.Data.DefenseBonusCrit : 0);
var critChance = attacker.GetRightCritChance(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
Defense.Handle(aAction, tAction, ref damage, true);
// Mana Shield
ManaShield.Handle(target, ref damage, tAction, maxDamage);
// Deal with it!
if (damage > 0)
target.TakeDamage(tAction.Damage = damage, attacker);
// Aggro
target.Aggro(attacker);
// Death/Knockback
if (target.IsDead)
{
tAction.Set(TargetOptions.FinishingKnockDown);
attacker.Shove(target, KnockBackDistance);
}
else
{
// Insta-recover in knock down
// TODO: Tied to stability?
if (target.IsKnockedDown)
{
tAction.Stun = 0;
}
// Knock down if hit repeatedly
else if (target.Stability < 30)
{
tAction.Set(TargetOptions.KnockDown);
}
// Normal stability reduction
else
{
target.Stability -= StabilityReduction;
if (target.IsUnstable)
{
tAction.Set(TargetOptions.KnockBack);
attacker.Shove(target, KnockBackDistance);
}
}
//.........这里部分代码省略.........
示例2: Use
/// <summary>
/// Uses the skill.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="targetEntityId"></param>
/// <returns></returns>
public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
{
// Get target
var target = attacker.Region.GetCreature(targetEntityId);
if (target == null)
return CombatSkillResult.InvalidTarget;
var targetPos = target.GetPosition();
var attackerPos = attacker.GetPosition();
var actionType = (attacker.IsElf ? CombatActionPackType.ChainRangeAttack : CombatActionPackType.NormalAttack);
var attackerStun = (short)(actionType == CombatActionPackType.ChainRangeAttack ? AttackerStunElf : AttackerStun);
// "Cancels" the skill
// 800 = old load time? == aAction.Stun? Varies? Doesn't seem to be a stun.
Send.SkillUse(attacker, skill.Info.Id, attackerStun, 1);
var chance = attacker.AimMeter.GetAimChance(target);
var rnd = RandomProvider.Get().NextDouble() * 100;
var successfulHit = (rnd < chance);
var maxHits = (actionType == CombatActionPackType.ChainRangeAttack && successfulHit ? 2 : 1);
var prevId = 0;
for (byte i = 1; i <= maxHits; ++i)
{
target.StopMove();
// Actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
cap.Hit = i;
cap.Type = actionType;
cap.PrevId = prevId;
prevId = cap.Id;
var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, skill.Info.Id, targetEntityId);
aAction.Set(AttackerOptions.Result);
aAction.Stun = attackerStun;
cap.Add(aAction);
// Target action if hit
if (successfulHit)
{
var targetSkillId = target.Skills.ActiveSkill != null ? target.Skills.ActiveSkill.Info.Id : SkillId.CombatMastery;
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, targetSkillId);
tAction.Set(TargetOptions.Result);
tAction.AttackerSkillId = skill.Info.Id;
tAction.Stun = (short)(actionType == CombatActionPackType.ChainRangeAttack ? TargetStunElf : TargetStun);
if (actionType == CombatActionPackType.ChainRangeAttack)
tAction.EffectFlags = 0x20;
cap.Add(tAction);
// Damage
var damage = attacker.GetRndRangedDamage();
// More damage with fire arrow
if (attacker.Temp.FireArrow)
damage *= FireBonus;
// Critical Hit
var critChance = attacker.GetRightCritChance(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);
// Death/Knockback
if (target.IsDead)
{
tAction.Set(TargetOptions.FinishingKnockDown);
attacker.Shove(target, KnockBackDistance);
maxHits = 1;
}
else
{
// Insta-recover in knock down
// TODO: Tied to stability?
if (target.IsKnockedDown)
{
//.........这里部分代码省略.........
示例3: Use
/// <summary>
/// Uses the skill.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="targetEntityId"></param>
/// <returns></returns>
public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
{
// Get target
var target = attacker.Region.GetCreature(targetEntityId);
if (target == null)
return CombatSkillResult.InvalidTarget;
// "Cancels" the skill
// 800 = old load time? == aAction.Stun? Varies? Doesn't seem to be a stun.
