本文整理汇总了C#中Server.MirObjects.PlayerObject.ChangeHP方法的典型用法代码示例。如果您正苦于以下问题:C# PlayerObject.ChangeHP方法的具体用法?C# PlayerObject.ChangeHP怎么用?C# PlayerObject.ChangeHP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.ChangeHP方法的9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: 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2: Attacked
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
{
if (Target == null && attacker.IsAttackTarget(this))
{
Target = attacker;
}
int armour = 0;
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 (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
armour = GetAttackPower(MinMAC, MaxMAC);
break;
case DefenceType.MAC:
armour = GetAttackPower(MinAC, MaxAC);
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))
{
Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical});
damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
}
if (armour >= damage)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
if (attacker.LifeOnHit > 0)
attacker.ChangeHP(attacker.LifeOnHit);
if (Target != this && attacker.IsAttackTarget(this))
{
if (attacker.Info.MentalState == 2)
{
if (Functions.MaxDistance(CurrentLocation, attacker.CurrentLocation) < (8 - attacker.Info.MentalStateLvl))
Target = attacker;
}
else
Target = attacker;
}
if (BindingShotCenter) ReleaseBindingShot();
ShockTime = 0;
if (Master != null && Master != attacker)
if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
attacker.BrownTime = Envir.Time + Settings.Minute;
if (EXPOwner == null || EXPOwner.Dead)
EXPOwner = attacker;
if (EXPOwner == attacker)
EXPOwnerTime = Envir.Time + EXPOwnerDelay;
ushort LevelOffset = (ushort)(Level > attacker.Level ? 0 : Math.Min(10, attacker.Level - Level));
if (attacker.HasParalysisRing && type != DefenceType.MAC && type != DefenceType.MACAgility && 1 == Envir.Random.Next(1, 15))
{
ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 }, attacker);
}
if (attacker.Freezing > 0 && type != DefenceType.MAC && type != DefenceType.MACAgility)
{
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);
}
//.........这里部分代码省略.........
示例3: 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;
}
示例4: Attacked
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
{
if (Target == null && attacker.IsAttackTarget(this))
Target = attacker;
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 (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
armour = GetAttackPower(MinMAC, MaxMAC);
break;
case DefenceType.MAC:
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.Agility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
break;
}
armour = (int) (armour*PoisonRate);
if (damageWeapon)
attacker.DamageWeapon();
if (armour >= damage) return 0;
if (attacker.LifeOnHit > 0)
attacker.ChangeHP(attacker.LifeOnHit);
if (Target != this && attacker.IsAttackTarget(this))
Target = attacker;
ShockTime = 0;
if (Master != null && Master != attacker)
if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
attacker.BrownTime = Envir.Time + Settings.Minute;
if (EXPOwner == null || EXPOwner.Dead)
EXPOwner = attacker;
if (EXPOwner == attacker)
EXPOwnerTime = Envir.Time + EXPOwnerDelay;
if (attacker.HasParalysisRing && 1 == Envir.Random.Next(1, 15))
ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 });
Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });
int additionalDamage = 0;
if (attacker.ItemSets.Any(s => s.Set == ItemSet.RedOrchid && s.SetComplete))
{
additionalDamage = (damage * 10) / 100;
attacker.ChangeHP(additionalDamage);
}
ChangeHP(armour - (damage + additionalDamage));
return damage - armour;
}
示例5: 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 (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
armour = GetAttackPower(MinMAC, MaxMAC);
break;
case DefenceType.MAC:
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.Agility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
break;
}
if (damageWeapon)
attacker.DamageWeapon();
if (MagicShield)
damage -= damage*(MagicShieldLv + 2)/10;
if (armour >= damage) return 0;
MagicShieldTime -= (damage - armour) * 60;
if (attacker.LifeOnHit > 0)
attacker.ChangeHP(attacker.LifeOnHit);
LastHitter = attacker;
LastHitTime = Envir.Time + 10000;
RegenTime = Envir.Time + RegenDelay;
if (Envir.Time > BrownTime && PKPoints < 200)
attacker.BrownTime = Envir.Time + Settings.Minute;
DamageDura();
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;
}
示例6: Attacked
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
{
if (Target == null && attacker.IsAttackTarget(this))
Target = attacker;
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 (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
armour = GetAttackPower(MinMAC, MaxMAC);
break;
case DefenceType.MAC:
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.Agility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
break;
}
armour = (int) (armour*PoisonRate);
if (damageWeapon)
attacker.DamageWeapon();
if (armour >= damage) return 0;
if (attacker.LifeOnHit > 0)
attacker.ChangeHP(attacker.LifeOnHit);
if (Target != this && attacker.IsAttackTarget(this))
Target = attacker;
ShockTime = 0;
if (Master != null && Master != attacker)
if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
attacker.BrownTime = Envir.Time + Settings.Minute;
if (EXPOwner == null || EXPOwner.Dead)
EXPOwner = attacker;
if (EXPOwner == attacker)
EXPOwnerTime = Envir.Time + EXPOwnerDelay;
Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });
ChangeHP(armour - damage);
return damage - armour;
}
示例7: Attacked
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
{
if (Target == null && attacker.IsAttackTarget(this))
{
Target = attacker;
}
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 (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
armour = GetAttackPower(MinMAC, MaxMAC);
break;
case DefenceType.MAC:
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.Agility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
break;
}
armour = (int) (armour*PoisonRate);
if (damageWeapon)
attacker.DamageWeapon();
if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100))
{
Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical});
damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
}
if (armour >= damage) return 0;
if (attacker.LifeOnHit > 0)
attacker.ChangeHP(attacker.LifeOnHit);
if (Target != this && attacker.IsAttackTarget(this))
{
if (attacker.Info.MentalState == 2)
{
if (Functions.MaxDistance(CurrentLocation, attacker.CurrentLocation) < (8 - attacker.Info.MentalStateLvl))
Target = attacker;
}
else
Target = attacker;
}
if (BindingShotCenter) ReleaseBindingShot();
ShockTime = 0;
if (Master != null && Master != attacker)
if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
attacker.BrownTime = Envir.Time + Settings.Minute;
if (EXPOwner == null || EXPOwner.Dead)
EXPOwner = attacker;
if (EXPOwner == attacker)
EXPOwnerTime = Envir.Time + EXPOwnerDelay;
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 && type != DefenceType.MAC && type != DefenceType.MACAgility)
{
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);
}
Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });
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;
}
}
//.........这里部分代码省略.........
示例8: Attacked
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
{
if (Target == null && attacker.IsAttackTarget(this))
{
Target = attacker;
}
int armour = 0;
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 (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
armour = GetAttackPower(MinMAC, MaxMAC);
break;
case DefenceType.MAC:
armour = GetAttackPower(MinAC, MaxAC);
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;
bool Crit = false;
if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100))
{
Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical});
damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
Crit = true;
}
if (armour >= damage)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
if (attacker.LifeOnHit > 0)
attacker.ChangeHP(attacker.LifeOnHit);
if (Target != this && attacker.IsAttackTarget(this))
{
if (attacker.Info.MentalState == 2)
{
if (Functions.MaxDistance(CurrentLocation, attacker.CurrentLocation) < (8 - attacker.Info.MentalStateLvl))
Target = attacker;
}
else
Target = attacker;
}
if (BindingShotCenter) ReleaseBindingShot();
ShockTime = 0;
for (int i = PoisonList.Count - 1; i >= 0; i--)
{
if (PoisonList[i].PType != PoisonType.LRParalysis) continue;
PoisonList.RemoveAt(i);
OperateTime = 0;
}
if (Master != null && Master != attacker)
if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
attacker.BrownTime = Envir.Time + Settings.Minute;
if (EXPOwner == null || EXPOwner.Dead)
EXPOwner = attacker;
if (EXPOwner == attacker)
EXPOwnerTime = Envir.Time + EXPOwnerDelay;
ushort LevelOffset = (ushort)(Level > attacker.Level ? 0 : Math.Min(10, attacker.Level - Level));
if (attacker.HasParalysisRing && type != DefenceType.MAC && type != DefenceType.MACAgility && 1 == Envir.Random.Next(1, 15))
//.........这里部分代码省略.........
示例9: Act
//.........这里部分代码省略.........
if (monster == null) return;
monster.PetLevel = (byte)act.Params[2];
monster.Master = player;
monster.MaxPetLevel = 7;
monster.Direction = player.Direction;
monster.ActionTime = SMain.Envir.Time + 1000;
monster.Spawn(player.CurrentMap, player.CurrentLocation);
player.Pets.Add(monster);
}
break;
case ActionType.AddNameList:
path = (string)act.Params[0];
if (File.ReadAllLines(path).All(t => player.Name != t))
{
using (var line = File.AppendText(path))
{
line.WriteLine(player.Name);
}
}
break;
case ActionType.DelNameList:
path = (string)act.Params[0];
File.WriteAllLines(path, File.ReadLines(path).Where(l => l != player.Name).ToList());
break;
case ActionType.ClearNameList:
path = (string)act.Params[0];
File.WriteAllLines(path, new string[] { });
break;
case ActionType.GiveHP:
player.ChangeHP((int)act.Params[0]);
break;
case ActionType.GiveMP:
player.ChangeMP((int)act.Params[0]);
break;
case ActionType.ChangeLevel:
player.Level = (byte) act.Params[0];
player.LevelUp();
break;
case ActionType.SetPkPoint:
player.PKPoints = (int) act.Params[0];
break;
case ActionType.ChangeGender:
switch (player.Info.Gender)
{
case MirGender.Male:
player.Info.Gender = MirGender.Female;
break;
case MirGender.Female:
player.Info.Gender = MirGender.Male;
break;
}
break;
case ActionType.ChangeClass:
var data = (MirClass)act.Params[0];
switch (data)
{
case MirClass.Warrior: