本文整理汇总了C#中Server.MirDatabase.UserMagic类的典型用法代码示例。如果您正苦于以下问题:C# UserMagic类的具体用法?C# UserMagic怎么用?C# UserMagic使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
UserMagic类属于Server.MirDatabase命名空间,在下文中一共展示了UserMagic类的15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: PetEnhancer
private void PetEnhancer(MapObject target, UserMagic magic, out bool cast)
{
cast = false;
if (target == null || target.Race != ObjectType.Monster || !target.IsFriendlyTarget(this)) return;
int duration = GetAttackPower(MinSC, MaxSC) + magic.GetPower();
cast = true;
DelayedAction action = new DelayedAction(DelayedType.Magic, Envir.Time + 500, magic, duration, target);
ActionList.Add(action);
}
示例2: OneWithNature
public void OneWithNature(MapObject target, UserMagic magic)
{
int damage = GetAttackPower(MinMC, MaxMC) + magic.GetPower();
DelayedAction action = new DelayedAction(DelayedType.Magic, Envir.Time + 500, this, magic, damage, CurrentLocation);
CurrentMap.ActionList.Add(action);
}
示例3: LevelMagic
public void LevelMagic(UserMagic magic)
{
byte exp = (byte)(Envir.Random.Next(3) + 1);
if ((Settings.MentorSkillBoost) && (Info.Mentor != 0) && (Info.isMentor))
{
Buff buff = Buffs.Where(e => e.Type == BuffType.Mentee).FirstOrDefault();
if (buff != null)
{
CharacterInfo Mentor = Envir.GetCharacterInfo(Info.Mentor);
PlayerObject player = Envir.GetPlayer(Mentor.Name);
if (player.CurrentMap == CurrentMap && Functions.InRange(player.CurrentLocation, CurrentLocation, Globals.DataRange) && !player.Dead)
if (SkillNeckBoost == 1) exp *= 2;
}
}
exp *= SkillNeckBoost;
if (Level == 65535) exp = byte.MaxValue;
int oldLevel = magic.Level;
switch (magic.Level)
{
case 0:
if (Level < magic.Info.Level1)
return;
magic.Experience += exp;
if (magic.Experience >= magic.Info.Need1)
{
magic.Level++;
magic.Experience = (ushort)(magic.Experience - magic.Info.Need1);
RefreshStats();
}
break;
case 1:
if (Level < magic.Info.Level2)
return;
magic.Experience += exp;
if (magic.Experience >= magic.Info.Need2)
{
magic.Level++;
magic.Experience = (ushort)(magic.Experience - magic.Info.Need2);
RefreshStats();
}
break;
case 2:
if (Level < magic.Info.Level3)
return;
magic.Experience += exp;
if (magic.Experience >= magic.Info.Need3)
{
magic.Level++;
magic.Experience = 0;
RefreshStats();
}
break;
default:
return;
}
if (oldLevel != magic.Level)
{
long delay = magic.GetDelay();
Enqueue(new S.MagicDelay { Spell = magic.Spell, Delay = delay });
}
Enqueue(new S.MagicLeveled { Spell = magic.Spell, Level = magic.Level, Experience = magic.Experience });
}
示例4: BindingShot
public void BindingShot(UserMagic magic, MapObject target, out bool cast)
{
cast = false;
if (target == null || !target.IsAttackTarget(this) || !(target is MonsterObject)) return;
if ((Info.MentalState != 1) && !CanFly(target.CurrentLocation)) return;
if (target.Level > Level + 2) return;
if (((MonsterObject)target).ShockTime >= Envir.Time) return;//Already shocked
uint duration = (uint)((magic.Level * 5 + 10) * 1000);
int value = (int)duration;
int delay = Functions.MaxDistance(CurrentLocation, target.CurrentLocation) * 50 + 500; //50 MS per Step
DelayedAction action = new DelayedAction(DelayedType.Magic, Envir.Time + delay, magic, value, target);
ActionList.Add(action);
cast = true;
}
示例5: NapalmShot
public void NapalmShot(MapObject target, UserMagic magic)
{
if (target == null || !target.IsAttackTarget(this)) return;
if ((Info.MentalState != 1) && !CanFly(target.CurrentLocation)) return;
int distance = Functions.MaxDistance(CurrentLocation, target.CurrentLocation);
int damage = (GetAttackPower(MinMC, MaxMC) + magic.GetPower());
damage = ApplyArcherState(damage);
int delay = distance * 50 + 500; //50 MS per Step
DelayedAction action = new DelayedAction(DelayedType.Magic, Envir.Time + delay, this, magic, damage, target.CurrentLocation);
CurrentMap.ActionList.Add(action);
}
示例6: BackStep
private void BackStep(UserMagic magic)
{
ActionTime = Envir.Time;
if (!CanWalk) return;
int travel = 0;
bool blocked = false;
int jumpDistance = (magic.Level == 0) ? 1 : magic.Level;//3 max
MirDirection jumpDir = Functions.ReverseDirection(Direction);
Point location = CurrentLocation;
for (int i = 0; i < jumpDistance; i++)
{
location = Functions.PointMove(location, jumpDir, 1);
if (!CurrentMap.ValidPoint(location)) break;
Cell cInfo = CurrentMap.GetCell(location);
if (cInfo.Objects != null)
for (int c = 0; c < cInfo.Objects.Count; c++)
{
MapObject ob = cInfo.Objects[c];
if (!ob.Blocking) continue;
blocked = true;
if ((cInfo.Objects == null) || blocked) break;
}
if (blocked) break;
travel++;
}
jumpDistance = travel;
if (jumpDistance > 0)
{
for (int i = 0; i < jumpDistance; i++)
{
location = Functions.PointMove(CurrentLocation, jumpDir, 1);
CurrentMap.GetCell(CurrentLocation).Remove(this);
RemoveObjects(jumpDir, 1);
CurrentLocation = location;
CurrentMap.GetCell(CurrentLocation).Add(this);
AddObjects(jumpDir, 1);
}
Enqueue(new S.UserBackStep { Direction = Direction, Location = location });
Broadcast(new S.ObjectBackStep { ObjectID = ObjectID, Direction = Direction, Location = location, Distance = jumpDistance });
LevelMagic(magic);
}
else
{
Broadcast(new S.ObjectBackStep { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, Distance = jumpDistance });
ReceiveChat("Not enough jumping power.", ChatType.System);
}
magic.CastTime = Envir.Time;
Enqueue(new S.MagicCast { Spell = magic.Spell });
CellTime = Envir.Time + 500;
}
示例7: ExplosiveTrap
private void ExplosiveTrap(UserMagic magic, Point location)
{
int trapCount = 0;
for (int i = 0; i <= 3; i++)
if (ArcherTrapObjectsArray[i, 0] != null) trapCount++;
if (trapCount >= magic.Level + 1) return;//max 4 traps
int freeTrapSpot = -1;
for (int i = 0; i <= 3; i++)
if (ArcherTrapObjectsArray[i, 0] == null)
{
freeTrapSpot = i;
break;
}
if (freeTrapSpot == -1) return;
int damage = GetAttackPower(MinMC, MaxMC) + magic.GetPower();
DelayedAction action = new DelayedAction(DelayedType.Magic, Envir.Time + 500, this, magic, damage, location, freeTrapSpot);
CurrentMap.ActionList.Add(action);
}
示例8: ImmortalSkin
private void ImmortalSkin(UserMagic magic, out bool cast)
{
cast = true;
ActionList.Add(new DelayedAction(DelayedType.Magic, Envir.Time + 500, magic));
}
示例9: CounterAttackCast
private void CounterAttackCast(UserMagic magic, MapObject target)
{
if (target == null || magic == null) return;
if (CounterAttack == false) return;
int criticalDamage = Envir.Random.Next(0, 100) <= Accuracy ? MaxDC * 2 : MinDC * 2;
int damage = (MinDC / 5 + 4 * (magic.Level + Level / 20)) * criticalDamage / 20 + MaxDC;
MirDirection dir = Functions.ReverseDirection(target.Direction);
Direction = dir;
if (Functions.InRange(CurrentLocation, target.CurrentLocation, 1) == false) return;
if (Envir.Random.Next(10) > magic.Level + 6) return;
Enqueue(new S.ObjectMagic { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, Spell = Spell.CounterAttack, TargetID = target.ObjectID, Target = target.CurrentLocation, Cast = true, Level = GetMagic(Spell.CounterAttack).Level, SelfBroadcast = true });
DelayedAction action = new DelayedAction(DelayedType.Damage, AttackTime, target, damage, DefenceType.AC, true);
ActionList.Add(action);
LevelMagic(magic);
CounterAttack = false;
}
示例10: ShoulderDash
private void ShoulderDash(UserMagic magic)
{
if (InTrapRock) return;
if (!CanWalk) return;
ActionTime = Envir.Time + MoveDelay;
int dist = Envir.Random.Next(2) + magic.Level + 2;
int travel = 0;
bool wall = true;
Point location = CurrentLocation;
MapObject target = null;
for (int i = 0; i < dist; i++)
