本文整理汇总了C#中Server.MirObjects.PlayerObject.GatherElement方法的典型用法代码示例。如果您正苦于以下问题:C# PlayerObject.GatherElement方法的具体用法?C# PlayerObject.GatherElement怎么用?C# PlayerObject.GatherElement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.GatherElement方法的5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
//.........这里部分代码省略.........
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);
}
if (attacker.PoisonAttack > 0 && type != DefenceType.MAC && type != DefenceType.MACAgility)
{
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;
}
}
attacker.GatherElement();
if (attacker.Info.Mentor != 0 && attacker.Info.isMentor)
{
Buff buff = attacker.Buffs.Where(e => e.Type == BuffType.Mentor).FirstOrDefault();
if (buff != null)
{
CharacterInfo Mentee = Envir.GetCharacterInfo(attacker.Info.Mentor);
PlayerObject player = Envir.GetPlayer(Mentee.Name);
if (player.CurrentMap == attacker.CurrentMap && Functions.InRange(player.CurrentLocation, attacker.CurrentLocation, Globals.DataRange) && !player.Dead)
{
damage += ((damage / 100) * Settings.MentorDamageBoost);
}
}
}
BroadcastDamageIndicator(DamageType.Hit, armour - damage);
ChangeHP(armour - damage);
return armour - damage;
}
示例2: Attacked
//.........这里部分代码省略.........
}
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;
}
if (MagicShield)
damage -= damage * (MagicShieldLv + 2) / 10;
if (ElementalBarrier)
damage -= damage * (ElementalBarrierLv + 1) / 10;
if (armour >= damage)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
if (MagicShield)
{
MagicShieldTime -= (damage - armour) * 60;
AddBuff(new Buff { Type = BuffType.MagicShield, Caster = this, ExpireTime = MagicShieldTime });
}
ElementalBarrierTime -= (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;
}
}
for (int i = PoisonList.Count - 1; i >= 0; i--)
{
if (PoisonList[i].PType != PoisonType.LRParalysis) continue;
PoisonList.RemoveAt(i);
OperateTime = 0;
}
LastHitter = attacker;
LastHitTime = Envir.Time + 10000;
RegenTime = Envir.Time + RegenDelay;
LogTime = Envir.Time + Globals.LogDelay;
if (Envir.Time > BrownTime && PKPoints < 200 && !AtWar(attacker))
attacker.BrownTime = Envir.Time + Settings.Minute;
ushort LevelOffset = (byte)(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) && (Settings.PvpCanFreeze) && 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 && type != DefenceType.MAC && type != DefenceType.MACAgility)
{
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);
}
attacker.GatherElement();
DamageDura();
ActiveBlizzard = false;
ActiveReincarnation = false;
CounterAttackCast(GetMagic(Spell.CounterAttack), LastHitter);
Enqueue(new S.Struck { AttackerID = attacker.ObjectID });
Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });
BroadcastDamageIndicator(DamageType.Hit, armour - damage);
ChangeHP(armour - damage);
return damage - armour;
}
示例3: Attacked
//.........这里部分代码省略.........
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 (ElementalBarrier)//ArcherSpells - Elemental system
damage -= damage * (ElementalBarrierLv + 1) / 10;
if (armour >= damage) return 0;
MagicShieldTime -= (damage - armour) * 60;
ElementalBarrierTime -= (damage - armour) * 60;//ArcherSpells - Elemental system
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;
LogTime = Envir.Time + Globals.LogDelay;
if (Envir.Time > BrownTime && PKPoints < 200 && !CurrentMap.Info.Fight && !AtWar(attacker))
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) && 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);
}
attacker.GatherElement();//ArcherSpells - Elemental system
DamageDura();
ActiveBlizzard = false;
ActiveReincarnation = false;
CounterAttack(GetMagic(Spell.CounterAttack), LastHitter);
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
//.........这里部分代码省略.........
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;
}
}
attacker.GatherElement();//ArcherSpells - Elemental system
ChangeHP(armour - damage);
return damage - armour;
}
示例5: Attacked
//.........这里部分代码省略.........
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);
}
if (attacker.PoisonAttack > 0 && type != DefenceType.MAC && type != DefenceType.MACAgility)
{
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;
}
}
attacker.GatherElement();
if (attacker.Info.Mentor != 0 && attacker.Info.isMentor)
{
Buff buff = attacker.Buffs.Where(e => e.Type == BuffType.Mentor).FirstOrDefault();
if (buff != null)
{
CharacterInfo Mentee = Envir.GetCharacterInfo(attacker.Info.Mentor);
PlayerObject player = Envir.GetPlayer(Mentee.Name);
if (player.CurrentMap == attacker.CurrentMap && Functions.InRange(player.CurrentLocation, attacker.CurrentLocation, Globals.DataRange) && !player.Dead)
{
damage += ((damage / 100) * Settings.MentorDamageBoost);
}
}
}
for (int i = 0; i < attacker.Pets.Count; i++)
{
MonsterObject ob = attacker.Pets[i];
if (IsAttackTarget(ob)) ob.Target = this;
}
#region Weapon Effects Pete107 26/1/2016
UserItem _item = attacker.Info.Equipment[(int)EquipmentSlot.Weapon];
Random randy = new Random();
if (_item != null && attacker != null && randy.Next(0, 100) >= 90)
{
switch (_item.Info.Effect)
{
case 0:
break;
case 1: