本文整理汇总了C#中Aura.Channel.World.Entities.Creature.GetTotalCritChance方法的典型用法代码示例。如果您正苦于以下问题:C# Creature.GetTotalCritChance方法的具体用法?C# Creature.GetTotalCritChance怎么用?C# Creature.GetTotalCritChance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.GetTotalCritChance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>
/// Handles using the skill.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="targetAreaId"></param>
/// <param name="unkInt1"></param>
/// <param name="unkInt2"></param>
public void Use(Creature attacker, Skill skill, long targetAreaId, int unkInt1, int unkInt2)
{
var range = this.GetRange(attacker, skill);
var targets = attacker.GetTargetableCreaturesInRange(range, TargetableOptions.AddAttackRange);
var rnd = RandomProvider.Get();
// Create actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
var aAction = new AttackerAction(CombatActionType.Attacker, attacker, targetAreaId);
aAction.Set(AttackerOptions.Result);
aAction.Stun = AttackerStun;
cap.Add(aAction);
foreach (var target in targets)
{
// Check if hit
var hitChance = this.GetHitChance(attacker, target, skill);
if (rnd.Next(0, 100) > hitChance)
continue;
target.StopMove();
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Set(TargetOptions.Result);
tAction.Delay = 300;
// Calculate damage
var damage = this.GetDamage(attacker, skill);
// Elementals
damage *= attacker.CalculateElementalDamageMultiplier(target);
// Handle skills and reductions
CriticalHit.Handle(attacker, attacker.GetTotalCritChance(0), ref damage, tAction);
SkillHelper.HandleDefenseProtection(target, ref damage);
ManaShield.Handle(target, ref damage, tAction);
HeavyStander.Handle(attacker, target, ref damage, tAction);
// Clean Hit if not critical
if (!tAction.Has(TargetOptions.Critical))
tAction.Set(TargetOptions.CleanHit);
// Take damage if any is left
if (damage > 0)
{
target.TakeDamage(tAction.Damage = damage, attacker);
SkillHelper.HandleInjury(attacker, target, damage);
}
// Finish if dead, knock down if not defended
if (target.IsDead)
tAction.Set(TargetOptions.KnockDownFinish);
else
tAction.Set(TargetOptions.KnockDown);
// Anger Management
if (!target.IsDead)
target.Aggro(attacker);
// Stun & knock down
tAction.Stun = CombatMastery.GetTargetStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);
target.Stability = Creature.MinStability;
// Add action
cap.Add(tAction);
}
Send.UseMotion(attacker, 10, 1);
cap.Handle();
Send.SkillUse(attacker, skill.Info.Id, targetAreaId, unkInt1, unkInt2);
}
示例2: UseSkillOnTarget
/// <summary>
/// Bolt specific use code.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="target"></param>
protected override void UseSkillOnTarget(Creature attacker, Skill skill, Creature mainTarget)
{
// Create actions
var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, mainTarget.EntityId);
aAction.Set(AttackerOptions.Result);
var cap = new CombatActionPack(attacker, skill.Info.Id, aAction);
// Get targets
// Add the main target as first target, so it gets the first hit,
// and the full damage.
var targets = new List<Creature>();
targets.Add(mainTarget);
var inSplashRange = attacker.GetTargetableCreaturesAround(mainTarget.GetPosition(), SplashRange);
targets.AddRange(inSplashRange.Where(a => a != mainTarget));
// Damage
var damage = this.GetDamage(attacker, skill);
var max = Math.Min(targets.Count, skill.Stacks);
for (int i = 0; i < max; ++i)
{
var target = targets[i];
var targetDamage = damage;
target.StopMove();
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Set(TargetOptions.Result);
tAction.Stun = TargetStun;
// Full damage for the first target, -10% for every subsequent one.
targetDamage -= (targetDamage * 0.1f) * i;
// Critical Hit
var critChance = attacker.GetTotalCritChance(target.Protection, true);
CriticalHit.Handle(attacker, critChance, ref damage, tAction);
// Reduce damage
Defense.Handle(aAction, tAction, ref targetDamage);
SkillHelper.HandleMagicDefenseProtection(target, ref targetDamage);
SkillHelper.HandleConditions(attacker, target, ref damage);
ManaShield.Handle(target, ref targetDamage, tAction);
// Mana Deflector
var mdResult = ManaDeflector.Handle(attacker, target, ref targetDamage, tAction);
var delayReduction = mdResult.DelayReduction;
var pinged = mdResult.Pinged;
// Deal damage
if (targetDamage > 0)
target.TakeDamage(tAction.Damage = targetDamage, attacker);
if (target == mainTarget)
target.Aggro(attacker);
// Reduce stun, based on ping
if (pinged && delayReduction > 0)
tAction.Stun = (short)Math.Max(0, tAction.Stun - (tAction.Stun / 100 * delayReduction));
// Death/Knockback
if (target.IsDead)
{
tAction.Set(TargetOptions.FinishingKnockDown);
}
else
{
// If knocked down, instant recovery,
// if repeat hit, knock down,
// otherwise potential knock back.
if (target.IsKnockedDown)
{
tAction.Stun = 0;
}
else if (target.Stability < MinStability)
{
tAction.Set(TargetOptions.KnockDown);
}
else
{
// If number of stacks is greater than the number of
// targets hit, the targets are knocked back, which is
// done by reducing the stability to min here.
// Targets with high enough Mana Deflector might
// negate this knock back, by reducing the stability
// reduction to 0.
var stabilityReduction = (skill.Stacks > targets.Count ? OverchargeStabilityReduction : StabilityReduction);
// Reduce reduction, based on ping
// While the Wiki says that "the Knockdown Gauge [does not]
// build up", tests show that it does. However, it's
// reduced, assumedly based on the MD rank.
if (delayReduction > 0)
//.........这里部分代码省略.........
示例3: Use
/// <summary>
/// Handles skill usage.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="packet"></param>
public void Use(Creature attacker, Skill skill, Packet packet)
{
var targetAreaEntityId = packet.GetLong();
Send.Effect(attacker, 5, (byte)1, targetAreaEntityId);
var cap = new CombatActionPack(attacker, skill.Info.Id);
var aAction = new AttackerAction(CombatActionType.Attacker, attacker, skill.Info.Id, targetAreaEntityId);
aAction.Options |= AttackerOptions.Result;
aAction.Stun = UseStun;
cap.Add(aAction);
var attackerPosition = attacker.GetPosition();
// Calculate rectangular target area
var targetAreaPos = new Position(targetAreaEntityId);
var poe = targetAreaPos.GetRelative(attackerPosition, -800);
var r = (Math.PI / 2) + Math.Atan2(attackerPosition.Y - targetAreaPos.Y, attackerPosition.X - targetAreaPos.X);
var pivot = new Point(poe.X, poe.Y);
var p1 = new Point(pivot.X - LaserRectWidth / 2, pivot.Y - LaserRectHeight / 2);
var p2 = new Point(pivot.X - LaserRectWidth / 2, pivot.Y + LaserRectHeight / 2);
var p3 = new Point(pivot.X + LaserRectWidth / 2, pivot.Y + LaserRectHeight / 2);
var p4 = new Point(pivot.X + LaserRectWidth / 2, pivot.Y - LaserRectHeight / 2);
p1 = this.RotatePoint(p1, pivot, r);
p2 = this.RotatePoint(p2, pivot, r);
p3 = this.RotatePoint(p3, pivot, r);
p4 = this.RotatePoint(p4, pivot, r);
// Attack targets
var targets = attacker.Region.GetCreaturesInPolygon(p1, p2, p3, p4);
foreach (var target in targets.Where(cr => !cr.IsDead && !cr.Has(CreatureStates.NamedNpc)))
{
var targetPosition = target.GetPosition();
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Options = TargetOptions.Result | TargetOptions.KnockDown;
tAction.Stun = TargetStun;
tAction.Delay = 1200;
cap.Add(tAction);
// Var2: 300/1000, based on rank. Could be damage?