Send.SkillUse(attacker, skill.Info.Id, AttackerStun, 1);
var chance = attacker.AimMeter.GetAimChance(target);
var rnd = RandomProvider.Get().NextDouble() * 100;
var successfulHit = (rnd < chance);
// Actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId);
aAction.Set(AttackerOptions.Result);
aAction.Stun = AttackerStun;
cap.Add(aAction);
// Target action if hit
if (successfulHit)
{
target.StopMove();
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Set(TargetOptions.Result);
tAction.Stun = TargetStun;
cap.Add(tAction);
// Damage
var damage = attacker.GetRndRangedDamage() * (skill.RankData.Var1 / 100f);
// Elementals
damage *= attacker.CalculateElementalDamageMultiplier(target);
// More damage with fire arrow
if (attacker.Temp.FireArrow)
damage *= FireBonus;
// Critical Hit
var critChance = attacker.GetRightCritChance(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);
// Natural Shield
var delayReduction = NaturalShield.Handle(attacker, target, ref damage, tAction);
// Deal with it!
if (damage > 0)
{
target.TakeDamage(tAction.Damage = damage, attacker);
SkillHelper.HandleInjury(attacker, target, damage);
}
// Aggro
target.Aggro(attacker);
// Knock down on deadly
if (target.Conditions.Has(ConditionsA.Deadly))
tAction.Set(TargetOptions.KnockDown);
// Death/Knockback
if (target.IsDead)
tAction.Set(TargetOptions.FinishingKnockDown);
// Knock Back
if (tAction.IsKnockBack)
attacker.Shove(target, KnockBackDistance);
// Reduce stun, based on ping
if (delayReduction > 0)
tAction.Stun = (short)Math.Max(0, tAction.Stun - (tAction.Stun / 100 * delayReduction));
// TODO: "Weakened" state (G12S2 gfSupportShotRenewal)
}
// Reduce arrows
if (attacker.Magazine != null && !ChannelServer.Instance.Conf.World.InfiniteArrows && !attacker.Magazine.HasTag("/unlimited_arrow/"))
attacker.Inventory.Decrement(attacker.Magazine);
//.........这里部分代码省略.........
示例4: Use
/// <summary>
/// Uses the skill.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="targetEntityId"></param>
/// <returns></returns>
public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
{
// Get target
var target = attacker.Region.GetCreature(targetEntityId);
if (target == null)
return CombatSkillResult.InvalidTarget;
// "Cancels" the skill
// 800 = old load time? == aAction.Stun? Varies? Doesn't seem to be a stun.
Send.SkillUse(attacker, skill.Info.Id, AttackerStun, 1);
var chance = attacker.AimMeter.GetAimChance(target);
var rnd = RandomProvider.Get().NextDouble() * 100;
var successfulHit = (rnd < chance);
// Actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId);
aAction.Set(AttackerOptions.Result);
aAction.Stun = AttackerStun;
cap.Add(aAction);
// Target action if hit
if (successfulHit)
{
target.StopMove();
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Set(TargetOptions.Result);
tAction.Stun = TargetStun;
cap.Add(tAction);
// Damage
// Formula unofficial, but it kinda matches what you would
// expect from the skill, and what players believed the damage
// to be, back in G2.
// bonus = (100 - (6 - stacks) * 5 + rank, +var2 on last shot
// I'm using rank instead of Var1, which goes from 1-15 in
// AR2, so AR1 gets a little bonus as well, as AR1's Var1 and
// 2 are 0.
// With this formula, the bonus range (1st shot rF vs 5th shot
// r1) is 76~110% for AR1, and 76~140% for AR2.
var bonus = 100f - (6 - skill.Stacks) * 5f + (byte)skill.Info.Rank;
if (skill.Stacks == 1)
bonus += skill.RankData.Var2;
var damage = attacker.GetRndRangedDamage() * (bonus / 100f);
// Elementals
damage *= attacker.CalculateElementalDamageMultiplier(target);
// More damage with fire arrow
if (attacker.Temp.FireArrow)
damage *= FireBonus;
// Critical Hit
var critChance = attacker.GetRightCritChance(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);
// Natural Shield
var delayReduction = NaturalShield.Handle(attacker, target, ref damage, tAction);
// Deal with it!
if (damage > 0)
{
target.TakeDamage(tAction.Damage = damage, attacker);
SkillHelper.HandleInjury(attacker, target, damage);
}
// Aggro
target.Aggro(attacker);
// Knock down on deadly
if (target.Conditions.Has(ConditionsA.Deadly))
tAction.Set(TargetOptions.KnockDown);
// Death/Knockback
if (target.IsDead)
{
tAction.Set(TargetOptions.FinishingKnockDown);
}
else
//.........这里部分代码省略.........
示例5: Use
/// <summary>
/// Uses the skill.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="targetEntityId"></param>
/// <returns></returns>
public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
{
// Get target
var target = attacker.Region.GetCreature(targetEntityId);
if (target == null)
return CombatSkillResult.InvalidTarget;
var targetPos = target.GetPosition();
var attackerPos = attacker.GetPosition();
var actionType = (attacker.IsElf ? CombatActionPackType.ChainRangeAttack : CombatActionPackType.NormalAttack);
var attackerStun = (short)(actionType == CombatActionPackType.ChainRangeAttack ? AttackerStunElf : AttackerStun);
// "Cancels" the skill
// 800 = old load time? == aAction.Stun? Varies? Doesn't seem to be a stun.
Send.SkillUse(attacker, skill.Info.Id, attackerStun, 1);
var chance = attacker.AimMeter.GetAimChance(target);
var rnd = RandomProvider.Get().NextDouble() * 100;
var successfulHit = (rnd < chance);
var maxHits = (actionType == CombatActionPackType.ChainRangeAttack && successfulHit ? 2 : 1);
var prevId = 0;
for (byte i = 1; i <= maxHits; ++i)
{
target.StopMove();
// Actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
cap.Hit = i;
cap.Type = actionType;
cap.PrevId = prevId;
prevId = cap.Id;
var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId);
aAction.Set(AttackerOptions.Result);
aAction.Stun = attackerStun;
cap.Add(aAction);
// Target action if hit
if (successfulHit)
{
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Set(TargetOptions.Result);
tAction.Stun = (short)(actionType == CombatActionPackType.ChainRangeAttack ? TargetStunElf : TargetStun);
if (actionType == CombatActionPackType.ChainRangeAttack)
tAction.EffectFlags = EffectFlags.Unknown;
cap.Add(tAction);
// Damage
var damage = attacker.GetRndRangedDamage();
// Elementals
damage *= attacker.CalculateElementalDamageMultiplier(target);
// More damage with fire arrow
// XXX: Does this affect the element?
if (attacker.Temp.FireArrow)
damage *= FireBonus;
// Critical Hit
var critChance = attacker.GetRightCritChance(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);
// Natural Shield
var delayReduction = NaturalShield.Handle(attacker, target, ref damage, tAction);
// Deal with it!
if (damage > 0)
{
target.TakeDamage(tAction.Damage = damage, attacker);
SkillHelper.HandleInjury(attacker, target, damage);
}
// Knock down on deadly
if (target.Conditions.Has(ConditionsA.Deadly))
{
tAction.Set(TargetOptions.KnockDown);
tAction.Stun = (short)(actionType == CombatActionPackType.ChainRangeAttack ? TargetStunElf : TargetStun);
}
// Aggro
//.........这里部分代码省略.........
示例6: Use
/// <summary>
/// Uses the skill.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="targetEntityId"></param>
/// <returns></returns>
public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
{
// Get target
var mainTarget = attacker.Region.GetCreature(targetEntityId);
if (mainTarget == null)
return CombatSkillResult.InvalidTarget;
// Actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId);
aAction.Set(AttackerOptions.Result);
aAction.Stun = AttackerStun;
cap.Add(aAction);
// Hit by chance
var chance = attacker.AimMeter.GetAimChance(mainTarget);
var rnd = RandomProvider.Get();
if (rnd.NextDouble() * 100 < chance)
{
aAction.Set(AttackerOptions.KnockBackHit2);
// Get targets, incl. splash.
// Splash happens from r5 onwards, but we'll base it on Var4,
// which is the splash damage and first != 0 on r5.
var targets = new HashSet<Creature>() { mainTarget };
if (skill.RankData.Var4 != 0)
{
var targetPosition = mainTarget.GetPosition();
var direction = attacker.GetPosition().GetDirection(targetPosition);
targets.UnionWith(attacker.GetTargetableCreaturesInCone(targetPosition, direction, skill.RankData.Var5, skill.RankData.Var6));
}
// Damage
var mainDamage = this.GetDamage(attacker, skill);
foreach (var target in targets)
{
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Set(TargetOptions.Result | TargetOptions.CleanHit);
tAction.Stun = TargetStun;
cap.Add(tAction);
// Damage
var damage = mainDamage;
// Elementals
damage *= attacker.CalculateElementalDamageMultiplier(target);
// More damage with fire arrow
// XXX: Does this affect the element?
if (attacker.Temp.FireArrow)
damage *= FireBonus;
// Splash modifier
if (target != mainTarget)
damage *= (skill.RankData.Var4 / 100f);
// Critical Hit
var critChance = attacker.GetRightCritChance(target.Protection);
CriticalHit.Handle(attacker, critChance, ref damage, tAction);
// Subtract target def/prot
SkillHelper.HandleDefenseProtection(target, ref damage);
// Conditions
SkillHelper.HandleConditions(attacker, target, ref damage);
// Mana Shield
ManaShield.Handle(target, ref damage, tAction);
// Natural Shield
// Ignore delay reduction, as knock downs shouldn't be shortened
NaturalShield.Handle(attacker, target, ref damage, tAction);
// Deal with it!
if (damage > 0)
{
target.TakeDamage(tAction.Damage = damage, attacker);
SkillHelper.HandleInjury(attacker, target, damage);
}
// Knock down
// If target is using a shield and defense, don't KD.
var targetLeftHand = target.LeftHand;
if (tAction.SkillId != SkillId.Defense || targetLeftHand == null || !targetLeftHand.IsShield)
{
// TODO: We have to calculate knockback distance right
attacker.Shove(target, KnockBackDistance);
tAction.Set(TargetOptions.KnockDownFinish);
}
// Aggro
//.........这里部分代码省略.........
示例7: 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.........
示例8: 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.........
示例9: Use
/// <summary>
/// Uses the skill.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="targetEntityId"></param>
/// <returns></returns>
public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
{
// Get target
var target = attacker.Region.GetCreature(targetEntityId);
if (target == null)
return CombatSkillResult.InvalidTarget;
// Actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, skill.Info.Id, targetEntityId);
aAction.Set(AttackerOptions.Result);
aAction.Stun = AttackerStun;
cap.Add(aAction);
// Hit by chance
var chance = attacker.AimMeter.GetAimChance(target);
var rnd = RandomProvider.Get();
if (rnd.NextDouble() * 100 < chance)
{
target.StopMove();
aAction.Set(AttackerOptions.KnockBackHit2);
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Set(TargetOptions.Result | TargetOptions.CleanHit);
tAction.Stun = TargetStun;
cap.Add(tAction);
// TODO: Splash damage
// Damage
var damage = this.GetDamage(attacker, skill);
// More damage with fire arrow
if (attacker.Temp.FireArrow)
damage *= FireBonus;
// Critical Hit
var critChance = attacker.GetRightCritChance(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);
// TODO: We have to calculate knockback distance right
// TODO: Target with Defense and shield shouldn't be knocked back
attacker.Shove(target, KnockBackDistance);
// Aggro
target.Aggro(attacker);
tAction.Set(TargetOptions.KnockDownFinish);
if (target.IsDead)
{
aAction.Set(AttackerOptions.KnockBackHit1);
tAction.Set(TargetOptions.Finished);
}
}
else
{
aAction.Set(AttackerOptions.Missed);
}
// Reduce arrows
if (attacker.Magazine != null && !ChannelServer.Instance.Conf.World.InfiniteArrows)
attacker.Inventory.Decrement(attacker.Magazine);
// Disable fire arrow effect
if (attacker.Temp.FireArrow)
Send.Effect(attacker, Effect.FireArrow, false);
// "Cancels" the skill
// 800 = old load time? == aAction.Stun? Varies? Doesn't seem to be a stun.
Send.SkillUse(attacker, skill.Info.Id, 800, 1);
cap.Handle();
return CombatSkillResult.Okay;
}
示例10: 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)
示例11: Use
/// <summary>
/// Uses the skill.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="targetEntityId"></param>
/// <returns></returns>
public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
{
// Get target
var target = attacker.Region.GetCreature(targetEntityId);
if (target == null)
return CombatSkillResult.InvalidTarget;
// Actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId);
aAction.Set(AttackerOptions.Result);
aAction.Stun = AttackerStun;
cap.Add(aAction);
// Hit by chance
var chance = attacker.AimMeter.GetAimChance(target);
var rnd = RandomProvider.Get();
if (rnd.NextDouble() * 100 < chance)
{
target.StopMove();
aAction.Set(AttackerOptions.KnockBackHit2);
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Set(TargetOptions.Result | TargetOptions.CleanHit);
tAction.Stun = TargetStun;
cap.Add(tAction);
// TODO: Splash damage
// Damage
var damage = this.GetDamage(attacker, skill);
// Elementals
damage *= attacker.CalculateElementalDamageMultiplier(target);
// More damage with fire arrow
// XXX: Does this affect the element?
