Elin Decompiled Documentation EA 23.262 Nightly Patch 1
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AttackProcess Class Reference
Inheritance diagram for AttackProcess:
EClass

Public Member Functions

string GetText ()
 
void Prepare (Chara _CC, Thing _weapon, Card _TC=null, Point _TP=null, int _attackIndex=0, bool _isThrow=false)
 
void PlayRangedAnime (int numFire, float delay=0f)
 
int GetRocketPower ()
 
long GetRawDamage (float dmgMulti, bool crit, bool maxRoll)
 
bool Perform (int count, bool hasHit, float dmgMulti=1f, bool maxRoll=false, bool subAttack=false)
 
bool CalcHit ()
 
string GetAttackText (AttackType type, int id)
 

Static Public Member Functions

static int GetWeaponEnc (Chara CC, Thing w, int ele, bool addSelfEnc=false)
 
static int GetTwoHandEncBonus (Chara CC, Thing w)
 
static void ProcShieldEncs (Chara CC, Card TC, int mtpChance=100)
 
static void ProcAbility (List< Element > list, Chara CC, Card TC, int bonus, bool subAttack=false, int mtpChance=100)
 
static void ProcAbility (Element e, Chara CC, Card TC, int bonus, bool subAttack=false, int mtpChance=100)
 
- Static Public Member Functions inherited from EClass
static int rndSeed (int a, int seed)
 
static int rnd (long a)
 
static int rnd (int a)
 
static int curve (long _a, int start, int step, int rate=75)
 
static int sqrt (int a)
 
static int rndHalf (int a)
 
static float rndf (float a)
 
static int rndSqrt (int a)
 
static void Wait (float a, Card c)
 
static void Wait (float a, Point p)
 
static int Bigger (int a, int b)
 
static int Smaller (int a, int b)
 

Public Attributes

int dNum
 
int dDim
 
int dBonus
 
int toHit
 
int toHitBase
 
int toHitFix
 
int evasion
 
int penetration
 
int distMod
 
int attackIndex
 
int dNumAmmo
 
int dDimAmmo
 
int dBonusAmmo
 
int numFire
 
int numFireWithoutDamageLoss
 
float dMulti
 
bool crit
 
bool critFury
 
bool hit
 
bool evadePlus
 
bool isThrow
 
bool ignoreAnime
 
bool ignoreAttackSound
 
Chara CC
 
Card TC
 
Point TP
 
Point posRangedAnime
 
Element weaponSkill
 
Thing weapon
 
Thing ammo
 
TraitToolRange toolRange
 
AttackType attackType
 
AttackStyle attackStyle
 

Static Public Attributes

static AttackProcess Current = new AttackProcess()
 
- Static Public Attributes inherited from EClass
static Core core
 

Properties

bool IsMartial [get]
 
bool IsMartialWeapon [get]
 
bool IsRanged [get]
 
bool IsCane [get]
 
- Properties inherited from EClass
static Game game [get]
 
static bool AdvMode [get]
 
static Player player [get]
 
static Chara pc [get]
 
static UI ui [get]
 
static Map _map [get]
 
static Zone _zone [get]
 
static FactionBranch Branch [get]
 
static FactionBranch BranchOrHomeBranch [get]
 
static Faction Home [get]
 
static Faction Wilds [get]
 
static Scene scene [get]
 
static BaseGameScreen screen [get]
 
static GameSetting setting [get]
 
static GameData gamedata [get]
 
static ColorProfile Colors [get]
 
static World world [get]
 
static SourceManager sources [get]
 
static SourceManager editorSources [get]
 
static SoundManager Sound [get]
 
static CoreDebug debug [get]
 

Private Member Functions

bool Crit ()
 
bool EvadePlus ()
 

Detailed Description

Definition at line 6 of file AttackProcess.cs.

Member Function Documentation

◆ CalcHit()

bool AttackProcess.CalcHit ( )
inline

Definition at line 992 of file AttackProcess.cs.