var damage = skill.RankData.Var2;
// Increase damage
CriticalHit.Handle(attacker, attacker.GetTotalCritChance(target.Protection), ref damage, tAction);
// Reduce damage
SkillHelper.HandleDefenseProtection(target, ref damage);
ManaShield.Handle(target, ref damage, tAction);
// Apply damage
target.TakeDamage(tAction.Damage = 300, attacker);
target.Stability = Creature.MinStability;
// Aggro
target.Aggro(attacker);
// Check death
if (target.IsDead)
tAction.Options |= TargetOptions.FinishingKnockDown;
// Knock back
attacker.Shove(target, KnockbackDistance);
}
cap.Handle();
Send.SkillUse(attacker, skill.Info.Id, 0);
}
示例4: Use
/// <summary>
/// Uses LightningRod
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="packet"></param>
public void Use(Creature attacker, Skill skill, Packet packet)
{
// Set full charge variable
attacker.Temp.LightningRodFullCharge = (DateTime.Now >= attacker.Temp.LightningRodPrepareTime.AddMilliseconds(skill.RankData.Var3));
// Get direction for target Area
var direction = Mabi.MabiMath.ByteToRadian(attacker.Direction);
var attackerPos = attacker.GetPosition();
// Calculate polygon points
var r = MabiMath.ByteToRadian(attacker.Direction);
var poe = attackerPos.GetRelative(r, 800);
var pivot = new Point(poe.X, poe.Y);
var p1 = new Point(pivot.X - SkillLength / 2, pivot.Y - SkillWidth / 2);
var p2 = new Point(pivot.X - SkillLength / 2, pivot.Y + SkillWidth / 2);
var p3 = new Point(pivot.X + SkillLength / 2, pivot.Y + SkillWidth / 2);
var p4 = new Point(pivot.X + SkillLength / 2, pivot.Y - SkillWidth / 2);
p1 = this.RotatePoint(p1, pivot, r);
p2 = this.RotatePoint(p2, pivot, r);
p3 = this.RotatePoint(p3, pivot, r);
p4 = this.RotatePoint(p4, pivot, r);
// TargetProp
var lProp = new Prop(280, attacker.RegionId, poe.X, poe.Y, MabiMath.ByteToRadian(attacker.Direction), 1f, 0f, "single");
attacker.Region.AddProp(lProp);
// Prepare Combat Actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
var targetAreaId = new Location(attacker.RegionId, poe).ToLocationId();
var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, targetAreaId);
aAction.Set(AttackerOptions.KnockBackHit1 | AttackerOptions.UseEffect);
aAction.PropId = lProp.EntityId;
cap.Add(aAction);
// Get targets in Polygon - includes collission check
var targets = attacker.Region.GetCreaturesInPolygon(p1, p2, p3, p4).Where(x => attacker.CanTarget(x) && !attacker.Region.Collisions.Any(attacker.GetPosition(), x.GetPosition())).ToList();
var rnd = RandomProvider.Get();
// Check crit
var crit = false;
var critSkill = attacker.Skills.Get(SkillId.CriticalHit);
if (critSkill != null && critSkill.Info.Rank > SkillRank.Novice)
{
var critChance = Math2.Clamp(0, 30, attacker.GetTotalCritChance(0));
if (rnd.NextDouble() * 100 < critChance)
crit = true;
}
foreach (var target in targets)
{
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, SkillId.CombatMastery);
tAction.Set(TargetOptions.None);
tAction.AttackerSkillId = skill.Info.Id;
cap.Add(tAction);
var damage = attacker.GetRndMagicDamage(skill, skill.RankData.Var1, skill.RankData.Var2);
// Add damage if the skill is fully charged
var dmgMultiplier = skill.RankData.Var4 / 100f;
if (attacker.Temp.LightningRodFullCharge)
{
damage += (damage * dmgMultiplier);
}
// Critical Hit
if (crit)
{
var bonus = critSkill.RankData.Var1 / 100f;
damage = damage + (damage * bonus);
tAction.Set(TargetOptions.Critical);
}
// MDef and MProt
SkillHelper.HandleMagicDefenseProtection(target, ref damage);
// Conditions
SkillHelper.HandleConditions(attacker, target, ref damage);
// Mana Deflector
var delayReduction = ManaDeflector.Handle(attacker, target, ref damage, tAction);
// Mana Shield
ManaShield.Handle(target, ref damage, tAction);
// Apply Damage
target.TakeDamage(tAction.Damage = damage, attacker);
// Stun Time
tAction.Stun = TargetStun;
//.........这里部分代码省略.........
示例5: Use
/// <summary>
/// Uses WM, attacking targets.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="targetAreaId"></param>
/// <param name="unkInt1"></param>
/// <param name="unkInt2"></param>
public void Use(Creature attacker, Skill skill, long targetAreaId = 0, int unkInt1 = 0, int unkInt2 = 0)
{
bool wasKnockedDown = (attacker.IsKnockedDown || attacker.WasKnockedBack);
if ((attacker.Stun > 500 && wasKnockedDown || attacker.IsStunned && !wasKnockedDown || DateTime.Now.AddMilliseconds(2000) < attacker.AttackDelayTime && (wasKnockedDown)) && attacker.InterceptingSkillId == SkillId.None)
{
Send.SkillUseSilentCancel(attacker);
return;
}
var range = this.GetRange(attacker, skill);
ICollection<Creature> targets = attacker.GetTargetableCreaturesInRange(range, true).Where(t => !(DateTime.Now.AddMilliseconds(2000) < t.NotReadyToBeHitTime)).ToList(); //Able to be attacked at 1/3 of knock down time.
// Check targets
if (targets.Count == 0)
{
Send.Notice(attacker, Localization.Get("There isn't a target nearby to use that on."));
Send.SkillUseSilentCancel(attacker);
return;
}
// Create actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, skill.Info.Id, targetAreaId);
aAction.Set(AttackerOptions.Result);
cap.Add(aAction);
var survived = new List<Creature>();
var skipped = new List<Creature>();
var i = 0;
foreach (var target in targets)
{
i++;
target.StopMove();
Skill smash = target.Skills.Get(SkillId.Smash);
if (smash != null && target.Skills.IsReady(SkillId.Smash) && !attacker.IsPlayer)
attacker.InterceptingSkillId = SkillId.Smash;
TargetAction tAction;
if (attacker.InterceptingSkillId == SkillId.Smash && target.GetPosition().InRange(attacker.GetPosition(), target.AttackRangeFor(attacker)))
{
aAction.Options |= AttackerOptions.Result;
tAction = new TargetAction(CombatActionType.CounteredHit, target, attacker, SkillId.Smash);
tAction.Options |= TargetOptions.Result;
}
else
{
tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
}
attacker.InterceptingSkillId = SkillId.None;
tAction.Delay = 300; // Usually 300, sometimes 350?
// Calculate damage
float damage = 0f;
if (attacker.RightHand != null && (
attacker.RightHand.Data.HasTag("/weapon/bow01/") ||
attacker.RightHand.Data.HasTag("/weapon/bow/") ||
attacker.RightHand.Data.HasTag("/weapon/crossbow/") ||
attacker.RightHand.Data.HasTag("/weapon/shuriken/") ||
attacker.RightHand.Data.HasTag("/weapon/atlatl/") ||
attacker.RightHand.Data.HasTag("/weapon/gun/dualgun/")))
{
damage = attacker.GetRndBareHandDamage();
}
else
{
damage = attacker.GetRndTotalDamage();
}
damage *= skill.RankData.Var1 / 100f;
// Handle skills and reductions
var allCrit = false;
var critSkill = target.Skills.Get(SkillId.CriticalHit);
if (allCrit)
{
// Add crit bonus
var bonus = critSkill.RankData.Var1 / 100f;
damage = damage + (damage * bonus);
// Set target option
tAction.Set(TargetOptions.Critical);
}
else if (i == 1)
{
CriticalHit.Handle(attacker, attacker.GetTotalCritChance(0), ref damage, tAction);
if (tAction.Has(TargetOptions.Critical))
//.........这里部分代码省略.........
