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C# MabiCreature.CriticalChanceAgainst方法代码示例

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


在下文中一共展示了MabiCreature.CriticalChanceAgainst方法的8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: FireballProcessing

        public void FireballProcessing(MabiCreature attacker, MabiSkill skill, MabiProp bomb, ulong targetId)
        {
            Thread.Sleep(4000);

            var victims = WorldManager.Instance.GetCreaturesInRange(bomb, 800).Where(c => !c.IsDead && c.IsAttackableBy(attacker)).ToList();

            ulong areaTarget = SkillHelper.GetAreaTargetID(bomb.Region, (uint)bomb.Info.X, (uint)bomb.Info.Y);

            var sAction = new AttackerAction(CombatActionType.SpecialHit, attacker, skill.Id, areaTarget);
            sAction.PropId = bomb.Id;
            sAction.Options = AttackerOptions.KnockBackHit1 | AttackerOptions.UseEffect;

            var cap = new CombatActionPack(attacker, skill.Id);
            cap.Add(sAction);

            var rnd = RandomProvider.Get();

            foreach (var target in victims)
            {
                target.StopMove();

                var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Id);
                tAction.Options |= TargetOptions.Result;
                tAction.StunTime = target.Stun = 3000;
                tAction.Delay = 200;

                var damage = attacker.GetMagicDamage(attacker.RightHand, rnd.Next((int)skill.RankInfo.Var1, (int)skill.RankInfo.Var2 + 1));

                if (CombatHelper.TryAddCritical(target, ref damage, attacker.CriticalChanceAgainst(target)))
                    tAction.Options |= TargetOptions.Critical;

                target.TakeDamage(tAction.Damage = damage);

                // Knock down if dead
                tAction.OldPosition = CombatHelper.KnockBack(target, bomb);
                if (target.IsDead)
                {
                    tAction.Options |= TargetOptions.FinishingKnockDown;
                }
                else
                {
                    tAction.Options |= TargetOptions.KnockDown;
                    CombatHelper.SetAggro(attacker, target);
                }

                WorldManager.Instance.Broadcast(new MabiPacket(Op.Effect, target.Id).PutInt(Effect.Thunderbolt).PutByte(0), SendTargets.Range, target);
                cap.Add(tAction);
            }

            WorldManager.Instance.HandleCombatActionPack(cap);

            WorldManager.Instance.RemoveProp(bomb);
        }
开发者ID:Fuhhue,项目名称:aura_legacy,代码行数:53,代码来源:FireballHandler.cs

示例2: Use


//.........这里部分代码省略.........
                    .PutByte(3)
                    .PutString("move")
                    .PutLong(target.Id)
                    .PutInt(i) // clone nr
                    .PutInt(i) // clone nr
                    .PutInt(450)
                    .PutInt(clones) // ? (4)
                    .PutInt(120) // disappear time?
                , SendTargets.Range, attacker);
                // Attack
                WorldManager.Instance.Broadcast(
                    new MabiPacket(Op.EffectDelayed, attacker.Id)
                    .PutInt(120) // delay?
                    .PutInt(Effect.ShadowBunshin)
                    .PutByte(3)
                    .PutString("attack")
                    .PutInt(i) // clone nr
                , SendTargets.Range, attacker);

                var sAction = new AttackerAction(CombatActionType.SpecialHit, attacker, skill.Id, targetId);
                sAction.Options |= AttackerOptions.Result;

                var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Id);
                tAction.Delay = 100;

                var cap = new CombatActionPack(attacker, skill.Id);
                cap.Add(sAction);

                target.Stun = tAction.StunTime = 2000;
                CombatHelper.SetAggro(attacker, target);

                var rnd = RandomProvider.Get();

                float damage = rnd.Next((int)skill.RankInfo.Var5, (int)skill.RankInfo.Var6 + 1);
                damage += skill.RankInfo.Var7 * staminaCost;

                // Crit
                if (CombatHelper.TryAddCritical(attacker, ref damage, attacker.CriticalChanceAgainst(target)))
                    tAction.Options |= TargetOptions.Critical;

                // Def/Prot
                CombatHelper.ReduceDamage(ref damage, target.DefenseTotal, target.Protection);