993 {
995 {
996 return Crit();
997 }
998 if (critFury)
999 {
1000 return Crit();
1001 }
1002 if (CC.HasCondition<ConSevenSense>() && (CC.HasElement(1244) || CC.HasElement(1246) || CC.HasElement(1247)))
1003 {
1004 return true;
1005 }
1006 if (TC != null)
1007 {
1008 if (TC.HasCondition<ConDim>() && EClass.rnd(4) == 0)
1009 {
1010 return Crit();
1011 }
1012 if (TC.IsDeadOrSleeping)
1013 {
1014 return Crit();
1015 }
1016 int num = TC.Evalue(151);
1017 if (num != 0 && toHit < num * 10)
1018 {
1019 int num2 = evasion * 100 / Mathf.Clamp(toHit, 1, toHit);
1020 if (num2 > 300 && EClass.rnd(num + 250) > 100)
1021 {
1022 return EvadePlus();
1023 }
1024 if (num2 > 200 && EClass.rnd(num + 250) > 150)
1025 {
1026 return EvadePlus();
1027 }
1028 if (num2 > 150 && EClass.rnd(num + 250) > 200)
1029 {
1030 return EvadePlus();
1031 }
1032 }
1033 int num3 = TC.Evalue(57);
1034 if (num3 > 0)
1035 {
1036 if (num3 > EClass.rnd(100))
1037 {
1038 return EvadePlus();
1039 }
1040 }
1041 else if (num3 < 0 && num3 * -1 > EClass.rnd(100))
1042 {
1043 return true;
1044 }
1045 }
1046 if (EClass.rnd(20) == 0)
1047 {
1048 return true;
1049 }
1050 if (EClass.rnd(20) == 0)
1051 {
1052 return false;
1053 }
1054 if (toHit < 1)
1055 {
1056 return false;
1057 }
1058 if (evasion < 1)
1059 {
1060 return true;
1061 }
1062 if (EClass.rnd(toHit) < EClass.rnd(evasion * (IsRanged ? 150 : 125) / 100))
1063 {
1064 return false;
1065 }
1066 if (EClass.rnd(5000) < CC.Evalue(73) + 50)
1067 {
1068 return Crit();
1069 }
1070 if ((float)(CC.Evalue(90) + ((weapon != null) ? weapon.Evalue(90, ignoreGlobalElement: true) : 0)) + Mathf.Sqrt(CC.Evalue(134)) > (float)EClass.rnd(200))
1071 {
1072 return Crit();
1073 }
1074 if (CC.Evalue(1420) > 0)
1075 {
1076 int num4 = Mathf.Min(100, 100 - CC.hp * 100 / CC.MaxHP) * (50 + CC.Evalue(1420) * 50) / 100;
1077 if (num4 >= 50 && num4 * num4 * num4 * num4 / 3 > EClass.rnd(100000000))
1078 {
1079 return Crit();
1080 }
1081 }
1082 return true;
1083 }
int hp
Definition: Card.cs:243
int Evalue(int ele)
Definition: Card.cs:2574
bool HasElement(int ele, bool includeNagative=false)
Definition: Card.cs:5961
bool HasCondition(string alias)
Definition: Chara.cs:9487
override int MaxHP
Definition: Chara.cs:710
Definition: ConDim.cs:2
Definition: EClass.cs:6
static int rnd(long a)
Definition: EClass.cs:59
Definition: TC.cs:4

References CC, Crit(), critFury, EvadePlus(), Card.Evalue(), evasion, Chara.HasCondition(), Card.HasElement(), Card.hp, IsRanged, Chara.MaxHP, EClass.rnd(), toHit, and weapon.

Referenced by Perform().

◆ Crit()

bool AttackProcess.Crit ( )
inlineprivate

Definition at line 980 of file AttackProcess.cs.

981 {
982 crit = true;
983 return true;
984 }

References crit.

Referenced by CalcHit().

◆ EvadePlus()

bool AttackProcess.EvadePlus ( )
inlineprivate

Definition at line 986 of file AttackProcess.cs.

987 {
988 evadePlus = true;
989 return false;
990 }

References evadePlus.

Referenced by CalcHit().

◆ GetAttackText()

string AttackProcess.GetAttackText ( AttackType  type,
int  id 
)
inline

Definition at line 1085 of file AttackProcess.cs.