示例6: Use
/// <summary>
/// Uses WM, attacking targets.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="targetAreaId"></param>
/// <param name="unkInt1"></param>
/// <param name="unkInt2"></param>
public void Use(Creature attacker, Skill skill, long targetAreaId, int unkInt1, int unkInt2)
{
var range = this.GetRange(attacker, skill);
var targets = attacker.GetTargetableCreaturesInRange(range, true);
// Check targets
if (targets.Count == 0)
{
Send.Notice(attacker, Localization.Get("There isn't a target nearby to use that on."));
Send.SkillUseSilentCancel(attacker);
return;
}
// Create actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, skill.Info.Id, targetAreaId);
aAction.Set(AttackerOptions.Result);
cap.Add(aAction);
var survived = new List<Creature>();
foreach (var target in targets)
{
target.StopMove();
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Delay = 300; // Usually 300, sometimes 350?
// Calculate damage
var damage = attacker.GetRndTotalDamage();
damage *= skill.RankData.Var1 / 100f;
// Handle skills and reductions
CriticalHit.Handle(attacker, attacker.GetTotalCritChance(0), ref damage, tAction);
SkillHelper.HandleDefenseProtection(target, ref damage);
Defense.Handle(aAction, tAction, ref damage);
ManaShield.Handle(target, ref damage, tAction);
// Clean Hit if not defended nor critical
if (tAction.SkillId != SkillId.Defense && !tAction.Has(TargetOptions.Critical))
tAction.Set(TargetOptions.CleanHit);
// Take damage if any is left
if (damage > 0)
target.TakeDamage(tAction.Damage = damage, attacker);
// Finish if dead, knock down if not defended
if (target.IsDead)
tAction.Set(TargetOptions.KnockDownFinish);
else if (tAction.SkillId != SkillId.Defense)
tAction.Set(TargetOptions.KnockDown);
// Anger Management
if (!target.IsDead)
survived.Add(target);
// Stun & knock back
aAction.Stun = CombatMastery.GetAttackerStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);
if (tAction.SkillId != SkillId.Defense)
{
tAction.Stun = CombatMastery.GetTargetStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);
target.Stability = Creature.MinStability;
attacker.Shove(target, KnockbackDistance);
}
// Add action
cap.Add(tAction);
}
// Only select a random aggro if there is no aggro yet,
// WM only aggroes one target at a time.
if (survived.Count != 0 && attacker.Region.CountAggro(attacker) < 1)
{
var rnd = RandomProvider.Get();
var aggroTarget = survived.Random();
aggroTarget.Aggro(attacker);
}
// Reduce life in old combat system
if (!AuraData.FeaturesDb.IsEnabled("CombatSystemRenewal"))
{
var amount = (attacker.LifeMax < 10 ? 2 : attacker.LifeMax / 10);
attacker.ModifyLife(-amount);
// TODO: Invincibility
}
// Spin it~
Send.UseMotion(attacker, 8, 4);
//.........这里部分代码省略.........
示例7: GetCritChance
/// <summary>
/// Returns the chance for a critical hit to happen.