                // Mana Shield
                tAction.ManaDamage = CombatHelper.DealManaDamage(target, ref damage);

                // Deal Life Damage
                if (damage > 0)
                    target.TakeDamage(tAction.Damage = damage);

                // Save if target was already dead, to not send
                // finish action twice.
                if (!alreadyDead)
                {
                    target.TakeDamage(tAction.Damage);

                    // Only send damage taking part if target isn't dead yet.
                    cap.Add(tAction);
                }
                alreadyDead = target.IsDead;

                if (target.IsDead)
                {
                    tAction.OldPosition = pos;
                    if (!alreadyDead)
                        tAction.Options |= TargetOptions.FinishingKnockDown;
                    else
                        tAction.Options |= TargetOptions.KnockDown;
                }
                else if (i == clones)
                {
                    // Knock back if not dead after last attack.
                    tAction.Options |= TargetOptions.KnockDown;
                    tAction.OldPosition = CombatHelper.KnockBack(target, attacker, 400);
                }

                WorldManager.Instance.HandleCombatActionPack(cap);

                if (i >= clones)
                {
                    // Cancel timer after last attack.
                    timer.Dispose();
                    timer = null;
                }

                i++;

                GC.KeepAlive(timer);
            }, null, 900, 450);

            // Something's messed up here, if the skill isn't explicitly
            // canceled the client gets confused.
            //WorldManager.Instance.CreatureSkillCancel(attacker);

            SkillHelper.GiveSkillExp(attacker, skill, 20);

            Send.SkillUse(attacker.Client, attacker, skill.Id, targetId, unk1, unk2);

            return SkillResults.Okay;
        }
开发者ID:nvrlcky,项目名称:aura,代码行数:101,代码来源:ShadowBunshinHandler.cs

示例3: UseCombat

        public override SkillResults UseCombat(MabiCreature attacker, ulong targetId, MabiSkill skill)
        {
            var target = WorldManager.Instance.GetCreatureById(targetId);
            if (target == null)
                return SkillResults.InvalidTarget;

            if (!WorldManager.InRange(attacker, target, 1200))
                return SkillResults.OutOfRange;

            attacker.StopMove();

            WorldManager.Instance.Broadcast(new MabiPacket(Op.Effect, attacker.Id).PutInt(Effect.UseMagic).PutString(this.Name), SendTargets.Range, attacker);

            Send.SkillUse(attacker.Client, attacker, skill.Id, UseStun, 1);

            var sAction = new AttackerAction(CombatActionType.RangeHit, attacker, skill.Id, targetId);
            sAction.Options |= AttackerOptions.Result;

            var cap = new CombatActionPack(attacker, skill.Id);
            cap.Add(sAction);

            var rnd = RandomProvider.Get();

            var damage = attacker.GetMagicDamage(attacker.RightHand, rnd.Next((int)skill.RankInfo.Var1, (int)skill.RankInfo.Var2 + 1));

            attacker.Stun = sAction.StunTime = UseStun;

            var targets = WorldManager.Instance.GetCreaturesInRange(target, 500).Where(c => !c.IsDead && c.IsAttackableBy(attacker)).ToList();
            targets.Insert(0, target);
            for (byte i = 0; i < attacker.ActiveSkillStacks && i < targets.Count; i++)
            {
                targets[i].StopMove();

                var splashAction = new TargetAction(CombatActionType.TakeHit, targets[i], attacker, skill.Id);
                splashAction.Options |= TargetOptions.Result;

                cap.Add(splashAction);

                splashAction.Damage = damage * ((100 - (i * 10)) / 100f);

                if (CombatHelper.TryAddCritical(targets[i], ref damage, attacker.CriticalChanceAgainst(targets[i])))
                    splashAction.Options |= TargetOptions.Critical;

                targets[i].TakeDamage(splashAction.Damage);

                targets[i].Stun = splashAction.StunTime = TargetStun;

                // Knock down if dead
                if (targets[i].IsDead)
                {
                    splashAction.OldPosition = CombatHelper.KnockBack(targets[i], (i == 0 ? attacker : targets[i - 1]));
                    splashAction.Options |= TargetOptions.FinishingKnockDown;
                }
                else
                {
                    if (targets[i].KnockBack >= CombatHelper.LimitKnockBack)
                    {
                        splashAction.Options |= TargetOptions.KnockDown;
                    }
                    else
                    {
                        targets[i].KnockBack += KnockBack;
                        if (targets[i].KnockBack >= CombatHelper.LimitKnockBack)
                        {
                            splashAction.OldPosition = CombatHelper.KnockBack(targets[i], (i == 0 ? attacker : targets[i - 1]));
                            splashAction.Options |= TargetOptions.KnockBack;
                        }
                    }

                    targets[i].Stun = splashAction.StunTime = TargetStun;

                    CombatHelper.SetAggro(attacker, targets[i]);
                }
            }

            SkillHelper.ClearStack(attacker, skill);

            WorldManager.Instance.HandleCombatActionPack(cap);

            SkillHelper.GiveSkillExp(attacker, skill, 20);

            return SkillResults.Okay;
        }
开发者ID:Fuhhue,项目名称:aura_legacy,代码行数:83,代码来源:BoltHandlers.cs

示例4: UseCombat

        public override SkillResults UseCombat(MabiCreature attacker, ulong targetId, MabiSkill skill)
        {
            // if rank > x then
            //     for splash targets

            var target = WorldManager.Instance.GetCreatureById(targetId);
            if (target == null)
                return SkillResults.InvalidTarget;

            if (!WorldManager.InRange(attacker, target, (uint)(attacker.RaceInfo.AttackRange + 50)))
                return SkillResults.OutOfRange;

            attacker.StopMove();
            target.StopMove();

            var factory = new CombatFactory();

            factory.SetAttackerAction(attacker, CombatActionType.HardHit, skill.Id, targetId);
            factory.SetAttackerOptions(AttackerOptions.Result | AttackerOptions.KnockBackHit2);
            factory.SetAttackerStun(AfterUseStun);

            factory.AddTargetAction(target, CombatActionType.TakeHit, skillId: SkillConst.MeleeCombatMastery);
            factory.SetTargetOptions(TargetOptions.Result | TargetOptions.Smash);
            factory.SetTargetStun(StunTime);

            var critChance = attacker.CriticalChanceAgainst(target);
            var critOpts = CombatFactory.CriticalOptions.NoCritical;

            // +5% crit for 2H
            if (attacker.RightHand != null && attacker.RightHand.IsTwoHandWeapon)
                critChance *= 1.05f;

            // Crit
            if (CombatHelper.TryCritical(critChance))
                critOpts = CombatFactory.CriticalOptions.Critical;

            factory.ExecuteDamage(calculateSmashDamage, critOpts);
            factory.ExecuteStun();
            factory.ExecuteKnockback(CombatHelper.MaxKnockBack);

            WorldManager.Instance.HandleCombatActionPack(factory.GetCap());

            Send.SkillUse(attacker.Client, attacker, skill.Id, AfterUseStun, 1);

            CombatHelper.SetAggro(attacker, target);

            SkillHelper.GiveSkillExp(attacker, skill, 20);

            return SkillResults.Okay;
        }
开发者ID:Fuhhue,项目名称:aura_legacy,代码行数:50,代码来源:SmashHandler.cs

示例5: HitWithThunderbolt

        private static void HitWithThunderbolt(MabiCreature attacker, MabiSkill skill, List<MabiCreature> targets, MabiProp cloud, float dmgModifier = 1)
        {
            var undead = targets.FirstOrDefault(c => !c.IsDead);

            if (undead == null)
                return;

            var sAction = new AttackerAction(CombatActionType.RangeHit, attacker, skill.Id, undead.Id);
            sAction.PropId = cloud.Id;
            sAction.Options = AttackerOptions.KnockBackHit1 | AttackerOptions.UseEffect;

            var cap = new CombatActionPack(attacker, skill.Id);
            cap.Add(sAction);

            var rnd = RandomProvider.Get();

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

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

                var damage = attacker.GetMagicDamage(attacker.RightHand, rnd.Next((int)skill.RankInfo.Var1, (int)skill.RankInfo.Var2 + 1)) * dmgModifier;

                if (CombatHelper.TryAddCritical(target, ref damage, attacker.CriticalChanceAgainst(target)))
                    tAction.Options |= TargetOptions.Critical;

                target.TakeDamage(tAction.Damage = damage);

                // Knock down if dead
                if (target.IsDead)
                {
                    tAction.OldPosition = CombatHelper.KnockBack(target, attacker);
                    tAction.Options |= TargetOptions.FinishingKnockDown;
                }
                else
                {
                    if (target.KnockBack >= CombatHelper.LimitKnockBack)
                    {
                        tAction.Options |= TargetOptions.KnockDown;
                    }
                    else
                    {
                        target.KnockBack += KnockBack;
                        if (target.KnockBack >= CombatHelper.LimitKnockBack)
                        {
                            tAction.OldPosition = CombatHelper.KnockBack(target, attacker);
                            tAction.Options |= TargetOptions.KnockBack;
                        }
                    }

                    target.Stun = tAction.StunTime = 2000;

                    CombatHelper.SetAggro(attacker, target);
                }

                WorldManager.Instance.Broadcast(new MabiPacket(Op.Effect, target.Id).PutInt(Effect.Thunderbolt).PutByte(0), SendTargets.Range, target);
                cap.Add(tAction);
            }

            WorldManager.Instance.HandleCombatActionPack(cap);
        }
开发者ID:nvrlcky,项目名称:aura,代码行数:64,代码来源:ThunderHandler.cs

示例6: UseCombat

        public override SkillResults UseCombat(MabiCreature attacker, ulong targetId, MabiSkill skill)
        {
            var itarget = WorldManager.Instance.GetCreatureById(targetId);
            if (itarget == null)
                return SkillResults.InvalidTarget;

            if (!WorldManager.InRange(attacker, itarget, 2000))
                return SkillResults.OutOfRange;

            attacker.StopMove();

            WorldManager.Instance.Broadcast(new MabiPacket(Op.Effect, attacker.Id).PutInt(Effect.UseMagic).PutString("thunder").PutByte(0).PutLong(targetId).PutShort((ushort)skill.Id), SendTargets.Range, attacker);

            var charges = attacker.ActiveSkillStacks;

            List<MabiCreature> targets = new List<MabiCreature>() { itarget };
            this.GetThunderChain(attacker, itarget, targets, ((byte)skill.Rank >= (byte)SkillRank.R1 ? 4 : 1) + (charges - 1) * 2);

            var pos = itarget.GetPosition();
            var cloud = new MabiProp(280, itarget.Region, pos.X, pos.Y, 0);
            WorldManager.Instance.AddProp(cloud);

            var lbPacket = new MabiPacket(Op.Effect, Id.Broadcast).PutInt(Effect.Lightningbolt).PutLong(attacker.Id).PutInt((uint)targets.Count);

            foreach (var target in targets)
            {
                lbPacket.PutLong(target.Id);
            }

            WorldManager.Instance.Broadcast(lbPacket, SendTargets.Range, attacker);

            Send.SkillUse(attacker.Client, attacker, skill.Id, UseStun, 1);

            SkillHelper.ClearStack(attacker, skill);

            // End the lightning balls
            WorldManager.Instance.Broadcast(new MabiPacket(Op.Effect, attacker.Id).PutInt(Effect.StackUpdate).PutString("lightningbolt").PutBytes(0, 0), SendTargets.Range, attacker);

            var sAction = new AttackerAction(CombatActionType.RangeHit, attacker, skill.Id, targetId);
            sAction.Options |= AttackerOptions.Result;

            attacker.Stun = sAction.StunTime = UseStun;

            var cap = new CombatActionPack(attacker, skill.Id);
            cap.Add(sAction);

            var rnd = RandomProvider.Get();

            foreach (var target in targets)
            {
                var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Id);
                tAction.Options |= TargetOptions.Result;

                cap.Add(tAction);

                var damage = attacker.GetMagicDamage(attacker.RightHand, rnd.Next((int)skill.RankInfo.Var4, (int)skill.RankInfo.Var5 + 1));

                if (CombatHelper.TryAddCritical(target, ref damage, attacker.CriticalChanceAgainst(target)))
                    tAction.Options |= TargetOptions.Critical;

                target.TakeDamage(tAction.Damage = damage);

