Elin Decompiled Documentation EA 23.295 Stable Patch 2
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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 long toHit;
11
12 public long toHitBase;
13
14 public long evasion;
15
16 public int dNum;
17
18 public int dDim;
19
20 public int dBonus;
21
22 public int toHitFix;
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, w)) / 100;
122 if (addSelfEnc)
123 {
124 num += CC.Evalue(ele);
125 }
126 return num;
127 }
128
129 public static int GetTwoHandEncBonus(Chara CC, Thing w)
130 {
131 if (CC == null || CC.body.GetAttackStyle() != AttackStyle.TwoHand || w == null || !w.IsWeapon)
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 = 0L;
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 += 50L;
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 /= 2L;
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 /= 2L;
370 }
371 if (TC.HasCondition<ConDim>())
372 {
373 evasion /= 2L;
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 (30 + (dNum * dDim + dBonus) + (dNumAmmo * dDimAmmo + dBonusAmmo)) * (100 + (int)Mathf.Sqrt(weaponSkill.Value) * 8) / 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 if (CC.Evalue(1355) > 0)
489 {
490 num++;
491 }
492 num = (long)(dMulti * (float)num * dmgMulti);
493 long num2 = 99999999L;
494 ConStrife condition = CC.GetCondition<ConStrife>();
495 if (condition != null)
496 {
497 num = num * (100 + condition.lv * 10) / 100;
498 num2 = num2 * (100 + condition.lv * 5) / 100;
499 }
500 return (long)Mathf.Clamp(num, 0f, num2);
501 }
502
503 public static void ProcShieldEncs(Chara CC, Card TC, int mtpChance = 100)
504 {
505 foreach (BodySlot slot in CC.body.slots)
506 {
507 if (slot.elementId == 35 && slot.thing != null && (slot.thing.category.IsChildOf("shield") || slot.thing.category.IsChildOf("martial")))
508 {
509 ProcAbility(slot.thing.elements.dict.Values.ToList(), CC, TC, CC.Evalue((slot.thing.category.skill == 0) ? 123 : slot.thing.category.skill), subAttack: false, mtpChance);
510 }
511 }
512 }
513
514 public static void ProcAbility(List<Element> list, Chara CC, Card TC, int bonus, bool subAttack = false, int mtpChance = 100)
515 {
516 if (list == null)
517 {
518 return;
519 }
520 foreach (Element item in list)
521 {
522 ProcAbility(item, CC, TC, bonus, subAttack, mtpChance);
523 }
524 }
525
526 public static void ProcAbility(Element e, Chara CC, Card TC, int bonus, bool subAttack = false, int mtpChance = 100)
527 {
528 if (!(e is Ability))
529 {
530 return;
531 }
532 int num = (10 + e.Value / 5) * mtpChance / 100;
533 int power = EClass.curve((100 + e.Value * 10) * (100 + bonus) / 100, 400, 100);
534 if (e.id == 6602)
535 {
536 num = 100;
537 }
538 if (num <= EClass.rnd(100))
539 {
540 return;
541 }
542 Act obj = e as Act;
543 Card card = (obj.TargetType.CanSelectSelf ? CC : TC);
544 string text = ((e.source.proc.Length >= 2) ? e.source.proc[1] : "");
545 string text2 = obj.source.abilityType.TryGet(0);
546 switch (text2)
547 {
548 case "buff":
549 if (CC.HasCondition(text))
550 {
551 return;
552 }
553 card = CC;
554 break;
555 case "debuff":
556 case "attack":
557 case "dot":
558 card = TC;
559 break;
560 }
561 if (subAttack)
562 {
563 if (card == CC)
564 {
565 return;
566 }
567 switch (text2)
568 {
569 case "summon":
570 return;
571 case "teleport":
572 return;
573 case "suicide":
574 return;
575 }
576 }
577 if (card.IsAliveInCurrentZone)
578 {
579 Card tC = Act.TC;
580 ActEffect.ProcAt(e.source.proc[0].ToEnum<EffectId>(), power, BlessedState.Normal, CC, card, card.pos, isNeg: false, new ActRef
581 {
582 n1 = text,
583 aliasEle = e.source.aliasRef,
584 noFriendlyFire = true
585 });
586 Act.TC = tC;
587 }
588 }
589
590 public bool Perform(int count, bool hasHit, float dmgMulti = 1f, bool maxRoll = false, bool subAttack = false)
591 {
592 bool flag = CC.HasCondition<ConReload>();
593 bool flag2 = CC.HasElement(486) && CC.IsPCFactionOrMinion;
594 hit = CalcHit();
595 if (CC.id == "tsunami")
596 {
597 hit = true;
598 }
599 long num = GetRawDamage(dmgMulti, crit, maxRoll);
600 if (IsRanged && count >= numFireWithoutDamageLoss)
601 {
602 num = num * 100 / (100 + (count - numFireWithoutDamageLoss + 1) * 30);
603 }
604 if (CC.isRestrained)
605 {
606 num /= 2;
607 }
608 List<Element> list = new List<Element>();
609 int num2 = CC.Evalue(91);
610 string id = CC.id;
611 if ((id == "stalker" || id == "stalker_shadow") && TC.isChara && TC.Chara.CanSee(CC))
612 {
613 num2 = 0;
614 }
615 int num3 = 0;
616 if (weapon != null)
617 {
618 list = weapon.elements.dict.Values.ToList();
619 if (ammo != null && !flag)
620 {
621 list = list.Concat(ammo.elements.dict.Values).ToList();
622 }
623 num2 += weapon.Evalue(91, ignoreGlobalElement: true);
624 num3 += weapon.Evalue(603, ignoreGlobalElement: true);
625 }
626 if (!IsRanged && !isThrow && CC.HasElement(1426))
627 {
628 list.Add(Element.Create(6650, 100));
629 }
630 int bane;
631 if (TC?.Chara != null)
632 {
633 bane = 0;
634 AddBane(valid: true, 468, 50);
635 AddBane(TC.Chara.IsUndead, 461, 100);
636 AddBane(TC.Chara.IsAnimal, 463, 100);
637 AddBane(TC.Chara.IsHuman, 464, 100);
638 AddBane(TC.Chara.IsDragon, 460, 100);
639 AddBane(TC.Chara.IsGod, 466, 100);
640 AddBane(TC.Chara.IsMachine, 465, 100);
641 AddBane(TC.Chara.IsFish, 467, 100);
642 AddBane(TC.Chara.IsFairy, 462, 100);
643 if (bane != 0)
644 {
645 num = num * (100 + bane * 3) / 100;
646 }
647 }
648 if (CC.IsPCFaction)
649 {
650 foreach (Element value in EClass.pc.faction.charaElements.dict.Values)
651 {
652 if (value.Value > 0)
653 {
654 list.Add(value);
655 }
656 }
657 }
658 if (hit && num2 > EClass.rnd(100))
659 {
660 CC.Say("vopal");
661 penetration = 100;
662 }
663 if (crit)
664 {
665 CC.Say((critFury ? "fury_" : "") + (CC.IsHostile() ? "critical_enemy" : "critical"));
666 if (CC.IsPC)
667 {
668 CC.PlaySound("critical");
669 }
670 }
671 if (CC.isSynced || (TC != null && TC.isSynced))
672 {
673 if (toolRange != null && (!IsRanged || count == 0) && !flag && !ignoreAnime)
674 {
676 }
677 if (hit && TC != null && !hasHit)
678 {
679 PlayHitEffect();
680 }
681 }
682 if (TC == null)
683 {
684 if (weapon == null || !(weapon.trait is TraitToolRangeGunRocket))
685 {
686 CC.Say(IsRanged ? "attack_air_range" : "attack_air", CC);
687 }
688 return true;
689 }
690 if (!hit)
691 {
692 if (TC != null)
693 {
694 if (CC.IsPCParty)
695 {
696 CC.Say(evadePlus ? "evadePlus2" : "evade2", CC, TC);
697 }
698 else
699 {
700 TC.Say(evadePlus ? "evadePlus" : "evade", TC, CC);
701 }
702 ModExpDef(150, 90);
703 ModExpDef(151, 90);
704 }
705 ProcAbility(list, CC, TC, weaponSkill.Value * (100 + GetTwoHandEncBonus(CC, weapon)) / 100, subAttack);
706 return false;
707 }
708 if (TC.IsPC)
709 {
710 Msg.SetColor("attack_pc");
711 EClass.pc.Say("attackMeleeToPC", CC, TC, GetAttackText(attackType, 3));
712 }
713 else
714 {
715 CC.Say("attackMelee", CC, TC, GetAttackText(attackType, 0));
716 }
717 bool showEffect = true;
718 int num4 = 0;
719 int num5 = 0;
720 int num6 = 0;
721 ConWeapon conWeapon = null;
722 if (weapon != null)
723 {
724 foreach (Element value2 in weapon.elements.dict.Values)
725 {
726 if (value2.source.categorySub == "eleConvert")
727 {
728 num4 = EClass.sources.elements.alias[value2.source.aliasRef].id;
729 num5 = 50 + value2.Value * 2;
730 num6 = Mathf.Min(value2.Value, 100);
731 break;
732 }
733 }
734 }
735 if (num4 == 0)
736 {
738 {
739 conWeapon = CC.GetCondition<ConWeapon>();
740 num4 = conWeapon.sourceElement.id;
741 num5 = conWeapon.power / 2;
742 num6 = (int)Mathf.Min(40f + MathF.Sqrt(conWeapon.power), 80f);
743 }
744 if (conWeapon == null && (weapon == null || IsMartialWeapon) && (CC.MainElement != Element.Void || CC.HasElement(1565)))
745 {
746 num4 = (CC.HasElement(1565) ? 915 : CC.MainElement.id);
747 num5 = CC.Power / 3 + EClass.rnd(CC.Power / 2);
748 if (CC.MainElement != Element.Void)
749 {
750 num5 += CC.MainElement.Value;
751 }
752 showEffect = false;
753 num6 = 50;
754 }
755 if (conWeapon == null && weapon != null && weapon.trait is TraitToolRangeCane)
756 {
757 IEnumerable<Element> enumerable = weapon.elements.dict.Values.Where((Element e) => e.source.categorySub == "eleAttack");
758 if (enumerable.Count() > 0)
759 {
760 num4 = enumerable.RandomItem().id;
761 num5 = num4 switch
762 {
763 920 => 30,
764 914 => 50,
765 918 => 50,
766 _ => 100,
767 };
768 }
769 num6 = 50;
770 }
771 }
772 long num7 = num;
773 long num8 = num * num6 / 100;
774 num -= num8;
775 long num9 = num * penetration / 100;
776 num -= num9;
777 num = TC.ApplyProtection(num) + num9 + num8;
778 int weaponEnc = GetWeaponEnc(CC, weapon, 609, addSelfEnc: true);
779 TC.DamageHP(num, num4, num5, (!IsRanged && !isThrow) ? AttackSource.Melee : AttackSource.Range, CC, showEffect, weapon);
780 if (conWeapon != null && (weaponEnc <= 0 || !(Mathf.Min(10f + Mathf.Sqrt(weaponEnc) * 5f, 90f) > (float)EClass.rnd(100))))
781 {
782 conWeapon.Mod(-1);
783 }
784 bool flag3 = IsCane || (weapon != null && weapon.Evalue(482) > 0);
785 int attackStyleElement = CC.body.GetAttackStyleElement(attackStyle);
786 if (!subAttack)
787 {
788 int mod2 = 100 / (count + 1);
789 if (!IsRanged || count == 0)
790 {
791 ModExpAtk(weaponSkill.id, mod2);
792 ModExpAtk(flag3 ? 304 : (IsRanged ? 133 : 132), mod2);
793 }
794 if (crit)
795 {
796 ModExpAtk(134, 50);
797 }
798 if (count == 0 && attackStyleElement != 0)
799 {
800 ModExpAtk(attackStyleElement, 100);
801 }
802 }
803 if (!CC.IsAliveInCurrentZone || !TC.IsAliveInCurrentZone)
804 {
805 return true;
806 }
807 if (EClass.rnd(8) == 0 && TC.isChara && CC.HasElement(1219))
808 {
809 CC.Say("abCrab", CC, TC);
810 TC.Chara.AddCondition<ConParalyze>(30 + EClass.rnd(30));
811 TC.Chara.AddCondition<ConGravity>();
812 }
813 if (list.Count > 0 && !flag2)
814 {
815 foreach (Element item in list)
816 {
817 if (!TC.IsAliveInCurrentZone)
818 {
819 break;
820 }
821 if (!item.IsActive(weapon) || !(item.source.categorySub == "eleAttack"))
822 {
823 continue;
824 }
825 int num10 = 25;
826 long num11 = EClass.rnd(num * (100 + item.Value * 10) / 500 + 5);
827 num11 = num11 * (100 + GetTwoHandEncBonus(CC, weapon)) / 100;
828 if (num11 >= 0)
829 {
830 if (conWeapon == null && weapon != null && weapon.trait is TraitToolRangeCane)
831 {
832 num10 = 0;
833 }
834 if (num10 > EClass.rnd(100))
835 {
836 TC.DamageHP(num11, item.id, isThrow ? (100 + item.Value * 5) : (30 + item.Value), AttackSource.WeaponEnchant, CC);
837 }
838 }
839 }
840 ProcAbility(list, CC, TC, weaponSkill.Value * (100 + GetTwoHandEncBonus(CC, weapon)) / 100, subAttack);
841 }
842 if (!CC.IsAliveInCurrentZone || !TC.IsAliveInCurrentZone)
843 {
844 return true;
845 }
846 if (!IsRanged && !flag2 && attackStyle == AttackStyle.Shield)
847 {
848 int num12 = CC.Evalue(123);
849 int num13 = CC.Evalue(381);
850 if (CC.elements.ValueWithoutLink(123) >= 10 && Mathf.Clamp(Mathf.Sqrt(num12) - 2f, 8f, 15f) + Mathf.Min(Mathf.Sqrt(num13), 25f) > (float)EClass.rnd(100))
851 {
852 num = num7 * (Mathf.Min(50 + num12 + num13, 200) + (int)Mathf.Min(Mathf.Sqrt(num13), 100f)) / 100;
853 penetration = (int)Mathf.Sqrt(num13) + ((num13 != 0) ? 20 : 0);
854 if (penetration > 100)
855 {
856 penetration = 100;
857 }
858 num9 = num * penetration / 100;
859 num -= num9;
860 num = TC.ApplyProtection(num) + num9;
861 Debug.Log("Bash:" + num + "/" + num7);
862 CC.PlaySound("shield_bash");
863 CC.Say("shield_bash", CC, TC);
864 TC.DamageHP(num, AttackSource.None, CC);
865 if (TC.IsAliveInCurrentZone && TC.isChara)
866 {
867 if (EClass.rnd(2) == 0)
868 {
869 TC.Chara.AddCondition<ConDim>(50 + (int)Mathf.Sqrt(num12) * 10);
870 }
871 TC.Chara.AddCondition<ConParalyze>(EClass.rnd(2), force: true);
872 }
873 if (!TC.isRestrained)
874 {
875 ProcShieldEncs(CC, TC, 500 + num13);
876 }
878 {
879 CC.ModExp(123, 50);
880 }
881 }
882 }
883 if (!CC.IsAliveInCurrentZone || !TC.IsAliveInCurrentZone)
884 {
885 return true;
886 }
887 if (TC.isChara && !TC.HasCondition<ConGravity>() && num3 > 0 && num3 * 2 + 15 > EClass.rnd(100) && !TC.isRestrained && TC.Chara.TryMoveFrom(CC.pos) == Card.MoveResult.Success)
888 {
889 TC.pos.PlayEffect("vanish");
890 TC.PlaySound("push", 1.5f);
891 }
892 return true;
893 void AddBane(bool valid, int idEle, int mod)
894 {
895 if (valid)
896 {
897 bane += (CC.Evalue(idEle) + ((weapon != null) ? weapon.Evalue(idEle, ignoreGlobalElement: true) : 0)) * mod / 100;
898 }
899 }
900 bool IgnoreExp()
901 {
902 if (!CC.HasEditorTag(EditorTag.Invulnerable) && !CC.HasEditorTag(EditorTag.InvulnerableToMobs) && !TC.HasEditorTag(EditorTag.Invulnerable))
903 {
904 return TC.HasEditorTag(EditorTag.InvulnerableToMobs);
905 }
906 return true;
907 }
908 void ModExpAtk(int ele, int mod)
909 {
910 if (!IgnoreExp() && (!TC.isCopy || EClass.rnd(10) == 0))
911 {
912 int a = (Mathf.Clamp((TC.LV + 10 - CC.elements.ValueWithoutLink(ele)) / 2, 1, 10) + Mathf.Min(TC.LV / 10, 10)) * mod / 100;
913 a = Mathf.Min(a, 200);
914 if (TC == CC)
915 {
916 a /= 2;
917 }
918 if (a > 0)
919 {
920 CC.ModExp(ele, a + EClass.rnd(a / 2 + 1));
921 }
922 }
923 }
924 void ModExpDef(int ele, int mod)
925 {
926 if (!IgnoreExp() && (!CC.isCopy || EClass.rnd(10) == 0))
927 {
928 int a2 = (Mathf.Clamp((CC.LV + 10 - TC.elements.ValueWithoutLink(ele)) / 2, 1, 10) + Mathf.Min(CC.LV / 10, 10)) * mod / 100;
929 a2 = Mathf.Min(a2, TC.isRestrained ? 10 : 200);
930 if (TC == CC)
931 {
932 a2 /= 2;
933 }
934 if (!TC.IsPC && !TC.isRestrained && !TC.HasHost)
935 {
936 a2 *= 3;
937 }
938 if (a2 > 0)
939 {
940 TC.ModExp(ele, a2 + EClass.rnd(a2 / 2 + 1));
941 }
942 }
943 }
944 void PlayHitEffect()
945 {
946 string id2 = "hit_default";
947 string id3 = "hit_default";
948 switch (attackType)
949 {
950 case AttackType.Slash:
951 id3 = "hit_slash";
952 id2 = "hit_slash";
953 break;
954 case AttackType.Spore:
955 id3 = "hit_spore";
956 id2 = "hit_spore";
957 break;
958 case AttackType.Claw:
959 case AttackType.Bite:
960 id3 = "hit_claw";
961 id2 = "hit_claw";
962 break;
963 case AttackType.Blunt:
964 case AttackType.Punch:
965 case AttackType.Kick:
966 case AttackType.Bow:
967 case AttackType.Gun:
968 case AttackType.Cane:
969 id3 = "hit_blunt";
970 id2 = "hit_blunt";
971 break;
972 }
973 if (TC != null)
974 {
975 TC.PlayEffect(id3).SetScale(crit ? 1.25f : 0.75f);
976 }
977 CC.PlaySound(id2);
978 }
979 }
980
981 private bool Crit()
982 {
983 crit = true;
984 return true;
985 }
986
987 private bool EvadePlus()
988 {
989 evadePlus = true;
990 return false;
991 }
992
993 public bool CalcHit()
994 {
996 {
997 return Crit();
998 }
999 if (critFury)
1000 {
1001 return Crit();
1002 }
1003 if (CC.HasCondition<ConSevenSense>() && (CC.HasElement(1244) || CC.HasElement(1246) || CC.HasElement(1247)))
1004 {
1005 return true;
1006 }
1007 if (TC != null)
1008 {
1009 if (TC.HasCondition<ConDim>() && EClass.rnd(4) == 0)
1010 {
1011 return Crit();
1012 }
1013 if (TC.IsDeadOrSleeping)
1014 {
1015 return Crit();
1016 }
1017 int num = TC.Evalue(151);
1018 if (num != 0 && toHit < num * 10)
1019 {
1020 float num2 = (float)(evasion * 100) / Mathf.Clamp(toHit, 1f, toHit);
1021 if (num2 > 300f && EClass.rnd(num + 250) > 100)
1022 {
1023 return EvadePlus();
1024 }
1025 if (num2 > 200f && EClass.rnd(num + 250) > 150)
1026 {
1027 return EvadePlus();
1028 }
1029 if (num2 > 150f && EClass.rnd(num + 250) > 200)
1030 {
1031 return EvadePlus();
1032 }
1033 }
1034 int num3 = TC.Evalue(57);
1035 if (num3 > 0)
1036 {
1037 if (num3 > EClass.rnd(100))
1038 {
1039 return EvadePlus();
1040 }
1041 }
1042 else if (num3 < 0 && num3 * -1 > EClass.rnd(100))
1043 {
1044 return true;
1045 }
1046 }
1047 if (EClass.rnd(20) == 0)
1048 {
1049 return true;
1050 }
1051 if (EClass.rnd(20) == 0)
1052 {
1053 return false;
1054 }
1055 if (toHit < 1)
1056 {
1057 return false;
1058 }
1059 if (evasion < 1)
1060 {
1061 return true;
1062 }
1063 if (EClass.rnd(toHit) < EClass.rnd(evasion * (IsRanged ? 150 : 125) / 100))
1064 {
1065 return false;
1066 }
1067 if (EClass.rnd(5000) < CC.Evalue(73) + 50)
1068 {
1069 return Crit();
1070 }
1071 if ((float)(CC.Evalue(90) + ((weapon != null) ? weapon.Evalue(90, ignoreGlobalElement: true) : 0)) + Mathf.Sqrt(CC.Evalue(134)) > (float)EClass.rnd(200))
1072 {
1073 return Crit();
1074 }
1075 if (CC.Evalue(1420) > 0)
1076 {
1077 int num4 = Mathf.Min(100, 100 - CC.hp * 100 / CC.MaxHP) * (50 + CC.Evalue(1420) * 50) / 100;
1078 if (num4 >= 50 && num4 * num4 * num4 * num4 / 3 > EClass.rnd(100000000))
1079 {
1080 return Crit();
1081 }
1082 }
1083 return true;
1084 }
1085
1086 public string GetAttackText(AttackType type, int id)
1087 {
1088 return Lang.GetList("attack" + type)[id];
1089 }
1090}
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:492
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)
int GetRocketPower()
static void ProcAbility(Element e, Chara CC, Card TC, int bonus, bool subAttack=false, int mtpChance=100)
static int GetTwoHandEncBonus(Chara CC, Thing w)
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:2371
bool IsPCFactionOrMinion
Definition: Card.cs:2312
int EvalueMax(int ele, int min=0)
Definition: Card.cs:2625
ElementContainerCard elements
Definition: Card.cs:42
string id
Definition: Card.cs:36
int ChildrenWeight
Definition: Card.cs:2051
bool isRestrained
Definition: Card.cs:567
virtual int Power
Definition: Card.cs:2335
SourceMaterial.Row material
Definition: Card.cs:2089
SoundSource PlaySound(string id, float v=1f, bool spatial=true)
Definition: Card.cs:6421
int HIT
Definition: Card.cs:2369
bool isCopy
Definition: Card.cs:879
Thing ammoData
Definition: Card.cs:1811
int hp
Definition: Card.cs:243
int WIL
Definition: Card.cs:2383
int STR
Definition: Card.cs:2373
bool HasTag(CTAG tag)
Definition: Card.cs:2635
Point pos
Definition: Card.cs:60
int DEX
Definition: Card.cs:2375
Effect PlayEffect(string id, bool useRenderPos=true, float range=0f, Vector3 fix=default(Vector3))
Definition: Card.cs:6455
Trait trait
Definition: Card.cs:54
int encLV
Definition: Card.cs:327
int c_diceDim
Definition: Card.cs:1415
MoveResult
Definition: Card.cs:13
bool HasEditorTag(EditorTag tag)
Definition: Card.cs:2640
virtual Thing Thing
Definition: Card.cs:2096
int Evalue(int ele)
Definition: Card.cs:2611
void ModExp(string alias, int a)
Definition: Card.cs:2688
SourceCategory.Row category
Definition: Card.cs:2087
bool IsWeapon
Definition: Card.cs:2246
CardRenderer renderer
Definition: Card.cs:62
bool HasElement(int ele, bool includeNagative=false)
Definition: Card.cs:6168
int LV
Definition: Card.cs:387
void Say(string lang, string ref1=null, string ref2=null)
Definition: Card.cs:7099
List< BodySlot > slots
Definition: CharaBody.cs:8
AttackStyle GetAttackStyle()
Definition: CharaBody.cs:479
int GetAttackStyleElement(AttackStyle style)
Definition: CharaBody.cs:512
Definition: Chara.cs:10
override bool IsAliveInCurrentZone
Definition: Chara.cs:563
Element MainElement
Definition: Chara.cs:731
CharaBody body
Definition: Chara.cs:94
Faction faction
Definition: Chara.cs:429
override bool IsPC
Definition: Chara.cs:626
Chara host
Definition: Chara.cs:33
override bool IsPCParty
Definition: Chara.cs:629
int EvalueRiding()
Definition: Chara.cs:6267
bool HasCondition(string alias)
Definition: Chara.cs:9639
override bool isSynced
Definition: Chara.cs:705
override bool IsPCFaction
Definition: Chara.cs:685
override int MaxHP
Definition: Chara.cs:722
Zone currentZone
Definition: Chara.cs:257
bool HasHigherGround(Card c)
Definition: Chara.cs:1216
Chara parasite
Definition: Chara.cs:30
Chara ride
Definition: Chara.cs:27
bool isBlind
Definition: Chara.cs:132
bool IsHostile()
Definition: Chara.cs:6681
bool isConfused
Definition: Chara.cs:128
SourceRace.Row race
Definition: Chara.cs:466
UD_String_Color elementColors
Definition: ConDim.cs:2
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:6
static int curve(long _a, int start, int step, int rate=75)
Definition: EClass.cs:69
static ColorProfile Colors
Definition: EClass.cs:39
static Core core
Definition: EClass.cs:7
static Zone _zone
Definition: EClass.cs:21
static int rnd(long a)
Definition: EClass.cs:59
static SourceManager sources
Definition: EClass.cs:43
static Chara pc
Definition: EClass.cs:15
static GameSetting setting
Definition: EClass.cs:35
Definition: Effect.cs:7
Effect _Play(Point from, Vector3 fromV, float fixY=0f, Point to=null, Sprite sprite=null)
Definition: Effect.cs:117
Effect Emit(int num)
Definition: Effect.cs:281
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:255
SourceElement.Row source
Definition: ELEMENT.cs:278
int Value
Definition: ELEMENT.cs:297
static Element Create(int id, int v=0)
Definition: ELEMENT.cs:1115
static Element Void
Definition: ELEMENT.cs:243
Element GetParent(Card c)
Definition: ELEMENT.cs:527
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:116
Definition: Msg.cs:5
static void SetColor()
Definition: Msg.cs:22
Definition: Point.cs:9
ref Vector3 Position(int height)
Definition: Point.cs:548
Point Copy()
Definition: Point.cs:491
ref Vector3 PositionCenter()
Definition: Point.cs:587
int Distance(Point p)
Definition: Point.cs:989
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:67
int Penetration
Definition: Thing.cs:34
virtual Element WeaponSkill
Card owner
Definition: Trait.cs:28
bool TryGetValue(TKey key, out TValue value)
Definition: UDictionary.cs:178
Definition: Zone.cs:12
Definition: ActRef.cs:2