/// </summary>
/// <param name="attacker"></param>
/// <param name="target"></param>
/// <param name="skill"></param>
/// <returns></returns>
protected float GetCritChance(Creature attacker, Creature target, Skill skill)
{
var result = attacker.GetTotalCritChance(target.Protection);
// +5% crit for 2H
if (attacker.RightHand != null && attacker.RightHand.Data.Type == ItemType.Weapon2H)
result *= 1.05f;
return result;
}
示例8: Use
/// <summary>
/// Uses WM, attacking targets.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="targetAreaId"></param>
/// <param name="unkInt1"></param>
/// <param name="unkInt2"></param>
public void Use(Creature attacker, Skill skill, long targetAreaId, int unkInt1, int unkInt2)
{
var range = this.GetRange(attacker, skill);
var targets = attacker.GetTargetableCreaturesInRange(range, TargetableOptions.AddAttackRange);
// Check targets
if (targets.Count == 0)
{
Send.Notice(attacker, Localization.Get("There isn't a target nearby to use that on."));
Send.SkillUseSilentCancel(attacker);
return;
}
// Create actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, targetAreaId);
aAction.Set(AttackerOptions.Result);
aAction.Stun = CombatMastery.GetAttackerStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);
cap.Add(aAction);
var survived = new List<Creature>();
var rnd = RandomProvider.Get();
// Check crit
var crit = false;
if (attacker.Skills.Has(SkillId.CriticalHit, SkillRank.RF))
crit = (rnd.Next(100) < attacker.GetTotalCritChance(0));
// Handle all targets
foreach (var target in targets)
{
target.StopMove();
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Delay = 300; // Usually 300, sometimes 350?
// Calculate damage
var damage = attacker.GetRndTotalDamage();
damage *= skill.RankData.Var1 / 100f;
// Elementals
damage *= attacker.CalculateElementalDamageMultiplier(target);
// Crit bonus
if (crit)
CriticalHit.Handle(attacker, 100, ref damage, tAction);
// Handle skills and reductions
SkillHelper.HandleDefenseProtection(target, ref damage);
SkillHelper.HandleConditions(attacker, target, ref damage);
Defense.Handle(aAction, tAction, ref damage);
ManaShield.Handle(target, ref damage, tAction);
HeavyStander.Handle(attacker, target, ref damage, tAction);
// Clean Hit if not defended nor critical
if (tAction.SkillId != SkillId.Defense && !tAction.Has(TargetOptions.Critical))
tAction.Set(TargetOptions.CleanHit);
// Take damage if any is left
if (damage > 0)
target.TakeDamage(tAction.Damage = damage, attacker);
// Knock down on deadly
if (target.Conditions.Has(ConditionsA.Deadly))
{
tAction.Set(TargetOptions.KnockDown);
tAction.Stun = CombatMastery.GetTargetStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);
}
// Finish if dead, knock down if not defended
if (target.IsDead)
tAction.Set(TargetOptions.KnockDownFinish);
else if (tAction.SkillId != SkillId.Defense)
tAction.Set(TargetOptions.KnockDown);
// Anger Management
if (!target.IsDead)
survived.Add(target);
// Stun and shove if not defended
if (target.IsDead || tAction.SkillId != SkillId.Defense || target.Conditions.Has(ConditionsA.Deadly))
{
tAction.Stun = CombatMastery.GetTargetStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);
target.Stability = Creature.MinStability;
attacker.Shove(target, KnockbackDistance);
}
// Add action
cap.Add(tAction);
}
//.........这里部分代码省略.........
示例9: GetCritChance
/// <summary>
/// Returns the chance for a critical hit to happen.