1086 {
1087 return Lang.GetList("attack" + type)[id];
1088 }
Definition: Lang.cs:6
static string[] GetList(string id)
Definition: Lang.cs:114

References Lang.GetList().

Referenced by Perform().

◆ GetRawDamage()

long AttackProcess.GetRawDamage ( float  dmgMulti,
bool  crit,
bool  maxRoll 
)
inline

Definition at line 468 of file AttackProcess.cs.

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 }
bool IsMartialWeapon
Dice GetDice()
Definition: ConStrife.cs:55
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

References ammo, CC, crit, dBonus, dBonusAmmo, dDim, dDimAmmo, dMulti, dNum, dNumAmmo, Card.Evalue(), ConStrife.GetDice(), Chara.HasCondition(), IsMartial, IsMartialWeapon, Dice.Roll(), and Dice.RollMax().

Referenced by ActMelee.Attack(), and Perform().

◆ GetRocketPower()

int AttackProcess.GetRocketPower ( )
inline

Definition at line 463 of file AttackProcess.cs.

464 {
465 return (30 + (dNum * dDim + dBonus) + (dNumAmmo * dDimAmmo + dBonusAmmo)) * (100 + (int)Mathf.Sqrt(weaponSkill.Value) * 8) / 100;
466 }
Element weaponSkill
int Value
Definition: ELEMENT.cs:297

References dBonus, dBonusAmmo, dDim, dDimAmmo, dNum, dNumAmmo, Element.Value, and weaponSkill.

Referenced by ActRanged.Perform().

◆ GetText()

string AttackProcess.GetText ( )
inline

Definition at line 138 of file AttackProcess.cs.

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 }

References attackIndex, dBonus, dDim, dMulti, dNum, IsMartial, penetration, and toHit.

Referenced by Thing.AddAttackEvaluation().

◆ GetTwoHandEncBonus()

static int AttackProcess.GetTwoHandEncBonus ( Chara  CC,
Thing  w 
)
inlinestatic

Definition at line 129 of file AttackProcess.cs.

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 }
AttackStyle
Definition: AttackStyle.cs:2
bool IsWeapon
Definition: Card.cs:2209
AttackStyle GetAttackStyle()
Definition: CharaBody.cs:464
CharaBody body
Definition: Chara.cs:94

References Chara.body, CC, Card.Evalue(), CharaBody.GetAttackStyle(), and Card.IsWeapon.

Referenced by GetWeaponEnc(), Perform(), and Thing.WriteNote().

◆ GetWeaponEnc()

static int AttackProcess.GetWeaponEnc ( Chara  CC,
Thing  w,
int  ele,
bool  addSelfEnc = false 
)
inlinestatic

Definition at line 114 of file AttackProcess.cs.

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 }
static int GetTwoHandEncBonus(Chara CC, Thing w)
bool IsPCFactionOrMinion
Definition: Card.cs:2275
Faction faction
Definition: Chara.cs:429
static Chara pc
Definition: EClass.cs:15
int Value(int ele)
ElementContainerFaction charaElements
Definition: FACTION.cs:146

References CC, Faction.charaElements, Card.Evalue(), Chara.faction, GetTwoHandEncBonus(), Card.IsPCFactionOrMinion, EClass.pc, and ElementContainer.Value().

Referenced by ActMelee.Attack(), and Perform().

◆ Perform()

bool AttackProcess.Perform ( int  count,
bool  hasHit,
float  dmgMulti = 1f,
bool  maxRoll = false,
bool  subAttack = false 
)
inline

Definition at line 589 of file AttackProcess.cs.

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 if (!IsRanged && !isThrow && CC.HasElement(1426))
626 {
627 list.Add(Element.Create(6650, 100));
628 }
629 int bane;
630 if (TC?.Chara != null)
631 {
632 bane = 0;
633 AddBane(valid: true, 468, 50);
634 AddBane(TC.Chara.IsUndead, 461, 100);
635 AddBane(TC.Chara.IsAnimal, 463, 100);
636 AddBane(TC.Chara.IsHuman, 464, 100);
637 AddBane(TC.Chara.IsDragon, 460, 100);
638 AddBane(TC.Chara.IsGod, 466, 100);
639 AddBane(TC.Chara.IsMachine, 465, 100);
640 AddBane(TC.Chara.IsFish, 467, 100);
641 AddBane(TC.Chara.IsFairy, 462, 100);
642 if (bane != 0)
643 {
644 num = num * (100 + bane * 3) / 100;
645 }
646 }
647 if (CC.IsPCFaction)
648 {
649 foreach (Element value in EClass.pc.faction.charaElements.dict.Values)
650 {
651 if (value.Value > 0)
652 {
653 list.Add(value);
654 }
655 }
656 }
657 if (hit && num2 > EClass.rnd(100))
658 {
659 CC.Say("vopal");
660 penetration = 100;
661 }
662 if (crit)
663 {
664 CC.Say((critFury ? "fury_" : "") + (CC.IsHostile() ? "critical_enemy" : "critical"));
665 if (CC.IsPC)
666 {
667 CC.PlaySound("critical");
668 }
669 }
670 if (CC.isSynced || (TC != null && TC.isSynced))
671 {
672 if (toolRange != null && (!IsRanged || count == 0) && !flag && !ignoreAnime)
673 {
675 }
676 if (hit && TC != null && !hasHit)
677 {
678 PlayHitEffect();
679 }
680 }
681 if (TC == null)
682 {
683 if (weapon == null || !(weapon.trait is TraitToolRangeGunRocket))
684 {
685 CC.Say(IsRanged ? "attack_air_range" : "attack_air", CC);
686 }
687 return true;
688 }
689 if (!hit)
690 {
691 if (TC != null)
692 {
693 if (CC.IsPCParty)
694 {
695 CC.Say(evadePlus ? "evadePlus2" : "evade2", CC, TC);
696 }
697 else
698 {
699 TC.Say(evadePlus ? "evadePlus" : "evade", TC, CC);
700 }
701 ModExpDef(150, 90);
702 ModExpDef(151, 90);
703 }
704 ProcAbility(list, CC, TC, weaponSkill.Value * (100 + GetTwoHandEncBonus(CC, weapon)) / 100, subAttack);
705 return false;
706 }
707 if (TC.IsPC)
708 {
709 Msg.SetColor("attack_pc");
710 EClass.pc.Say("attackMeleeToPC", CC, TC, GetAttackText(attackType, 3));
711 }
712 else
713 {
714 CC.Say("attackMelee", CC, TC, GetAttackText(attackType, 0));
715 }
716 bool showEffect = true;
717 int num4 = 0;
718 int num5 = 0;
719 int num6 = 0;
720 ConWeapon conWeapon = null;
721 if (weapon != null)
722 {
723 foreach (Element value2 in weapon.elements.dict.Values)
724 {
725 if (value2.source.categorySub == "eleConvert")
726 {
727 num4 = EClass.sources.elements.alias[value2.source.aliasRef].id;
728 num5 = 50 + value2.Value * 2;
729 num6 = Mathf.Min(value2.Value, 100);
730 break;
731 }
732 }
733 }
734 if (num4 == 0)
735 {
737 {
738 conWeapon = CC.GetCondition<ConWeapon>();
739 num4 = conWeapon.sourceElement.id;
740 num5 = conWeapon.power / 2;
741 num6 = (int)Mathf.Min(40f + MathF.Sqrt(conWeapon.power), 80f);
742 }
743 if (conWeapon == null && (weapon == null || IsMartialWeapon) && (CC.MainElement != Element.Void || CC.HasElement(1565)))
744 {
745 num4 = (CC.HasElement(1565) ? 915 : CC.MainElement.id);
746 num5 = CC.Power / 3 + EClass.rnd(CC.Power / 2);
747 if (CC.MainElement != Element.Void)
748 {
749 num5 += CC.MainElement.Value;
750 }
751 showEffect = false;
752 num6 = 50;
753 }
754 if (conWeapon == null && weapon != null && weapon.trait is TraitToolRangeCane)
755 {
756 IEnumerable<Element> enumerable = weapon.elements.dict.Values.Where((Element e) => e.source.categorySub == "eleAttack");
757 if (enumerable.Count() > 0)
758 {
759 num4 = enumerable.RandomItem().id;
760 num5 = num4 switch
761 {
762 920 => 30,
763 914 => 50,
764 918 => 50,
765 _ => 100,
766 };
767 }
768 num6 = 50;
769 }
770 }
771 long num7 = num;
772 long num8 = num * num6 / 100;
773 num -= num8;
774 long num9 = num * penetration / 100;
775 num -= num9;
776 num = TC.ApplyProtection(num) + num9 + num8;
777 int weaponEnc = GetWeaponEnc(CC, weapon, 609, addSelfEnc: true);
778 TC.DamageHP(num, num4, num5, (!IsRanged && !isThrow) ? AttackSource.Melee : AttackSource.Range, CC, showEffect, weapon);
779 if (conWeapon != null && (weaponEnc <= 0 || !(Mathf.Min(10f + Mathf.Sqrt(weaponEnc) * 5f, 90f) > (float)EClass.rnd(100))))
780 {
781 conWeapon.Mod(-1);
782 }
783 bool flag3 = IsCane || (weapon != null && weapon.Evalue(482) > 0);
784 int attackStyleElement = CC.body.GetAttackStyleElement(attackStyle);
785 if (!subAttack)
786 {
787 int mod2 = 100 / (count + 1);
788 if (!IsRanged || count == 0)
789 {
790 ModExpAtk(weaponSkill.id, mod2);
791 ModExpAtk(flag3 ? 304 : (IsRanged ? 133 : 132), mod2);
792 }
793 if (crit)
794 {
795 ModExpAtk(134, 50);
796 }
797 if (count == 0 && attackStyleElement != 0)
798 {
799 ModExpAtk(attackStyleElement, 100);
800 }
801 }
802 if (!CC.IsAliveInCurrentZone || !TC.IsAliveInCurrentZone)
803 {
804 return true;
805 }
806 if (EClass.rnd(8) == 0 && TC.isChara && CC.HasElement(1219))
807 {
808 CC.Say("abCrab", CC, TC);
809 TC.Chara.AddCondition<ConParalyze>(30 + EClass.rnd(30));
810 TC.Chara.AddCondition<ConGravity>();
811 }
812 if (list.Count > 0 && !flag2)
813 {
814 foreach (Element item in list)
815 {
816 if (!TC.IsAliveInCurrentZone)
817 {
818 break;
819 }
820 if (!item.IsActive(weapon) || !(item.source.categorySub == "eleAttack"))
821 {
822 continue;
823 }
824 int num10 = 25;
825 int num11 = EClass.rnd(num * (100 + item.Value * 10) / 500 + 5);
826 num11 = num11 * (100 + GetTwoHandEncBonus(CC, weapon)) / 100;
827 if (num11 >= 0)
828 {
829 if (conWeapon == null && weapon != null && weapon.trait is TraitToolRangeCane)
830 {
831 num10 = 0;
832 }
833 if (num10 > EClass.rnd(100))
834 {
835 TC.DamageHP(num11, item.id, isThrow ? (100 + item.Value * 5) : (30 + item.Value), AttackSource.WeaponEnchant, CC);
836 }
837 }
838 }
839 ProcAbility(list, CC, TC, weaponSkill.Value * (100 + GetTwoHandEncBonus(CC, weapon)) / 100, subAttack);
840 }
841 if (!CC.IsAliveInCurrentZone || !TC.IsAliveInCurrentZone)
842 {
843 return true;
844 }
845 if (!IsRanged && !flag2 && attackStyle == AttackStyle.Shield)
846 {
847 int num12 = CC.Evalue(123);
848 int num13 = CC.Evalue(381);
849 if (CC.elements.ValueWithoutLink(123) >= 10 && Mathf.Clamp(Mathf.Sqrt(num12) - 2f, 8f, 15f) + Mathf.Min(Mathf.Sqrt(num13), 25f) > (float)EClass.rnd(100))
850 {
851 num = num7 * (Mathf.Min(50 + num12 + num13, 200) + (int)Mathf.Min(Mathf.Sqrt(num13), 100f)) / 100;
852 penetration = (int)Mathf.Sqrt(num13) + ((num13 != 0) ? 20 : 0);
853 if (penetration > 100)
854 {
855 penetration = 100;
856 }
857 num9 = num * penetration / 100;
858 num -= num9;
859 num = TC.ApplyProtection(num) + num9;
860 Debug.Log("Bash:" + num + "/" + num7);
861 CC.PlaySound("shield_bash");
862 CC.Say("shield_bash", CC, TC);
863 TC.DamageHP(num, AttackSource.None, CC);
864 if (TC.IsAliveInCurrentZone && TC.isChara)
865 {
866 if (EClass.rnd(2) == 0)
867 {
868 TC.Chara.AddCondition<ConDim>(50 + (int)Mathf.Sqrt(num12) * 10);
869 }
870 TC.Chara.AddCondition<ConParalyze>(EClass.rnd(2), force: true);
871 }
872 if (!TC.isRestrained)
873 {
874 ProcShieldEncs(CC, TC, 500 + num13);
875 }
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 }
AttackSource
Definition: AttackSource.cs:2
AttackType
Definition: AttackType.cs:2
EditorTag
Definition: EditorTag.cs:2
TraitToolRange toolRange
AttackType attackType
string GetAttackText(AttackType type, int id)
static void ProcAbility(List< Element > list, Chara CC, Card TC, int bonus, bool subAttack=false, int mtpChance=100)
long GetRawDamage(float dmgMulti, bool crit, bool maxRoll)
int numFireWithoutDamageLoss
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
Definition: Card.cs:11
ElementContainerCard elements
Definition: Card.cs:42
string id
Definition: Card.cs:36
bool isRestrained
Definition: Card.cs:567
virtual int Power
Definition: Card.cs:2298
SoundSource PlaySound(string id, float v=1f, bool spatial=true)
Definition: Card.cs:6214
bool isCopy
Definition: Card.cs:879
Point pos
Definition: Card.cs:60
Trait trait
Definition: Card.cs:54
MoveResult
Definition: Card.cs:13
bool HasEditorTag(EditorTag tag)
Definition: Card.cs:2603
void ModExp(string alias, int a)
Definition: Card.cs:2651
int LV
Definition: Card.cs:387
void Say(string lang, string ref1=null, string ref2=null)
Definition: Card.cs:6891
int GetAttackStyleElement(AttackStyle style)
Definition: CharaBody.cs:497
Definition: Chara.cs:10
override bool IsAliveInCurrentZone
Definition: Chara.cs:563
Element MainElement
Definition: Chara.cs:719
override bool IsPC
Definition: Chara.cs:614
override bool IsPCParty
Definition: Chara.cs:617
override bool isSynced
Definition: Chara.cs:693
override bool IsPCFaction
Definition: Chara.cs:673
bool IsHostile()
Definition: Chara.cs:6590
static SourceManager sources
Definition: EClass.cs:43
Dictionary< int, Element > dict
int ValueWithoutLink(int ele)
int id
Definition: ELEMENT.cs:255
SourceElement.Row source
Definition: ELEMENT.cs:278
static Element Create(int id, int v=0)
Definition: ELEMENT.cs:1107
static Element Void
Definition: ELEMENT.cs:243
Definition: Msg.cs:5
static void SetColor()
Definition: Msg.cs:22
SourceElement elements

References ammo, attackStyle, attackType, Chara.body, CalcHit(), CC, Faction.charaElements, Element.Create(), crit, critFury, Debug, ElementContainer.dict, Card.elements, SourceManager.elements, evadePlus, Card.Evalue(), Chara.faction, CharaBody.GetAttackStyleElement(), GetAttackText(), GetRawDamage(), GetTwoHandEncBonus(), GetWeaponEnc(), Chara.HasCondition(), Card.HasEditorTag(), Card.HasElement(), hit, Card.id, Element.id, ignoreAnime, Chara.IsAliveInCurrentZone, IsCane, Card.isCopy, Chara.IsHostile(), IsMartialWeapon, Chara.IsPC, Chara.IsPCFaction, Card.IsPCFactionOrMinion, Chara.IsPCParty, IsRanged, Card.isRestrained, Chara.isSynced, isThrow, item, Card.LV, Chara.MainElement, BaseCondition.Mod(), Card.ModExp(), numFire, numFireWithoutDamageLoss, EClass.pc, penetration, PlayRangedAnime(), Card.PlaySound(), Card.pos, BaseCondition.power, Card.Power, ProcAbility(), ProcShieldEncs(), EClass.rnd(), Card.Say(), Msg.SetColor(), Element.source, BaseCondition.sourceElement, EClass.sources, toolRange, Card.trait, Element.Value, ElementContainer.ValueWithoutLink(), Element.Void, weapon, and weaponSkill.

Referenced by ActMelee.Attack(), ActRanged.Perform(), and ActThrow.Throw().

◆ PlayRangedAnime()

void AttackProcess.PlayRangedAnime ( int  numFire,
float  delay = 0f 
)
inline

Definition at line 382 of file AttackProcess.cs.

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 {
412 if (EClass.core.IsGameStarted && _CC.IsAliveInCurrentZone && _zone == _CC.currentZone)
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 }
bool ignoreAttackSound
Point posRangedAnime
virtual int currentDir
Definition: CardActor.cs:41
CardActor actor
Definition: CardRenderer.cs:11
CardRenderer renderer
Definition: Card.cs:62
Zone currentZone
Definition: Chara.cs:257
UD_String_Color elementColors
static ColorProfile Colors
Definition: EClass.cs:39
static Zone _zone
Definition: EClass.cs:21
static GameSetting setting
Definition: EClass.cs:35
UD_String_EffectData guns
Definition: GameSetting.cs:276
EffectSetting effect
Definition: GameSetting.cs:299
Definition: Point.cs:9
Point Copy()
Definition: Point.cs:491
Definition: Thing.cs:8
Card owner
Definition: Trait.cs:28
bool TryGetValue(TKey key, out TValue value)
Definition: UDictionary.cs:178
Definition: Zone.cs:12

References Effect._Play(), EClass._zone, CardRenderer.actor, CC, Color, EClass.Colors, Point.Copy(), EClass.core, CardActor.currentDir, Chara.currentZone, ElementContainer.dict, GameSetting.effect, GameSetting.EffectData.eject, ColorProfile.elementColors, Card.elements, Effect.Emit(), GameSetting.EffectData.firePos, Effect.Get(), GameSetting.EffectSetting.guns, CardRenderer.hasActor, Card.id, GameSetting.EffectData.idEffect, GameSetting.EffectData.idSound, ignoreAttackSound, Chara.IsAliveInCurrentZone, Core.IsGameStarted, Chara.isSynced, numFire, Trait.owner, Card.PlayEffect(), Card.PlaySound(), Card.pos, CardRenderer.position, Point.Position(), Point.PositionCenter(), posRangedAnime, Card.renderer, EClass.setting, Element.source, GameSetting.EffectData.sprite, toolRange, UDictionary< TKey, TValue >.TryGetValue(), and weapon.

Referenced by ActRanged.Perform(), and Perform().

◆ Prepare()

void AttackProcess.Prepare ( Chara  _CC,
Thing  _weapon,
Card  _TC = null,
Point  _TP = null,
int  _attackIndex = 0,
bool  _isThrow = false 
)
inline

Definition at line 146 of file AttackProcess.cs.

