本文整理汇总了C#中Server.MirObjects.PlayerObject.Attacked方法的典型用法代码示例。如果您正苦于以下问题:C# PlayerObject.Attacked方法的具体用法?C# PlayerObject.Attacked怎么用?C# PlayerObject.Attacked使用的例子?那么, 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Server.MirObjects.PlayerObject
的用法示例。
在下文中一共展示了PlayerObject.Attacked方法的4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: MeleeAttack
public void MeleeAttack(PlayerObject _target)
{
if (_target == null) return;
Direction = Functions.DirectionFromPoint(CurrentLocation, _target.CurrentLocation);
Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation });
if (MeleeAttackDamage == 0) return;
if (uniqueAI != null && uniqueAI.MeleeAttackEffect > 0)
{
switch (uniqueAI.MeleeAttackEffect)
{
case 1: // needs to be changed
Broadcast(new S.ObjectEffect { ObjectID = _target.ObjectID, Effect = SpellEffect.Entrapment });
break;
case 2: // FireWorks
Broadcast(new S.ObjectEffect { ObjectID = _target.ObjectID, Effect = SpellEffect.GreatFoxSpirit });
break;
default:
break;
}
}
_target.Attacked(this, MeleeAttackDamage, DefenceType.None);
if (_target.Dead)
FindTarget();
}
示例2: Attacked
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
{
int armour = 0;
if (Hidden)
{
for (int i = 0; i < Buffs.Count; i++)
{
switch (Buffs[i].Type)
{
//case BuffType.Hiding:
case BuffType.MoonLight:
case BuffType.DarkBody:
Buffs[i].ExpireTime = 0;
break;
case BuffType.EnergyShield:
int rate = Buffs[i].Values[0];
if (Envir.Random.Next(rate) == 0)
{
if (HP + ((ushort)Buffs[i].Values[1]) >= MaxHP)
SetHP(MaxHP);
else
ChangeHP(Buffs[i].Values[1]);
}
break;
}
}
}
switch (type)
{
case DefenceType.ACAgility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.AC:
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.MACAgility:
if ((Settings.PvpCanResistMagic) && (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist))
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
armour = GetAttackPower(MinMAC, MaxMAC);
break;
case DefenceType.MAC:
if ((Settings.PvpCanResistMagic) && (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist))
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
armour = GetAttackPower(MinMAC, MaxMAC);
break;
case DefenceType.Agility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
break;
}
armour = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(armour * ArmourRate))));
damage = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(damage * DamageRate))));
if (damageWeapon)
attacker.DamageWeapon();
damage += attacker.AttackBonus;
if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100))
{
CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical }, CurrentLocation);
damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
BroadcastDamageIndicator(DamageType.Critical);
}
if (Envir.Random.Next(100) < Reflect)
{
if (attacker.IsAttackTarget(this))
{
attacker.Attacked(this, damage, type, false);
CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect }, CurrentLocation);
}
return 0;
}
//.........这里部分代码省略.........
示例3: MassAttack
public void MassAttack(PlayerObject _target)
{
if (_target == null) return;
switch (uniqueAI.MassAttackEffect)
{
case 2:
Broadcast(new S.ObjectEffect { ObjectID = _target.ObjectID, Effect = SpellEffect.GreatFoxSpirit });
break;
default:
break;
}
_target.Attacked(this, MassAttackDamage, DefenceType.None);
}
示例4: Attacked
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
{
int armour = 0;
switch (type)
{
case DefenceType.ACAgility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.AC:
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.MACAgility:
if ((Settings.PvpCanResistMagic) && (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist)) return 0;
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
armour = GetAttackPower(MinMAC, MaxMAC);
break;
case DefenceType.MAC:
if ((Settings.PvpCanResistMagic) && (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist)) return 0;
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.Agility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
break;
}
if (damageWeapon)
attacker.DamageWeapon();
if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100))
{
CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical },CurrentLocation);
damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
}
if (Envir.Random.Next(100) < Reflect)
{
attacker.Attacked(this, damage, type, false);
CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect },CurrentLocation);
return 0;
}
if (MagicShield)
damage -= damage*(MagicShieldLv + 2)/10;
if (armour >= damage) return 0;
MagicShieldTime -= (damage - armour) * 60;
if (attacker.LifeOnHit > 0)
attacker.ChangeHP(attacker.LifeOnHit);
if (attacker.HpDrainRate > 0)
{
attacker.HpDrain += Math.Max(0, ((float)(damage - armour) / 100) * attacker.HpDrainRate);
if (attacker.HpDrain > 2)
{
int HpGain = (int)Math.Floor(attacker.HpDrain);
attacker.ChangeHP(HpGain);
attacker.HpDrain -= HpGain;
}
}
LastHitter = attacker;
LastHitTime = Envir.Time + 10000;
RegenTime = Envir.Time + RegenDelay;
if (Envir.Time > BrownTime && PKPoints < 200 && !CurrentMap.Info.Fight)
attacker.BrownTime = Envir.Time + Settings.Minute;
if (attacker.HasParalysisRing && 1 == Envir.Random.Next(1, 15))
ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 }, attacker);
byte LevelOffset = (byte)(Level > attacker.Level ? 0 : Math.Min(10,attacker.Level - Level));
if ((attacker.Freezing > 0) && (Settings.PvpCanFreeze))
if ((Envir.Random.Next(Settings.FreezingAttackWeight) < attacker.Freezing) && (Envir.Random.Next(LevelOffset) == 0))
ApplyPoison(new Poison { PType = PoisonType.Slow, Duration = Math.Min(10,(3 + Envir.Random.Next(attacker.Freezing))), TickSpeed = 1000}, attacker);
if (attacker.PoisonAttack > 0)
if ((Envir.Random.Next(Settings.PoisonAttackWeight) < attacker.PoisonAttack) && (Envir.Random.Next(LevelOffset) == 0))
ApplyPoison(new Poison { PType = PoisonType.Green, Duration = 5, TickSpeed = 1000 , Value = Math.Min(10, 3 + Envir.Random.Next(attacker.PoisonAttack))}, attacker);
DamageDura();
ActiveBlizzard = false;
Enqueue(new S.Struck { AttackerID = attacker.ObjectID });
Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });
ChangeHP(armour - damage);
return damage - armour;
}