/// </summary>
/// <param name="attacker"></param>
/// <param name="target"></param>
/// <param name="skill"></param>
/// <returns></returns>
protected float GetCritChance(Creature attacker, Creature target, Skill skill)
{
var critShieldReduction = (target.LeftHand != null ? target.LeftHand.Data.DefenseBonusCrit : 0);
var result = attacker.GetTotalCritChance(target.Protection + critShieldReduction);
// +5% crit for 2H
if (attacker.RightHand != null && attacker.RightHand.Data.Type == ItemType.Weapon2H)
result *= 1.05f;
return result;
}
示例10: UseSkillOnTarget
/// <summary>
/// Bolt specific use code.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="target"></param>
protected override void UseSkillOnTarget(Creature attacker, Skill skill, Creature target)
{
attacker.StopMove();
target.StopMove();
// Create actions
var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, target.EntityId);
aAction.Set(AttackerOptions.Result);
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Set(TargetOptions.Result);
tAction.Stun = TargetStun;
var cap = new CombatActionPack(attacker, skill.Info.Id, aAction, tAction);
// Damage
var damage = this.GetDamage(attacker, skill);
// Elements
damage *= this.GetElementalDamageMultiplier(attacker, target);
// Critical Hit
var critChance = attacker.GetTotalCritChance(target.Protection, true);
CriticalHit.Handle(attacker, critChance, ref damage, tAction);
// Reduce damage
Defense.Handle(aAction, tAction, ref damage);
SkillHelper.HandleMagicDefenseProtection(target, ref damage);
ManaShield.Handle(target, ref damage, tAction);
// Mana Deflector
var delayReduction = ManaDeflector.Handle(attacker, target, ref damage, tAction);
// Deal damage
if (damage > 0)
target.TakeDamage(tAction.Damage = damage, attacker);
target.Aggro(attacker);
// Knock down on deadly
if (target.Conditions.Has(ConditionsA.Deadly))
{
tAction.Set(TargetOptions.KnockDown);
tAction.Stun = TargetStun;
}
// Reduce stun, based on ping
if (delayReduction > 0)
tAction.Stun = (short)Math.Max(0, tAction.Stun - (tAction.Stun / 100 * delayReduction));
// Death/Knockback
if (target.IsDead)
{
tAction.Set(TargetOptions.FinishingKnockDown);
}
else
{
// If knocked down, instant recovery,
// if repeat hit, knock down,
// otherwise potential knock back.
if (target.IsKnockedDown)
{
tAction.Stun = 0;
}
else if (target.Stability < MinStability)
{
tAction.Set(TargetOptions.KnockDown);
}
else
{
var stabilityReduction = StabilityReduction;
// Reduce reduction, based on ping
// While the Wiki says that "the Knockdown Gauge [does not]
// build up", tests show that it does. However, it's
// reduced, assumedly based on the MD rank.
if (delayReduction > 0)
stabilityReduction = (short)Math.Max(0, stabilityReduction - (stabilityReduction / 100 * delayReduction));
target.Stability -= stabilityReduction;
if (target.IsUnstable)
{
tAction.Set(TargetOptions.KnockBack);
}
}
}
if (tAction.IsKnockBack)
attacker.Shove(target, KnockbackDistance);
// Override stun set by defense
aAction.Stun = AttackerStun;
Send.Effect(attacker, Effect.UseMagic, EffectSkillName);
//.........这里部分代码省略.........
示例11: Use
/// <summary>
/// Handles usage of the skill.
/// </summary>
/// <param name="attacker"></param>
/// <param name="target"></param>
public void Use(Creature attacker, Creature target)
{
// Updating unlock because of the updating lock for pre-renovation
// Has to be done here because we can't have an updating unlock
// after the combat action, it resets the stun.
if (!AuraData.FeaturesDb.IsEnabled("TalentRenovationCloseCombat"))
attacker.Unlock(Locks.Move, true);
var skill = attacker.Skills.Get(SkillId.Counterattack);
var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, SkillId.Counterattack, target.EntityId);
aAction.Options |= AttackerOptions.Result | AttackerOptions.KnockBackHit2;
var tAction = new TargetAction(CombatActionType.CounteredHit2, target, attacker, target.Skills.IsReady(SkillId.Smash) ? SkillId.Smash : SkillId.CombatMastery);
tAction.Options |= TargetOptions.Result | TargetOptions.Smash;
var cap = new CombatActionPack(attacker, skill.Info.Id);
cap.Add(aAction, tAction);
var damage =
(attacker.GetRndTotalDamage() * (skill.RankData.Var2 / 100f)) +
(target.GetRndTotalDamage() * (skill.RankData.Var1 / 100f));
var critChance = attacker.GetTotalCritChance(target.Protection) + skill.RankData.Var3;
CriticalHit.Handle(attacker, critChance, ref damage, tAction, true);
SkillHelper.HandleDefenseProtection(target, ref damage, true, true);
target.TakeDamage(tAction.Damage = damage, attacker);
target.Aggro(attacker);
if (target.IsDead)
tAction.Options |= TargetOptions.FinishingKnockDown;
aAction.Stun = StunTime;
tAction.Stun = StunTime;
target.Stability = Creature.MinStability;
attacker.Shove(target, KnockbackDistance);
// Update both weapons
SkillHelper.UpdateWeapon(attacker, target, attacker.RightHand, attacker.LeftHand);
Send.SkillUseStun(attacker, skill.Info.Id, StunTime, 1);
this.Training(aAction, tAction);
cap.Handle();
}
示例12: Use
/// <summary>
/// Handles usage of the skill.
/// </summary>
/// <param name="attacker"></param>
/// <param name="target"></param>
public void Use(Creature attacker, Creature target)
{
// Updating unlock because of the updating lock for pre-renovation
// Has to be done here because we can't have an updating unlock
// after the combat action, it resets the stun.
if (!AuraData.FeaturesDb.IsEnabled("TalentRenovationCloseCombat"))
{
attacker.Unlock(Locks.Run, true);
attacker.Unlock(Locks.Move, true);
}
var skill = attacker.Skills.Get(SkillId.Counterattack);
var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, SkillId.Counterattack, target.EntityId);
aAction.Options |= AttackerOptions.Result | AttackerOptions.KnockBackHit2;
var tAction = new TargetAction(CombatActionType.CounteredHit2, target, attacker, target.Skills.IsReady(SkillId.Smash) ? SkillId.Smash : SkillId.CombatMastery);
tAction.Options |= TargetOptions.Result | TargetOptions.Smash;
var cap = new CombatActionPack(attacker, skill.Info.Id);
cap.Add(aAction, tAction);
float damage;
if (attacker.RightHand != null && attacker.RightHand.Data.HasTag("/weapon/gun/")) //TODO: Only do this when out of ammo.
{
damage = (attacker.GetRndBareHandDamage() * (skill.RankData.Var2 / 100f)) +
(target.GetRndTotalDamage() * (skill.RankData.Var1 / 100f));
}
else
{
damage = (attacker.GetRndTotalDamage() * (skill.RankData.Var2 / 100f)) +
(target.GetRndTotalDamage() * (skill.RankData.Var1 / 100f));
}
var critShieldReduction = (target.LeftHand != null ? target.LeftHand.Data.DefenseBonusCrit : 0);
var critChance = attacker.GetTotalCritChance(target.Protection + critShieldReduction) + skill.RankData.Var3;
CriticalHit.Handle(attacker, critChance, ref damage, tAction, true);
var maxDamage = damage; //Damage without Defense and Protection
SkillHelper.HandleDefenseProtection(target, ref damage, true, true);
ManaShield.Handle(target, ref damage, tAction, maxDamage);
target.TakeDamage(tAction.Damage = damage, attacker);
target.Aggro(attacker);
if (target.IsDead)
tAction.Options |= TargetOptions.FinishingKnockDown;
if (attacker.IsCharacter && AuraData.FeaturesDb.IsEnabled("CombatSystemRenewal"))
{
aAction.Stun = 2000;
}
else
{
aAction.Stun = AttackStunTime;
}
tAction.Stun = StunTime;
target.Stability = Creature.MinStability;
attacker.Shove(target, KnockbackDistance);
// Update both weapons
SkillHelper.UpdateWeapon(attacker, target, attacker.RightHand, attacker.LeftHand);
Send.SkillUseStun(attacker, skill.Info.Id, aAction.Stun, 1);
this.Training(aAction, tAction);
cap.Handle();
}