if (attacker.Temp.FireArrow)
damage *= FireBonus;
// Critical Hit
var critChance = attacker.GetRightCritChance(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);
// Natural Shield
// Ignore delay reduction, as knock downs shouldn't be shortened
NaturalShield.Handle(attacker, target, ref damage, tAction);
// Deal with it!
if (damage > 0)
{
target.TakeDamage(tAction.Damage = damage, attacker);
SkillHelper.HandleInjury(attacker, target, damage);
}
// Knock down
// If target is using a shield and defense, don't KD.
var targetLeftHand = target.LeftHand;
if (tAction.SkillId != SkillId.Defense || targetLeftHand == null || !targetLeftHand.IsShield)
{
// TODO: We have to calculate knockback distance right
attacker.Shove(target, KnockBackDistance);
tAction.Set(TargetOptions.KnockDownFinish);
}
// Aggro
target.Aggro(attacker);
if (target.IsDead)
{
aAction.Set(AttackerOptions.KnockBackHit1);
tAction.Set(TargetOptions.Finished);
}
}
else
{
aAction.Set(AttackerOptions.Missed);
}
// Reduce arrows
if (attacker.Magazine != null && !ChannelServer.Instance.Conf.World.InfiniteArrows && !attacker.Magazine.HasTag("/unlimited_arrow/"))
attacker.Inventory.Decrement(attacker.Magazine);
//.........这里部分代码省略.........
示例12: Use
/// <summary>
/// Uses the skill.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="targetEntityId"></param>
/// <returns></returns>
public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
{
// Get target
var target = attacker.Region.GetCreature(targetEntityId);
if (target == null)
return CombatSkillResult.InvalidTarget;
if (target.IsNotReadyToBeHit)
return CombatSkillResult.Okay;
// Actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, skill.Info.Id, targetEntityId);
aAction.Set(AttackerOptions.Result);
aAction.Stun = AttackerStun;
cap.Add(aAction);
// Hit by chance
var chance = attacker.AimMeter.GetAimChance(target);
var rnd = RandomProvider.Get();
if (rnd.NextDouble() * 100 < chance)
{
aAction.Set(AttackerOptions.KnockBackHit2);
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Set(TargetOptions.Result | TargetOptions.CleanHit);
tAction.Stun = TargetStun;
cap.Add(tAction);
// Damage
var damage = this.GetDamage(attacker, skill);
// More damage with fire arrow
if (attacker.Temp.FireArrow)
damage *= FireBonus;
// Critical Hit
var critShieldReduction = (target.LeftHand != null ? target.LeftHand.Data.DefenseBonusCrit : 0);
var critChance = attacker.GetRightCritChance(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
Defense.Handle(aAction, tAction, ref damage);
// Mana Shield
ManaShield.Handle(target, ref damage, tAction, maxDamage);
// Deal with it!
if (damage > 0)
target.TakeDamage(tAction.Damage = damage, attacker);
// TODO: We have to calculate knockback distance right
// TODO: Target with Defense and shield shouldn't be knocked back
attacker.Shove(target, KnockBackDistance);
// Aggro
target.Aggro(attacker);
tAction.Set(TargetOptions.KnockDownFinish);
if (target.IsDead)
{
aAction.Set(AttackerOptions.KnockBackHit1);
tAction.Set(TargetOptions.Finished);
}
var weapon = attacker.RightHand;
var critSkill = attacker.Skills.Get(SkillId.CriticalHit);
if (skill.Info.Rank >= SkillRank.R5 && weapon != null && weapon.Data.SplashRadius != 0 && weapon.Data.SplashAngle != 0)
{
ICollection<Creature> targets = attacker.GetTargetableCreaturesInCone(weapon != null ? (int)weapon.Data.SplashRadius : 200, weapon != null ? (int)weapon.Data.SplashAngle : 20);
foreach (var splashTarget in targets)
{
if (splashTarget != target)
{
if (splashTarget.IsNotReadyToBeHit)
continue;
TargetAction tSplashAction = new TargetAction(CombatActionType.TakeHit, splashTarget, attacker, skill.Info.Id);
tSplashAction.Set(TargetOptions.Result | TargetOptions.CleanHit);
splashTarget.Stun = TargetStun;
// Base damage
var damageSplash = this.GetDamage(attacker, skill);
// Critical Hit
if (critSkill != null && tAction.Has(TargetOptions.Critical))
{
//.........这里部分代码省略.........