Elin Decompiled Documentation EA 23.221 Nightly
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AttackProcess.cs
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1using System;
2using System.Collections.Generic;
3using System.Linq;
4using UnityEngine;
5
6public class AttackProcess : EClass
7{
8 public static AttackProcess Current = new AttackProcess();
9
10 public int dNum;
11
12 public int dDim;
13
14 public int dBonus;
15
16 public int toHit;
17
18 public int toHitBase;
19
20 public int toHitFix;
21
22 public int evasion;
23
24 public int penetration;
25
26 public int distMod;
27
28 public int attackIndex;
29
30 public int dNumAmmo;
31
32 public int dDimAmmo;
33
34 public int dBonusAmmo;
35
36 public int numFire;
37
39
40 public float dMulti;
41
42 public bool crit;
43
44 public bool critFury;
45
46 public bool hit;
47
48 public bool evadePlus;
49
50 public bool isThrow;
51
52 public bool ignoreAnime;
53
54 public bool ignoreAttackSound;
55
56 public Chara CC;
57
58 public Card TC;
59
60 public Point TP;
61
63
65
66 public Thing weapon;
67
68 public Thing ammo;
69
71
73
75
76 public bool IsMartial => weapon == null;
77
78 public bool IsMartialWeapon
79 {
80 get
81 {
82 if (weapon != null)
83 {
84 return weapon.category.skill == 100;
85 }
86 return false;
87 }
88 }
89
90 public bool IsRanged
91 {
92 get
93 {
94 if (toolRange != null && !isThrow)
95 {
97 }
98 return false;
99 }
100 }
101
102 public bool IsCane
103 {
104 get
105 {
106 if (IsRanged)
107 {
109 }
110 return false;
111 }
112 }
113
114 public static int GetWeaponEnc(Chara CC, Thing w, int ele, bool addSelfEnc = false)
115 {
116 int num = w?.Evalue(ele) ?? 0;
118 {
119 num += EClass.pc.faction.charaElements.Value(ele);
120 }
121 num = num * (100 + GetTwoHandEncBonus(CC)) / 100;
122 if (addSelfEnc)
123 {
124 num += CC.Evalue(ele);
125 }
126 return num;
127 }
128
129 public static int GetTwoHandEncBonus(Chara CC)
130 {
131 if (CC == null || CC.body.GetAttackStyle() != AttackStyle.TwoHand)
132 {
133 return 0;
134 }
135 return Mathf.Clamp(CC.Evalue(130) / 15, 0, 2) * 25;
136 }
137
138 public string GetText()
139 {
140 string text = dNum + "d" + dDim;
141 text = text + ((dBonus >= 0) ? "+" : "") + dBonus;
142 string @ref = (IsMartial ? "evalHand".lang() : "evalWeapon".lang((attackIndex + 1).ToString() ?? ""));
143 return "attackEval".lang(@ref, text, dMulti.ToString("F2") ?? "", toHit.ToString() ?? "", penetration.ToString() ?? "");
144 }
145
146 public void Prepare(Chara _CC, Thing _weapon, Card _TC = null, Point _TP = null, int _attackIndex = 0, bool _isThrow = false)
147 {
148 CC = _CC;
149 TC = _TC;
150 TP = _TP;
151 isThrow = _isThrow;
152 weapon = _weapon;
153 ammo = _weapon?.ammoData;
154 hit = (crit = (critFury = (evadePlus = false)));
156 attackType = AttackType.Slash;
157 attackStyle = AttackStyle.Default;
158 evasion = 0;
159 penetration = 0;
160 distMod = 100;
161 attackIndex = _attackIndex;
163 ignoreAnime = (ignoreAttackSound = false);
164 if (!isThrow)
165 {
166 if (!IsRanged)
167 {
169 }
170 else if (TP != null)
171 {
172 int num = CC.pos.Distance(TP);
173 distMod = Mathf.Max(115 - 10 * Mathf.Abs(num - toolRange.BestDist) * 100 / (100 + weapon.Evalue(605) * 10), 80);
174 }
175 }
176 if (isThrow)
177 {
178 bool flag = weapon.HasTag(CTAG.throwWeapon) || weapon.HasTag(CTAG.throwWeaponEnemy);
179 int num2 = (int)Mathf.Clamp(Mathf.Sqrt(weapon.SelfWeight + weapon.ChildrenWeight) * 3f + 25f + (float)(flag ? 75 : 0), 10f, 400f + Mathf.Sqrt(CC.STR) * 50f);
180 int num3 = Mathf.Clamp(weapon.material.hardness, flag ? 40 : 20, 200);
182 attackType = AttackType.Blunt;
183 dBonus = CC.DMG + (CC.IsPCParty ? 3 : 7) + Math.Min(weapon.encLV, 99);
184 dNum = 2;
185 dDim = (((!CC.IsPCParty) ? CC.LV : 0) + CC.STR + CC.Evalue(108)) * num2 / 100 * num3 / 100 / 2;
186 dMulti = 1f;
187 toHitBase = EClass.curve(CC.DEX / 4 + CC.STR / 2 + weaponSkill.Value, 50, 25) + (CC.IsPCFaction ? 75 : 250);
188 toHitFix = CC.HIT + weapon.HIT;
189 penetration = 25;
190 }
191 else if (IsMartial || IsMartialWeapon)
192 {
194 bool flag2 = weapon != null && weapon.Evalue(482) > 0;
195 if (flag2)
196 {
198 }
199 attackType = ((!CC.race.meleeStyle.IsEmpty()) ? CC.race.meleeStyle.ToEnum<AttackType>() : ((EClass.rnd(2) == 0) ? AttackType.Kick : AttackType.Punch));