{
location = Functions.PointMove(location, Direction, 1);
if (!CurrentMap.ValidPoint(location)) break;
Cell cell = CurrentMap.GetCell(location);
bool blocking = false;
if (cell.Objects != null)
{
for (int c = cell.Objects.Count - 1; c >= 0; c--)
{
MapObject ob = cell.Objects[c];
if (!ob.Blocking) continue;
wall = false;
if (ob.Race != ObjectType.Monster && ob.Race != ObjectType.Player)
{
blocking = true;
break;
}
if (target == null && ob.Race == ObjectType.Player)
target = ob;
if (Envir.Random.Next(20) >= 6 + magic.Level * 3 + Level - ob.Level || !ob.IsAttackTarget(this) || ob.Level >= Level || ob.Pushed(this, Direction, 1) == 0)
{
if (target == ob)
target = null;
blocking = true;
break;
}
if (cell.Objects == null) break;
}
}
if (blocking)
{
if (magic.Level != 3) break;
Point location2 = Functions.PointMove(location, Direction, 1);
if (!CurrentMap.ValidPoint(location2)) break;
cell = CurrentMap.GetCell(location2);
blocking = false;
if (cell.Objects != null)
{
for (int c = cell.Objects.Count - 1; c >= 0; c--)
{
MapObject ob = cell.Objects[c];
if (!ob.Blocking) continue;
if (ob.Race != ObjectType.Monster && ob.Race != ObjectType.Player)
{
blocking = true;
break;
}
if (!ob.IsAttackTarget(this) || ob.Level >= Level || ob.Pushed(this, Direction, 1) == 0)
{
blocking = true;
break;
}
if (cell.Objects == null) break;
}
}
if (blocking) break;
cell = CurrentMap.GetCell(location);
if (cell.Objects != null)
{
for (int c = cell.Objects.Count - 1; c >= 0; c--)
{
MapObject ob = cell.Objects[c];
if (!ob.Blocking) continue;
if (ob.Race != ObjectType.Monster && ob.Race != ObjectType.Player)
{
blocking = true;
break;
}
if (Envir.Random.Next(20) >= 6 + magic.Level * 3 + Level - ob.Level || !ob.IsAttackTarget(this) || ob.Level >= Level || ob.Pushed(this, Direction, 1) == 0)
//.........这里部分代码省略.........
示例11: SlashingBurst
private void SlashingBurst(UserMagic magic, out bool cast)
{
cast = true;
// damage
int damage = GetAttackPower(MaxDC, MaxDC) * magic.GetPower();
// objects = this, magic, damage, currentlocation, direction, attackRange
DelayedAction action = new DelayedAction(DelayedType.Magic, Envir.Time + 500, this, magic, damage, CurrentLocation, Direction, 1);
CurrentMap.ActionList.Add(action);
// telpo location
Point location = Functions.PointMove(CurrentLocation, Direction, 2);
if (!CurrentMap.ValidPoint(location)) return;
Cell cInfo = CurrentMap.GetCell(location);
bool blocked = false;
if (cInfo.Objects != null)
{
for (int c = 0; c < cInfo.Objects.Count; c++)
{
MapObject ob = cInfo.Objects[c];
if (!ob.Blocking) continue;
blocked = true;
if ((cInfo.Objects == null) || blocked) break;
}
}
// blocked telpo cancel
if (blocked) return;
Teleport(CurrentMap, location, false);
//// move character
//CurrentMap.GetCell(CurrentLocation).Remove(this);
//RemoveObjects(Direction, 1);
//CurrentLocation = location;
//CurrentMap.GetCell(CurrentLocation).Add(this);
//AddObjects(Direction, 1);
//Enqueue(new S.UserAttackMove { Direction = Direction, Location = location });
}
示例12: Rage
private void Rage(UserMagic magic)
{
int count = Buffs.Where(x => x.Type == BuffType.Rage).ToList().Count();
if (count > 0) return;
int duration = 48 + (6 * magic.Level);
int value = (int)Math.Round(MaxDC * (0.12 + (0.03 * magic.Level)));
AddBuff(new Buff { Type = BuffType.Rage, Caster = this, ExpireTime = Envir.Time + duration * 1000, Values = new int[] { value } });
OperateTime = 0;
LevelMagic(magic);
}
示例13: BladeAvalanche
private void BladeAvalanche(UserMagic magic)
{
int criticalDamage = Envir.Random.Next(0, 100) <= (1 + Luck) ? MaxDC * 2 : MinDC * 2;
int nearDamage = (12 + 3 * (magic.Level + Level / 20)) * criticalDamage / 30 + MinDC;
int farDamage = (8 + 2 * (magic.Level + Level / 20)) * criticalDamage / 30 + MinDC;
int col = 3;
int row = 3;
Point[] loc = new Point[col]; //0 = left 1 = center 2 = right
loc[0] = Functions.PointMove(CurrentLocation, Functions.PreviousDir(Direction), 1);
loc[1] = Functions.PointMove(CurrentLocation, Direction, 1);
loc[2] = Functions.PointMove(CurrentLocation, Functions.NextDir(Direction), 1);
for (int i = 0; i < col; i++)
{
Point startPoint = loc[i];
for (int j = 0; j < row; j++)
{
Point hitPoint = Functions.PointMove(startPoint, Direction, j);
if (!CurrentMap.ValidPoint(hitPoint)) continue;
Cell cell = CurrentMap.GetCell(hitPoint);
if (cell.Objects == null) continue;
for (int k = 0; k < cell.Objects.Count; k++)
{
MapObject target = cell.Objects[k];
switch (target.Race)
{
case ObjectType.Monster:
case ObjectType.Player:
//Only targets
if (target.IsAttackTarget(this))
{
if (target.Attacked(this, j <= 1 ? nearDamage : farDamage, DefenceType.MAC, false) > 0)
LevelMagic(magic);
}
break;
}
}
}
}
}
示例14: Entrapment
private void Entrapment(MapObject target, UserMagic magic)
{
if (target == null || !target.IsAttackTarget(this)) return;
int damage = 0;
DelayedAction action = new DelayedAction(DelayedType.Magic, Envir.Time + 500, magic, damage, target);
ActionList.Add(action);
}
示例15: FlashDash
private void FlashDash(UserMagic magic)
{
bool success = false;
ActionTime = Envir.Time;
int travel = 0;
bool blocked = false;
int jumpDistance = (magic.Level <= 1) ? 0 : 1;//3 max
Point location = CurrentLocation;
for (int i = 0; i < jumpDistance; i++)
{
location = Functions.PointMove(location, Direction, 1);
if (!CurrentMap.ValidPoint(location)) break;
Cell cInfo = CurrentMap.GetCell(location);
if (cInfo.Objects != null)
{
for (int c = 0; c < cInfo.Objects.Count; c++)
{
MapObject ob = cInfo.Objects[c];
if (!ob.Blocking) continue;
blocked = true;
if ((cInfo.Objects == null) || blocked) break;
}
}
if (blocked) break;
travel++;
}
jumpDistance = travel;
if (jumpDistance > 0)
{
location = Functions.PointMove(CurrentLocation, Direction, jumpDistance);
CurrentMap.GetCell(CurrentLocation).Remove(this);
RemoveObjects(Direction, 1);
CurrentLocation = location;
CurrentMap.GetCell(CurrentLocation).Add(this);
AddObjects(Direction, 1);
Enqueue(new S.UserDashAttack { Direction = Direction, Location = location });
Broadcast(new S.ObjectDashAttack { ObjectID = ObjectID, Direction = Direction, Location = location, Distance = jumpDistance });
}
else
{
Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation });
}
if (travel == 0) location = CurrentLocation;
int attackDelay = (AttackSpeed - 120) <= 300 ? 300 : (AttackSpeed - 120);
AttackTime = Envir.Time + attackDelay;
SpellTime = Envir.Time + 300;
location = Functions.PointMove(location, Direction, 1);
if (CurrentMap.ValidPoint(location))
{
Cell cInfo = CurrentMap.GetCell(location);
if (cInfo.Objects != null)
{
for (int c = 0; c < cInfo.Objects.Count; c++)
{
MapObject ob = cInfo.Objects[c];
switch (ob.Race)
{
case ObjectType.Monster:
case ObjectType.Player:
//Only targets
if (ob.IsAttackTarget(this))
{
DelayedAction action = new DelayedAction(DelayedType.Damage, AttackTime, ob, GetAttackPower(MinDC, MaxDC), DefenceType.AC, true);
ActionList.Add(action);
success = true;
if ((((ob.Race != ObjectType.Player) || Settings.PvpCanResistPoison) && (Envir.Random.Next(Settings.PoisonAttackWeight) >= ob.PoisonResist)) && (Envir.Random.Next(15) <= magic.Level + 1))
{
DelayedAction pa = new DelayedAction(DelayedType.Poison, AttackTime, ob, PoisonType.Stun, SpellEffect.TwinDrakeBlade, magic.Level + 1, 1000);
ActionList.Add(pa);
}
}
break;
}
}
}
}
if (success) //technicaly this makes flashdash lvl when it casts rather then when it hits (it wont lvl if it's not hitting!)
LevelMagic(magic);
magic.CastTime = Envir.Time;
Enqueue(new S.MagicCast { Spell = magic.Spell });
}