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C# PlayerObject.Attacked方法代码示例

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();
 }
开发者ID:Pete107,项目名称:Mir2,代码行数:24,代码来源:MonsterAI.cs

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.........
开发者ID:thedeaths,项目名称:official-mir2c-,代码行数:101,代码来源:PlayerObject.cs

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);
 }
开发者ID:Pete107,项目名称:Mir2,代码行数:13,代码来源:MonsterAI.cs

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;
        }
开发者ID:ufaith,项目名称:cmirosg,代码行数:91,代码来源:PlayerObject.cs


注:本文中的Server.MirObjects.PlayerObject.Attacked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。