200 dBonus = CC.DMG + CC.encLV + (int)Mathf.Sqrt(Mathf.Max(0, weaponSkill.GetParent(CC).Value / 5 + weaponSkill.Value / 4));
201 dNum = 2 + Mathf.Min(weaponSkill.Value / 10, 4);
202 dDim = 5 + (int)Mathf.Sqrt(Mathf.Max(0, weaponSkill.Value / 3));
203 dMulti = 0.6f + (float)(weaponSkill.GetParent(CC).Value / 2 + weaponSkill.Value / 2 + CC.Evalue(flag2 ? 304 : 132) / 2) / 50f;
204 dMulti += 0.05f * (float)CC.Evalue(1400);
206 toHitFix = CC.HIT;
207 if (attackStyle == AttackStyle.Shield)
208 {
209 toHitBase = toHitBase * 75 / 100;
210 }
211 penetration = Mathf.Clamp(weaponSkill.Value / 10 + 5, 5, 20) + CC.Evalue(92);
212 if (CC.HasElement(1246))
213 {
214 penetration += 25;
215 }
216 if (IsMartialWeapon)
217 {
218 dBonus += weapon.DMG;
219 dNum += weapon.source.offense[0];
220 dDim = Mathf.Max(dDim / 2 + weapon.c_diceDim, 1);
223 if (!weapon.source.attackType.IsEmpty())
224 {
225 attackType = weapon.source.attackType.ToEnum<AttackType>();
226 }
227 }
228 }
229 else
230 {
231 if (IsRanged)
232 {
234 }
235 else
236 {
238 }
239 if (!weapon.source.attackType.IsEmpty())
240 {
241 attackType = weapon.source.attackType.ToEnum<AttackType>();
242 }
243 bool flag3 = IsCane || weapon.Evalue(482) > 0;
244 if (flag3)
245 {
247 }
248 dBonus = CC.DMG + CC.encLV + weapon.DMG;
249 dNum = weapon.source.offense[0];
251 dMulti = 0.6f + (float)(weaponSkill.GetParent(CC).Value + weaponSkill.Value / 2 + CC.Evalue(flag3 ? 304 : (IsRanged ? 133 : 132))) / 50f;
252 dMulti += 0.05f * (float)CC.Evalue(IsRanged ? 1404 : 1400);
253 toHitBase = EClass.curve((IsCane ? CC.WIL : CC.DEX) / 4 + weaponSkill.GetParent(CC).Value / 3 + weaponSkill.Value, 50, 25) + 50;
254 if (CC.HasElement(1208) && weaponSkill.id == 101)
255 {
256 toHitBase = toHitBase * 115 / 100;
257 }
258 toHitFix = CC.HIT + weapon.HIT;
259 penetration = weapon.Penetration + CC.Evalue(92);
260 if (IsRanged)
261 {
262 if (CC.HasElement(1244))
263 {
264 penetration += 25;
265 }
266 }
267 else if (CC.HasElement(1247))
268 {
269 penetration += 25;
270 }
271 if (IsCane)
272 {
273 toHitBase += 50;
274 }
275 }
276 if (ammo != null && !(ammo.trait is TraitAmmoTalisman))
277 {
278 dNumAmmo = ((ammo.source.offense.Length != 0) ? ammo.source.offense[0] : 0);
280 dBonusAmmo = ammo.DMG + ammo.encLV;
281 if (dNumAmmo < 1)
282 {
283 dNumAmmo = 1;
284 }
285 if (dDimAmmo < 1)
286 {
287 dDimAmmo = 1;
288 }
289 toHitFix += ammo.HIT;
290 }
291 else
292 {
293 dNumAmmo = 0;
294 dDimAmmo = 0;
295 dBonusAmmo = 0;
296 }
297 if (dNum < 1)
298 {
299 dNum = 1;
300 }
301 if (dDim < 1)
302 {
303 dDim = 1;
304 }
305 if (penetration > 100)
306 {
307 penetration = 100;
308 }
309 if (attackStyle == AttackStyle.TwoHand)
310 {
311 dMulti = dMulti * 1.5f + 0.1f * Mathf.Sqrt(Mathf.Max(0, CC.Evalue(130)));
312 }
313 dMulti = dMulti * (float)distMod / 100f;
314 toHit = (toHitBase + toHitFix) * (100 + CC.Evalue(414)) / 100;
315 toHit = toHit * distMod / 100;
316 if (CC.HasCondition<ConBane>())
317 {
318 toHit = toHit * 75 / 100;
319 }
320 if (TC != null && CC.HasHigherGround(TC))
321 {
322 toHit = toHit * 120 / 100;
323 }
324 if (CC.ride != null)
325 {
326 toHit = toHit * 100 / (100 + 500 / Mathf.Max(5, 10 + CC.EvalueRiding()));
327 }
328 if (CC.parasite != null)
329 {
330 toHit = toHit * 100 / (100 + 1000 / Mathf.Max(5, 10 + CC.Evalue(227)));
331 }
332 if (CC.host != null)
333 {
334 if (CC.host.ride == CC)
335 {
336 toHit = toHit * 100 / (100 + 1000 / Mathf.Max(5, 10 + CC.STR));
337 }
338 if (CC.host.parasite == CC)
339 {
340 toHit = toHit * 100 / (100 + 2000 / Mathf.Max(5, 10 + CC.DEX));
341 }
342 }
343 if (attackStyle == AttackStyle.TwoHand)
344 {
345 toHit += 25 + (int)Mathf.Sqrt(Mathf.Max(0, CC.Evalue(130)) * 2);
346 }
347 else if (attackStyle == AttackStyle.TwoWield)
348 {
349 int num4 = CC.EvalueMax(131, -10);
350 int num5 = ((num4 >= 50) ? 10 : ((num4 >= 25) ? 12 : 15));
351 if (toHit > 0)
352 {
353 toHit = toHit * 100 / (100 + (attackIndex + 1) * num5 + attackIndex * Mathf.Clamp(2000 / (20 + num4), 0, 100));
354 }
355 }
356 if (CC.isBlind)
357 {
358 toHit /= ((IsRanged || isThrow) ? 10 : 3);
359 }
361 {
362 toHit /= 2;
363 }
364 if (TC != null)
365 {
366 evasion = EClass.curve(TC.PER / 3 + TC.Evalue(150), 50, 10) + TC.DV + 25;
367 if (TC.isChara && TC.Chara.isBlind)
368 {
369 evasion /= 2;
370 }
371 if (TC.HasCondition<ConDim>())
372 {
373 evasion /= 2;
374 }
375 if (TC.isChara && TC.Chara.HasHigherGround(CC))
376 {
377 evasion = evasion * 120 / 100;
378 }
379 }
380 }
381
382 public void PlayRangedAnime(int numFire, float delay = 0f)
383 {
384 if (weapon == null)
385 {
386 return;
387 }
388 bool isGun = toolRange is TraitToolRangeGun;
389 bool isCane = toolRange is TraitToolRangeCane;
390 GameSetting.EffectData data = EClass.setting.effect.guns.TryGetValue(weapon.id) ?? EClass.setting.effect.guns[isCane ? "cane" : (isGun ? "gun" : "bow")];
391 bool isPCC = CC.IsPCC && CC.renderer.hasActor;
392 Vector2 firePos = (isPCC ? new Vector2(data.firePos.x * (float)((CC.renderer.actor.currentDir != 0 && CC.renderer.actor.currentDir != 1) ? 1 : (-1)), data.firePos.y) : Vector2.zero);
393 Chara _CC = CC;
394 Point _TP = posRangedAnime.Copy();
395 Thing _weapon = weapon;
396 bool ignoreSound = ignoreAttackSound;
398 Color effColor = Color.white;
399 if (isCane)
400 {
401 IEnumerable<Element> enumerable = toolRange.owner.elements.dict.Values.Where((Element e) => e.source.categorySub == "eleAttack");
402 if (enumerable.Count() > 0)
403 {
404 Element element = enumerable.RandomItem();
405 effColor = EClass.Colors.elementColors[element.source.alias];
406 }
407 }
408 for (int i = 0; i < numFire; i++)
409 {
410 TweenUtil.Delay((float)i * data.delay + delay, delegate
411 {
413 {
414 switch (_weapon.id)
415 {
416 case "gun_rail":
417 _CC.PlayEffect("laser_rail").GetComponent<SpriteBasedLaser>().Play(_TP.PositionCenter());
418 break;
419 case "gun_laser":
420 _CC.PlayEffect("laser").GetComponent<SpriteBasedLaser>().Play(_TP.PositionCenter());
421 break;
422 case "gun_laser_assault":
423 Effect.Get("ranged_laser")._Play(_CC.pos, _CC.isSynced ? _CC.renderer.position : _CC.pos.Position(), 0f, _TP, data.sprite);
424 break;
425 default:
426 {
427 Effect effect = Effect.Get("ranged_arrow")._Play(_CC.pos, _CC.isSynced ? _CC.renderer.position : _CC.pos.Position(), 0f, _TP, data.sprite);
428 if (isCane)
429 {
430 effect.sr.color = effColor;
431 }
432 break;
433 }
434 }
435 if (data.eject)
436 {
437 if (!ignoreSound)
438 {
439 _CC.PlaySound("bullet_drop");
440 }
441 _CC.PlayEffect("bullet").Emit(1);
442 }
443 if (isGun)
444 {
445 if (isPCC)
446 {
447 _weapon.PlayEffect(data.idEffect.IsEmpty("gunfire"), useRenderPos: true, 0f, firePos);
448 }
449 else
450 {
451 _CC.PlayEffect(data.idEffect.IsEmpty("gunfire"));
452 }
453 }
454 if (!ignoreSound)
455 {
456 _CC.PlaySound(data.idSound.IsEmpty("attack_gun"));
457 }
458 }
459 });
460 }
461 }
462
463 public int GetRocketPower()
464 {
465 return (50 + (dNum * dDim + dBonus) + (dNumAmmo * dDimAmmo + dBonusAmmo)) * (100 + (int)Mathf.Sqrt(weaponSkill.Value) * 10) / 100;
466 }
467
468 public long GetRawDamage(float dmgMulti, bool crit, bool maxRoll)
469 {
470 bool flag = CC.HasCondition<ConReload>();
471 long num = Dice.Roll(dNum, dDim, dBonus, CC);
472 if (ammo != null && !flag)
473 {
475 }
476 if (crit || maxRoll)
477 {
478 num = Dice.RollMax(dNum, dDim, dBonus);
479 if (ammo != null && !flag)
480 {
482 }
483 if (crit && (IsMartial || IsMartialWeapon))
484 {
485 dMulti *= 1.25f;
486 }
487 }
488 int num2 = CC.Evalue(1355);
489 ConStrife condition = CC.GetCondition<ConStrife>();
490 if (condition != null)
491 {
492 num += condition.GetDice().Roll();
493 }
494 else if (num2 > 0)
495 {
496 num++;
497 }
498 num = (long)(dMulti * (float)num * dmgMulti);
499 return (long)Mathf.Clamp(num, 0f, 100000000f);
500 }
501
502 public static void ProcShieldEncs(Chara CC, Card TC, int mtpChance = 100)
503 {
504 foreach (BodySlot slot in CC.body.slots)
505 {
506 if (slot.elementId == 35 && slot.thing != null && (slot.thing.category.IsChildOf("shield") || slot.thing.category.IsChildOf("martial")))
507 {
508 ProcAbility(slot.thing.elements.dict.Values.ToList(), CC, TC, CC.Evalue((slot.thing.category.skill == 0) ? 123 : slot.thing.category.skill), subAttack: false, mtpChance);
509 }
510 }
511 }
512
513 public static void ProcAbility(List<Element> list, Chara CC, Card TC, int bonus, bool subAttack = false, int mtpChance = 100)
514 {
515 if (list == null)
516 {
517 return;
518 }
519 foreach (Element item in list)
520 {
521 ProcAbility(item, CC, TC, bonus, subAttack, mtpChance);
522 }
523 }
524
525 public static void ProcAbility(Element e, Chara CC, Card TC, int bonus, bool subAttack = false, int mtpChance = 100)
526 {
527 if (!(e is Ability))
528 {
529 return;
530 }
531 int num = (10 + e.Value / 5) * mtpChance / 100;
532 int power = EClass.curve((100 + e.Value * 10) * (100 + bonus) / 100, 400, 100);
533 if (e.id == 6602)
534 {
535 num = 100;
536 }
537 if (num <= EClass.rnd(100))
538 {
539 return;
540 }
541 Act obj = e as Act;
542 Card card = (obj.TargetType.CanSelectSelf ? CC : TC);
543 string text = ((e.source.proc.Length >= 2) ? e.source.proc[1] : "");
544 string text2 = obj.source.abilityType.TryGet(0);
545 switch (text2)
546 {
547 case "buff":
548 if (CC.HasCondition(text))
549 {
550 return;
551 }
552 card = CC;
553 break;
554 case "debuff":
555 case "attack":
556 case "dot":
557 card = TC;
558 break;
559 }
560 if (subAttack)
561 {
562 if (card == CC)
563 {
564 return;
565 }
566 switch (text2)
567 {
568 case "summon":
569 return;
570 case "teleport":
571 return;
572 case "suicide":
573 return;
574 }
575 }
576 if (card.IsAliveInCurrentZone)
577 {
578 Card tC = Act.TC;
579 ActEffect.ProcAt(e.source.proc[0].ToEnum<EffectId>(), power, BlessedState.Normal, CC, card, card.pos, isNeg: false, new ActRef
580 {
581 n1 = text,
582 aliasEle = e.source.aliasRef,
583 noFriendlyFire = true
584 });
585 Act.TC = tC;
586 }
587 }
588
589 public bool Perform(int count, bool hasHit, float dmgMulti = 1f, bool maxRoll = false, bool subAttack = false)
590 {
591 bool flag = CC.HasCondition<ConReload>();
592 bool flag2 = CC.HasElement(486) && CC.IsPCFactionOrMinion;
593 hit = CalcHit();
594 if (CC.id == "tsunami")
595 {
596 hit = true;
597 }
598 long num = GetRawDamage(dmgMulti, crit, maxRoll);
599 if (IsRanged && count >= numFireWithoutDamageLoss)
600 {
601 num = num * 100 / (100 + (count - numFireWithoutDamageLoss + 1) * 30);
602 }
603 if (CC.isRestrained)
604 {
605 num /= 2;
606 }
607 List<Element> list = new List<Element>();
608 int num2 = CC.Evalue(91);
609 string id = CC.id;
610 if ((id == "stalker" || id == "stalker_shadow") && TC.isChara && TC.Chara.CanSee(CC))
611 {
612 num2 = 0;
613 }
614 int num3 = 0;
615 if (weapon != null)
616 {
617 list = weapon.elements.dict.Values.ToList();
618 if (ammo != null && !flag)
619 {
620 list = list.Concat(ammo.elements.dict.Values).ToList();
621 }
622 num2 += weapon.Evalue(91, ignoreGlobalElement: true);
623 num3 += weapon.Evalue(603, ignoreGlobalElement: true);
624 }
625 else
626 {
627 switch (CC.id)
628 {
629 case "mech_death":
630 case "rabbit_vopal":
631 case "mantis_killer":
632 list.Add(Element.Create(6650, 100));
633 break;
634 }
635 }
636 int bane;
637 if (TC?.Chara != null)
638 {
639 bane = 0;
640 AddBane(valid: true, 468, 50);
641 AddBane(TC.Chara.IsUndead, 461, 100);
642 AddBane(TC.Chara.IsAnimal, 463, 100);
643 AddBane(TC.Chara.IsHuman, 464, 100);
644 AddBane(TC.Chara.IsDragon, 460, 100);
645 AddBane(TC.Chara.IsGod, 466, 100);
646 AddBane(TC.Chara.IsMachine, 465, 100);
647 AddBane(TC.Chara.IsFish, 467, 100);
648 AddBane(TC.Chara.IsFairy, 462, 100);
649 if (bane != 0)
650 {
651 num = num * (100 + bane * 3) / 100;
652 }
653 }
654 if (CC.IsPCFaction)
655 {
656 foreach (Element value in EClass.pc.faction.charaElements.dict.Values)
657 {
658 if (value.Value > 0)
659 {
660 list.Add(value);
661 }
662 }
663 }
664 if (hit && num2 > EClass.rnd(100))
665 {
666 CC.Say("vopal");
667 penetration = 100;
668 }
669 if (crit)
670 {
671 CC.Say((critFury ? "fury_" : "") + (CC.IsHostile() ? "critical_enemy" : "critical"));
672 if (CC.IsPC)
673 {
674 CC.PlaySound("critical");
675 }
676 }
677 if (CC.isSynced || (TC != null && TC.isSynced))
678 {
679 if (toolRange != null && (!IsRanged || count == 0) && !flag && !ignoreAnime)
680 {
682 }
683 if (hit && TC != null && !hasHit)
684 {
685 PlayHitEffect();
686 }
687 }
688 if (TC == null)
689 {
690 if (weapon == null || !(weapon.trait is TraitToolRangeGunRocket))
691 {
692 CC.Say(IsRanged ? "attack_air_range" : "attack_air", CC);
693 }
694 return true;
695 }
696 if (!hit)
697 {
698 if (TC != null)
699 {
700 if (CC.IsPCParty)
701 {
702 CC.Say(evadePlus ? "evadePlus2" : "evade2", CC, TC);
703 }
704 else
705 {
706 TC.Say(evadePlus ? "evadePlus" : "evade", TC, CC);
707 }
708 ModExpDef(150, 90);
709 ModExpDef(151, 90);
710 }
711 ProcAbility(list, CC, TC, weaponSkill.Value * (100 + GetTwoHandEncBonus(CC)) / 100, subAttack);
712 return false;
713 }
714 if (TC.IsPC)
715 {
716 Msg.SetColor("attack_pc");
717 EClass.pc.Say("attackMeleeToPC", CC, TC, GetAttackText(attackType, 3));
718 }
719 else
720 {
721 CC.Say("attackMelee", CC, TC, GetAttackText(attackType, 0));
722 }
723 bool showEffect = true;
724 int num4 = 0;
725 int num5 = 0;
726 int num6 = 0;
727 ConWeapon conWeapon = null;
728 if (weapon != null)
729 {
730 foreach (Element value2 in weapon.elements.dict.Values)
731 {
732 if (value2.source.categorySub == "eleConvert")
733 {
734 num4 = EClass.sources.elements.alias[value2.source.aliasRef].id;
735 num5 = 50 + value2.Value * 2;
736 num6 = Mathf.Min(value2.Value, 100);
737 break;
738 }
739 }
740 }
741 if (num4 == 0)
742 {
744 {
745 conWeapon = CC.GetCondition<ConWeapon>();
746 num4 = conWeapon.sourceElement.id;
747 num5 = conWeapon.power / 2;
748 num6 = (int)Mathf.Min(40f + MathF.Sqrt(conWeapon.power), 80f);
749 }
750 if (conWeapon == null && (weapon == null || IsMartialWeapon) && (CC.MainElement != Element.Void || CC.HasElement(1565)))
751 {
752 num4 = (CC.HasElement(1565) ? 915 : CC.MainElement.id);
753 num5 = CC.Power / 3 + EClass.rnd(CC.Power / 2);
754 if (CC.MainElement != Element.Void)
755 {
756 num5 += CC.MainElement.Value;
757 }
758 showEffect = false;
759 num6 = 50;
760 }
761 if (conWeapon == null && weapon != null && weapon.trait is TraitToolRangeCane)
762 {
763 IEnumerable<Element> enumerable = weapon.elements.dict.Values.Where((Element e) => e.source.categorySub == "eleAttack");
764 if (enumerable.Count() > 0)
765 {
766 num4 = enumerable.RandomItem().id;
767 num5 = num4 switch
768 {
769 920 => 30,
770 914 => 50,
771 918 => 50,
772 _ => 100,
773 };
774 }
775 num6 = 50;
776 }
777 }
778 long num7 = num;
779 long num8 = num * num6 / 100;
780 num -= num8;
781 long num9 = num * penetration / 100;
782 num -= num9;
783 num = TC.ApplyProtection(num) + num9 + num8;
784 int weaponEnc = GetWeaponEnc(CC, weapon, 609, addSelfEnc: true);
785 TC.DamageHP(num, num4, num5, (!IsRanged && !isThrow) ? AttackSource.Melee : AttackSource.Range, CC, showEffect, weapon);
786 if (conWeapon != null && (weaponEnc <= 0 || !(Mathf.Min(10f + Mathf.Sqrt(weaponEnc) * 5f, 90f) > (float)EClass.rnd(100))))
787 {
788 conWeapon.Mod(-1);
789 }
790 bool flag3 = IsCane || (weapon != null && weapon.Evalue(482) > 0);
791 int attackStyleElement = CC.body.GetAttackStyleElement(attackStyle);
792 if (!subAttack)
793 {
794 int mod2 = 100 / (count + 1);
795 if (!IsRanged || count == 0)
796 {
797 ModExpAtk(weaponSkill.id, mod2);
798 ModExpAtk(flag3 ? 304 : (IsRanged ? 133 : 132), mod2);
799 }
800 if (crit)
801 {
802 ModExpAtk(134, 50);
803 }
804 if (count == 0 && attackStyleElement != 0)
805 {
806 ModExpAtk(attackStyleElement, 100);
807 }
808 }
809 if (!CC.IsAliveInCurrentZone || !TC.IsAliveInCurrentZone)
810 {
811 return true;
812 }
813 if (EClass.rnd(8) == 0 && TC.isChara && CC.HasElement(1219))
814 {
815 CC.Say("abCrab", CC, TC);
816 TC.Chara.AddCondition<ConParalyze>(30 + EClass.rnd(30));
817 TC.Chara.AddCondition<ConGravity>();
818 }
819 if (list.Count > 0 && !flag2)
820 {
821 foreach (Element item in list)
822 {
823 if (!TC.IsAliveInCurrentZone)
824 {
825 break;
826 }
827 if (item.IsActive(weapon) && item.source.categorySub == "eleAttack")
828 {
829 int num10 = 25;
830 int num11 = EClass.rnd(num * (100 + item.Value * 10) / 500 + 5);
831 num11 = num11 * (100 + GetTwoHandEncBonus(CC)) / 100;
832 if (conWeapon == null && weapon != null && weapon.trait is TraitToolRangeCane)
833 {
834 num10 = 0;
835 }
836 if (num10 > EClass.rnd(100))
837 {
838 TC.DamageHP(num11, item.id, isThrow ? (100 + item.Value * 5) : (30 + item.Value), AttackSource.WeaponEnchant, CC);
839 }
840 }
841 }
842 ProcAbility(list, CC, TC, weaponSkill.Value * (100 + GetTwoHandEncBonus(CC)) / 100, subAttack);
843 }
844 if (!CC.IsAliveInCurrentZone || !TC.IsAliveInCurrentZone)
845 {
846 return true;
847 }
848 if (!IsRanged && !flag2 && attackStyle == AttackStyle.Shield)
849 {
850 int num12 = CC.Evalue(123);
851 int num13 = CC.Evalue(381);
852 if (CC.elements.ValueWithoutLink(123) >= 10 && Mathf.Clamp(Mathf.Sqrt(num12) - 2f, 8f, 15f) + Mathf.Min(Mathf.Sqrt(num13), 25f) > (float)EClass.rnd(100))
853 {
854 num = num7 * (Mathf.Min(50 + num12 + num13, 200) + (int)Mathf.Min(Mathf.Sqrt(num13), 100f)) / 100;
855 penetration = (int)Mathf.Sqrt(num13) + ((num13 != 0) ? 20 : 0);
856 if (penetration > 100)
857 {
858 penetration = 100;
859 }
860 num9 = num * penetration / 100;
861 num -= num9;
862 num = TC.ApplyProtection(num) + num9;
863 Debug.Log("Bash:" + num + "/" + num7);
864 CC.PlaySound("shield_bash");
865 CC.Say("shield_bash", CC, TC);
866 TC.DamageHP(num, AttackSource.None, CC);
867 if (TC.IsAliveInCurrentZone && TC.isChara)
868 {
869 if (EClass.rnd(2) == 0)
870 {
871 TC.Chara.AddCondition<ConDim>(50 + (int)Mathf.Sqrt(num12) * 10);
872 }
873 TC.Chara.AddCondition<ConParalyze>(EClass.rnd(2), force: true);
874 }
875 ProcShieldEncs(CC, TC, 500 + num13);
877 {
878 CC.ModExp(123, 50);
879 }
880 }
881 }
882 if (!CC.IsAliveInCurrentZone || !TC.IsAliveInCurrentZone)
883 {
884 return true;
885 }
886 if (TC.isChara && !TC.HasCondition<ConGravity>() && num3 > 0 && num3 * 2 + 15 > EClass.rnd(100) && !TC.isRestrained && TC.Chara.TryMoveFrom(CC.pos) == Card.MoveResult.Success)
887 {
888 TC.pos.PlayEffect("vanish");
889 TC.PlaySound("push", 1.5f);
890 }
891 return true;
892 void AddBane(bool valid, int idEle, int mod)
893 {
894 if (valid)
895 {
896 bane += (CC.Evalue(idEle) + ((weapon != null) ? weapon.Evalue(idEle, ignoreGlobalElement: true) : 0)) * mod / 100;
897 }
898 }
899 bool IgnoreExp()
900 {
901 if (!CC.HasEditorTag(EditorTag.Invulnerable) && !CC.HasEditorTag(EditorTag.InvulnerableToMobs) && !TC.HasEditorTag(EditorTag.Invulnerable))
902 {
903 return TC.HasEditorTag(EditorTag.InvulnerableToMobs);
904 }
905 return true;
906 }
907 void ModExpAtk(int ele, int mod)
908 {
909 if (!IgnoreExp() && (!TC.isCopy || EClass.rnd(10) == 0))
910 {
911 int a = (Mathf.Clamp((TC.LV + 10 - CC.elements.ValueWithoutLink(ele)) / 2, 1, 10) + Mathf.Min(TC.LV / 10, 10)) * mod / 100;
912 a = Mathf.Min(a, 200);
913 if (TC == CC)
914 {
915 a /= 2;
916 }
917 if (a > 0)
918 {
919 CC.ModExp(ele, a + EClass.rnd(a / 2 + 1));
920 }
921 }
922 }
923 void ModExpDef(int ele, int mod)
924 {
925 if (!IgnoreExp() && (!CC.isCopy || EClass.rnd(10) == 0))
926 {
927 int a2 = (Mathf.Clamp((CC.LV + 10 - TC.elements.ValueWithoutLink(ele)) / 2, 1, 10) + Mathf.Min(CC.LV / 10, 10)) * mod / 100;
928 a2 = Mathf.Min(a2, TC.isRestrained ? 10 : 200);
929 if (TC == CC)
930 {
931 a2 /= 2;
932 }
933 if (!TC.IsPC && !TC.isRestrained && !TC.HasHost)
934 {
935 a2 *= 3;
936 }
937 if (a2 > 0)
938 {
939 TC.ModExp(ele, a2 + EClass.rnd(a2 / 2 + 1));
940 }
941 }
942 }
943 void PlayHitEffect()
944 {
945 string id2 = "hit_default";
946 string id3 = "hit_default";
947 switch (attackType)
948 {
949 case AttackType.Slash:
950 id3 = "hit_slash";
951 id2 = "hit_slash";
952 break;
953 case AttackType.Spore:
954 id3 = "hit_spore";
955 id2 = "hit_spore";
956 break;
957 case AttackType.Claw:
958 case AttackType.Bite:
959 id3 = "hit_claw";
960 id2 = "hit_claw";
961 break;
962 case AttackType.Blunt:
963 case AttackType.Punch:
964 case AttackType.Kick:
965 case AttackType.Bow:
966 case AttackType.Gun:
967 case AttackType.Cane:
968 id3 = "hit_blunt";
969 id2 = "hit_blunt";
970 break;
971 }
972 if (TC != null)
973 {
974 TC.PlayEffect(id3).SetScale(crit ? 1.25f : 0.75f);
975 }
976 CC.PlaySound(id2);
977 }
978 }
979
980 private bool Crit()
981 {
982 crit = true;
983 return true;
984 }
985
986 private bool EvadePlus()
987 {
988 evadePlus = true;
989 return false;
990 }
991
992 public bool CalcHit()
993 {
994 if (critFury)
995 {
996 crit = true;
997 return true;
998 }
999 if (CC.HasCondition<ConSevenSense>() && (CC.HasElement(1244) || CC.HasElement(1246) || CC.HasElement(1247)))
1000 {
1001 return true;
1002 }
1003 if (TC != null)
1004 {
1005 if (TC.HasCondition<ConDim>() && EClass.rnd(4) == 0)
1006 {
1007 return Crit();
1008 }
1009 if (TC.IsDeadOrSleeping)
1010 {
1011 return Crit();
1012 }
1013 int num = TC.Evalue(151);
1014 if (num != 0 && toHit < num * 10)
1015 {
1016 int num2 = evasion * 100 / Mathf.Clamp(toHit, 1, toHit);
1017 if (num2 > 300 && EClass.rnd(num + 250) > 100)
1018 {
1019 return EvadePlus();
1020 }
1021 if (num2 > 200 && EClass.rnd(num + 250) > 150)
1022 {
1023 return EvadePlus();
1024 }
1025 if (num2 > 150 && EClass.rnd(num + 250) > 200)
1026 {
1027 return EvadePlus();
1028 }
1029 }
1030 if (TC.Evalue(57) > EClass.rnd(100))
1031 {
1032 return EvadePlus();
1033 }
1034 }
1035 if (EClass.rnd(20) == 0)
1036 {
1037 return true;
1038 }
1039 if (EClass.rnd(20) == 0)
1040 {
1041 return false;
1042 }
1043 if (toHit < 1)
1044 {
1045 return false;
1046 }
1047 if (evasion < 1)
1048 {
1049 return true;
1050 }
1051 if (EClass.rnd(toHit) < EClass.rnd(evasion * (IsRanged ? 150 : 125) / 100))
1052 {
1053 return false;
1054 }
1055 if (EClass.rnd(5000) < CC.Evalue(73) + 50)
1056 {
1057 return Crit();
1058 }
1059 if ((float)(CC.Evalue(90) + ((weapon != null) ? weapon.Evalue(90, ignoreGlobalElement: true) : 0)) + Mathf.Sqrt(CC.Evalue(134)) > (float)EClass.rnd(200))
1060 {
1061 return Crit();
1062 }
1063 if (CC.Evalue(1420) > 0)
1064 {
1065 int num3 = Mathf.Min(100, 100 - CC.hp * 100 / CC.MaxHP) * (50 + CC.Evalue(1420) * 50) / 100;
1066 if (num3 >= 50 && num3 * num3 * num3 * num3 / 3 > EClass.rnd(100000000))
1067 {
1068 return Crit();
1069 }
1070 }
1071 return true;
1072 }
1073
1074 public string GetAttackText(AttackType type, int id)
1075 {
1076 return Lang.GetList("attack" + type)[id];
1077 }
1078}
AttackSource
Definition: AttackSource.cs:2
AttackStyle
Definition: AttackStyle.cs:2
AttackType
Definition: AttackType.cs:2
BlessedState
Definition: BlessedState.cs:2
CTAG
Definition: CTAG.cs:2
EditorTag
Definition: EditorTag.cs:2
EffectId
Definition: EffectId.cs:2
if(item3.idFile==idFirstFile &&item3.id==idFirstTopic)
Definition: UIBook.cs:627
static void ProcAt(EffectId id, int power, BlessedState state, Card cc, Card tc, Point tp, bool isNeg, ActRef actRef=default(ActRef))
Definition: ActEffect.cs:440
Definition: ACT.cs:62
static Card TC
Definition: ACT.cs:79
TraitToolRange toolRange
AttackType attackType
void Prepare(Chara _CC, Thing _weapon, Card _TC=null, Point _TP=null, int _attackIndex=0, bool _isThrow=false)
bool Perform(int count, bool hasHit, float dmgMulti=1f, bool maxRoll=false, bool subAttack=false)
string GetAttackText(AttackType type, int id)
static void ProcAbility(List< Element > list, Chara CC, Card TC, int bonus, bool subAttack=false, int mtpChance=100)
static AttackProcess Current
Definition: AttackProcess.cs:8
long GetRawDamage(float dmgMulti, bool crit, bool maxRoll)
static int GetTwoHandEncBonus(Chara CC)
int GetRocketPower()
static void ProcAbility(Element e, Chara CC, Card TC, int bonus, bool subAttack=false, int mtpChance=100)
string GetText()
bool ignoreAttackSound
int numFireWithoutDamageLoss
bool IsMartialWeapon
Point posRangedAnime
Element weaponSkill
void PlayRangedAnime(int numFire, float delay=0f)
static int GetWeaponEnc(Chara CC, Thing w, int ele, bool addSelfEnc=false)
AttackStyle attackStyle
static void ProcShieldEncs(Chara CC, Card TC, int mtpChance=100)
void Mod(int a, bool force=false)
SourceElement.Row sourceElement
int elementId
Definition: BodySlot.cs:6
Thing thing
Definition: BodySlot.cs:8
virtual int currentDir
Definition: CardActor.cs:41
Vector3 position
Definition: CardRenderer.cs:21
CardActor actor
Definition: CardRenderer.cs:11
Definition: Card.cs:11
int DMG
Definition: Card.cs:2319
bool IsPCFactionOrMinion
Definition: Card.cs:2260
int EvalueMax(int ele, int min=0)
Definition: Card.cs:2573
ElementContainerCard elements
Definition: Card.cs:41
string id
Definition: Card.cs:35
int ChildrenWeight
Definition: Card.cs:2001
bool HasElement(int ele, int req=1)
Definition: Card.cs:5787
bool isRestrained
Definition: Card.cs:566
virtual int Power
Definition: Card.cs:2283
SourceMaterial.Row material
Definition: Card.cs:2039
SoundSource PlaySound(string id, float v=1f, bool spatial=true)
Definition: Card.cs:6009
int HIT
Definition: Card.cs:2317
bool isCopy
Definition: Card.cs:878
Thing ammoData
Definition: Card.cs:1785
int hp
Definition: Card.cs:242
int WIL
Definition: Card.cs:2331
int STR
Definition: Card.cs:2321
bool HasTag(CTAG tag)
Definition: Card.cs:2583
Point pos
Definition: Card.cs:59
int DEX
Definition: Card.cs:2323
Effect PlayEffect(string id, bool useRenderPos=true, float range=0f, Vector3 fix=default(Vector3))
Definition: Card.cs:6043
Trait trait
Definition: Card.cs:53
int encLV
Definition: Card.cs:326
int c_diceDim
Definition: Card.cs:1389
MoveResult
Definition: Card.cs:13
bool HasEditorTag(EditorTag tag)
Definition: Card.cs:2588
virtual Thing Thing
Definition: Card.cs:2046
int Evalue(int ele)
Definition: Card.cs:2559
void ModExp(string alias, int a)
Definition: Card.cs:2636
SourceCategory.Row category
Definition: Card.cs:2037
CardRenderer renderer
Definition: Card.cs:61
int LV
Definition: Card.cs:386
void Say(string lang, string ref1=null, string ref2=null)
Definition: Card.cs:6661
List< BodySlot > slots
Definition: CharaBody.cs:8
AttackStyle GetAttackStyle()
Definition: CharaBody.cs:433
int GetAttackStyleElement(AttackStyle style)
Definition: CharaBody.cs:466
Definition: Chara.cs:10
override bool IsAliveInCurrentZone
Definition: Chara.cs:559
Element MainElement
Definition: Chara.cs:715
CharaBody body
Definition: Chara.cs:94
Faction faction
Definition: Chara.cs:425
override bool IsPC
Definition: Chara.cs:610
Chara host
Definition: Chara.cs:33
override bool IsPCParty
Definition: Chara.cs:613
int EvalueRiding()
Definition: Chara.cs:6021
bool HasCondition(string alias)
Definition: Chara.cs:9143
override bool isSynced
Definition: Chara.cs:689
override bool IsPCFaction
Definition: Chara.cs:669
override int MaxHP
Definition: Chara.cs:706
Zone currentZone
Definition: Chara.cs:253
bool HasHigherGround(Card c)
Definition: Chara.cs:1184
Chara parasite
Definition: Chara.cs:30
Chara ride
Definition: Chara.cs:27
bool isBlind
Definition: Chara.cs:130
bool IsHostile()
Definition: Chara.cs:6387
bool isConfused
Definition: Chara.cs:126
SourceRace.Row race
Definition: Chara.cs:462
UD_String_Color elementColors
Definition: ConDim.cs:2
Dice GetDice()
Definition: ConStrife.cs:52
bool IsGameStarted
Definition: Core.cs:84
Definition: Dice.cs:5
static int RollMax(int num, int sides, int bonus=0)
Definition: Dice.cs:70
static int Roll(int num, int sides, int bonus=0, Card card=null)
Definition: Dice.cs:48
Definition: EClass.cs:5
static ColorProfile Colors
Definition: EClass.cs:38
static int curve(int a, int start, int step, int rate=75)
Definition: EClass.cs:68
static Core core
Definition: EClass.cs:6
static Zone _zone
Definition: EClass.cs:20
static int rnd(long a)
Definition: EClass.cs:58
static SourceManager sources
Definition: EClass.cs:42
static Chara pc
Definition: EClass.cs:14
static GameSetting setting
Definition: EClass.cs:34
Definition: Effect.cs:7
Effect _Play(Point from, Vector3 fromV, float fixY=0f, Point to=null, Sprite sprite=null)
Definition: Effect.cs:115
Effect Emit(int num)
Definition: Effect.cs:279
static Effect Get(Effect original)
Definition: Effect.cs:85
Dictionary< int, Element > dict
int Value(int ele)
int ValueWithoutLink(int ele)
Element GetOrCreateElement(Element ele)
int id
Definition: ELEMENT.cs:250
SourceElement.Row source
Definition: ELEMENT.cs:273
int Value
Definition: ELEMENT.cs:292
static Element Create(int id, int v=0)
Definition: ELEMENT.cs:1100
static Element Void
Definition: ELEMENT.cs:238
Element GetParent(Card c)
Definition: ELEMENT.cs:522
ElementContainerFaction charaElements
Definition: FACTION.cs:146
UD_String_EffectData guns
Definition: GameSetting.cs:276
EffectSetting effect
Definition: GameSetting.cs:299
Definition: Lang.cs:6
static string[] GetList(string id)
Definition: Lang.cs:114
Definition: Msg.cs:5
static void SetColor()
Definition: Msg.cs:22
Definition: Point.cs:9
ref Vector3 Position(int height)
Definition: Point.cs:536
Point Copy()
Definition: Point.cs:479
ref Vector3 PositionCenter()
Definition: Point.cs:575
int Distance(Point p)
Definition: Point.cs:977
SourceElement elements
Definition: TC.cs:4
Definition: Thing.cs:8
SourceThing.Row source
Definition: Thing.cs:11
bool isEquipped
Definition: Thing.cs:17
override int SelfWeight
Definition: Thing.cs:82
int Penetration
Definition: Thing.cs:34
virtual Element WeaponSkill
Card owner
Definition: Trait.cs:27
bool TryGetValue(TKey key, out TValue value)
Definition: UDictionary.cs:178
Definition: Zone.cs:12
Definition: ActRef.cs:2