                // Knock down if dead
                if (target.IsDead)
                {
                    tAction.OldPosition = CombatHelper.KnockBack(target, attacker);
                    tAction.Options |= TargetOptions.FinishingKnockDown;
                }
                else
                {
                    if (target.KnockBack >= CombatHelper.LimitKnockBack)
                    {
                        tAction.Options |= TargetOptions.KnockDown;
                    }
                    else
                    {
                        target.KnockBack += KnockBack;
                        if (target.KnockBack >= CombatHelper.LimitKnockBack)
                        {
                            tAction.OldPosition = CombatHelper.KnockBack(target, attacker);
                            tAction.Options |= TargetOptions.KnockBack;
                        }
                    }

                    target.Stun = tAction.StunTime = (ushort)skill.RankInfo.Var3;

                    CombatHelper.SetAggro(attacker, target);
                }
            }

            WorldManager.Instance.HandleCombatActionPack(cap);

            SkillHelper.GiveSkillExp(attacker, skill, 20);

            System.Threading.Thread t = new System.Threading.Thread(new System.Threading.ThreadStart(() =>
                {
                    this.ThunderProcessing(attacker, skill, targets, cloud, DateTime.Now.AddMilliseconds(skill.RankInfo.Var3), charges);
                }));
            t.Start();

//.........这里部分代码省略.........
开发者ID:nvrlcky,项目名称:aura,代码行数:101,代码来源:ThunderHandler.cs

示例7: Explode

        protected void Explode(MabiCreature attacker, MabiCreature target, MabiSkill skill, MabiProp casterProp, float dmgModifier = 1f)
        {
            WorldManager.Instance.Broadcast(new MabiPacket(Op.Effect, target.Id).PutInt(Effect.IcespearFreeze).PutByte(1).PutInt(0), SendTargets.Range, target); // Cancel freeze

            var tPos = target.GetPosition();
            var bombProp = new MabiProp(280, target.Region, tPos.X, tPos.Y, 0); //4
            WorldManager.Instance.AddProp(bombProp);

            WorldManager.Instance.Broadcast(new MabiPacket(Op.Effect, bombProp.Id).PutInts(Effect.IcespearBoom, target.Region, tPos.X, tPos.Y), SendTargets.Range, bombProp);

            WorldManager.Instance.Broadcast(new MabiPacket(Op.Effect, target.Id).PutInt(Effect.Thunderbolt).PutByte(0), SendTargets.Range, target);

            var sAction = new AttackerAction(CombatActionType.SpecialHit, attacker, skill.Id, SkillHelper.GetAreaTargetID(target.Region, tPos.X, tPos.Y));
            sAction.PropId = casterProp.Id;
            sAction.Options = AttackerOptions.KnockBackHit1 | AttackerOptions.UseEffect;

            var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Id);
            tAction.Options = TargetOptions.Result;
            tAction.StunTime = target.Stun = 2000;

            var rnd = RandomProvider.Get();

            var damage = attacker.GetMagicDamage(attacker.RightHand, rnd.Next((int)skill.RankInfo.Var1, (int)skill.RankInfo.Var2 + 1)) * dmgModifier;

            if (CombatHelper.TryAddCritical(target, ref damage, attacker.CriticalChanceAgainst(target)))
                tAction.Options |= TargetOptions.Critical;

            target.TakeDamage(tAction.Damage = damage);

            // Knock down if dead
            tAction.OldPosition = CombatHelper.KnockBack(target, bombProp);
            if (target.IsDead)
            {
                tAction.Options |= TargetOptions.FinishingKnockDown;
            }
            else
            {
                tAction.Options |= TargetOptions.KnockDown;
                CombatHelper.SetAggro(attacker, target);
            }

            var cap = new CombatActionPack(attacker, skill.Id);
            cap.Add(sAction, tAction);

            WorldManager.Instance.HandleCombatActionPack(cap);

            sAction = new AttackerAction(CombatActionType.SpecialHit, attacker, skill.Id, SkillHelper.GetAreaTargetID(target.Region, tPos.X, tPos.Y));
            sAction.PropId = bombProp.Id;
            sAction.Options = AttackerOptions.UseEffect;

            cap = new CombatActionPack(attacker, skill.Id);
            cap.Add(sAction);

            WorldManager.Instance.HandleCombatActionPack(cap);

            WorldManager.Instance.RemoveProp(bombProp);
        }
开发者ID:nvrlcky,项目名称:aura,代码行数:57,代码来源:IcespearHandler.cs

示例8: UseCombat

        public override SkillResults UseCombat(MabiCreature attacker, ulong targetId, MabiSkill skill)
        {
            var target = WorldManager.Instance.GetCreatureById(targetId);
            if (target == null)
                return SkillResults.InvalidTarget;

            if (!WorldManager.InRange(attacker, target, (uint)(attacker.RaceInfo.AttackRange + 50)))
                return SkillResults.OutOfRange;

            if (attacker.IsStunned)
                return SkillResults.AttackStunned;

            attacker.StopMove();
            target.StopMove();

            // Check counter
            var counter = CombatHelper.TryCounter(target, attacker);
            if (counter != SkillResults.None)
                return SkillResults.Okay;

            uint prevCombatActionId = 0;
            var rnd = RandomProvider.Get();

            var rightHand = attacker.RightHand;
            var leftHand = attacker.LeftHand;
            if (leftHand != null && !leftHand.IsOneHandWeapon)
                leftHand = null;

            var sAction = new AttackerAction(CombatActionType.Hit, attacker, skill.Id, targetId);
            sAction.Options |= AttackerOptions.Result;
            if (rightHand != null && leftHand != null)
                sAction.Options |= AttackerOptions.DualWield;

            // Do this for two weapons, break if there is no second hit.
            for (byte i = 1; i <= 2; ++i)
            {
                var weapon = (i == 1 ? rightHand : leftHand);
                var atkSpeed = CombatHelper.GetAverageAttackSpeed(attacker);

                var cap = new CombatActionPack(attacker, skill.Id);
                cap.PrevCombatActionId = prevCombatActionId;
                cap.Hit = i;
                cap.HitsMax = (byte)(sAction.Has(AttackerOptions.DualWield) ? 2 : 1);

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

                cap.Add(sAction, tAction);

                // Damage
                {
                    var damage = attacker.GetRndDamage(weapon);
                    var protection = target.Protection;

                    // Crit
                    if (CombatHelper.TryAddCritical(attacker, ref damage, attacker.CriticalChanceAgainst(target)))
                        tAction.Options |= TargetOptions.Critical;

                    // Def/Prot
                    CombatHelper.ReduceDamage(ref damage, target.DefenseTotal, protection);

                    // Mana Shield
                    tAction.ManaDamage = CombatHelper.DealManaDamage(target, ref damage);

                    // Deal Life Damage
                    if (damage > 0)
                        target.TakeDamage(tAction.Damage = damage);
                }

                // Killed?
                if (target.IsDead)
                {
                    tAction.Options |= TargetOptions.FinishingKnockDown;
                    attacker.Stun = sAction.StunTime = CombatHelper.GetStunSource(atkSpeed, tAction.IsKnock);
                }
                else
                {
                    // Defense
                    if (target.HasSkillLoaded(SkillConst.Defense))
                    {
                        tAction.Type = CombatActionType.Defended;
                        tAction.SkillId = SkillConst.Defense;
                        target.Stun = tAction.StunTime = 1000;
                        attacker.Stun = sAction.StunTime = 2500;
                    }
                    // Normal hit
                    else
                    {
                        // Knock back
                        if (target.RaceInfo.Is(RaceStands.KnockBackable))
                        {
                            target.KnockBack += CombatHelper.GetKnockDown(weapon) / cap.HitsMax;
                            if (target.KnockBack >= CombatHelper.LimitKnockBack)
                            {
                                // Knock down if critical
                                tAction.Options |= (tAction.Has(TargetOptions.Critical) ? TargetOptions.KnockDown : TargetOptions.KnockBack);
                            }
                        }

                        attacker.Stun = sAction.StunTime = CombatHelper.GetStunSource(atkSpeed, tAction.IsKnock);
                        target.Stun = tAction.StunTime = CombatHelper.GetStunTarget(atkSpeed, tAction.IsKnock);
//.........这里部分代码省略.........
开发者ID:Fuhhue,项目名称:aura_legacy,代码行数:101,代码来源:CombatMasteryHandler.cs


注:本文中的Aura.World.World.MabiCreature.CriticalChanceAgainst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。