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 }
CTAG
Definition: CTAG.cs:2
if(item3.idFile==idFirstFile &&item3.id==idFirstTopic)
Definition: UIBook.cs:627
int DMG
Definition: Card.cs:2334
int EvalueMax(int ele, int min=0)
Definition: Card.cs:2588
int ChildrenWeight
Definition: Card.cs:2014
SourceMaterial.Row material
Definition: Card.cs:2052
int HIT
Definition: Card.cs:2332
Thing ammoData
Definition: Card.cs:1786
int WIL
Definition: Card.cs:2346
int STR
Definition: Card.cs:2336
bool HasTag(CTAG tag)
Definition: Card.cs:2598
int DEX
Definition: Card.cs:2338
int encLV
Definition: Card.cs:327
int c_diceDim
Definition: Card.cs:1390
SourceCategory.Row category
Definition: Card.cs:2050
Chara host
Definition: Chara.cs:33
int EvalueRiding()
Definition: Chara.cs:6220
bool HasHigherGround(Card c)
Definition: Chara.cs:1192
Chara parasite
Definition: Chara.cs:30
Chara ride
Definition: Chara.cs:27
bool isBlind
Definition: Chara.cs:132
bool isConfused
Definition: Chara.cs:128
SourceRace.Row race
Definition: Chara.cs:466
static int curve(long _a, int start, int step, int rate=75)
Definition: EClass.cs:69
Element GetOrCreateElement(Element ele)
Element GetParent(Card c)
Definition: ELEMENT.cs:527
int Distance(Point p)
Definition: Point.cs:989
SourceThing.Row source
Definition: Thing.cs:11
override int SelfWeight
Definition: Thing.cs:67
int Penetration
Definition: Thing.cs:34
virtual Element WeaponSkill

References ammo, Card.ammoData, attackIndex, attackStyle, attackType, TraitToolRange.BestDist, Chara.body, Card.c_diceDim, Card.category, CC, Card.ChildrenWeight, crit, critFury, EClass.curve(), dBonus, dBonusAmmo, dDim, dDimAmmo, Card.DEX, Point.Distance(), distMod, Card.DMG, dMulti, dNum, dNumAmmo, Card.elements, Card.encLV, evadePlus, Card.Evalue(), Card.EvalueMax(), Chara.EvalueRiding(), evasion, CharaBody.GetAttackStyle(), ElementContainer.GetOrCreateElement(), Element.GetParent(), Chara.HasCondition(), Card.HasElement(), Chara.HasHigherGround(), Card.HasTag(), hit, Card.HIT, Chara.host, if(), ignoreAnime, ignoreAttackSound, Chara.isBlind, IsCane, Chara.isConfused, IsMartial, IsMartialWeapon, Chara.IsPCParty, IsRanged, isThrow, Card.LV, Card.material, Chara.parasite, penetration, Thing.Penetration, Card.pos, posRangedAnime, Chara.race, Chara.ride, EClass.rnd(), Thing.SelfWeight, Thing.source, Card.STR, toHit, toHitBase, toHitFix, toolRange, TP, Card.trait, Element.Value, weapon, weaponSkill, TraitToolRange.WeaponSkill, and Card.WIL.

Referenced by Thing.AddAttackEvaluation(), ActMelee.Attack(), ActRanged.Perform(), and ActThrow.Throw().

◆ ProcAbility() [1/2]

static void AttackProcess.ProcAbility ( Element  e,
Chara  CC,
Card  TC,
int  bonus,
bool  subAttack = false,
int  mtpChance = 100 
)
inlinestatic

Definition at line 525 of file AttackProcess.cs.

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 }
BlessedState
Definition: BlessedState.cs:2
EffectId
Definition: EffectId.cs:2
static void ProcAt(EffectId id, int power, BlessedState state, Card cc, Card tc, Point tp, bool isNeg, ActRef actRef=default(ActRef))
Definition: ActEffect.cs:485
Definition: ACT.cs:62
static Card TC
Definition: ACT.cs:79
Definition: ActRef.cs:2

References card, CC, EClass.curve(), Chara.HasCondition(), Element.id, ActEffect.ProcAt(), EClass.rnd(), Element.source, Act.TC, TC, and Element.Value.

◆ ProcAbility() [2/2]

static void AttackProcess.ProcAbility ( List< Element list,
Chara  CC,
Card  TC,
int  bonus,
bool  subAttack = false,
int  mtpChance = 100 
)
inlinestatic

Definition at line 513 of file AttackProcess.cs.

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 }

References CC, item, and ProcAbility().

Referenced by Perform(), ProcAbility(), and ProcShieldEncs().

◆ ProcShieldEncs()

static void AttackProcess.ProcShieldEncs ( Chara  CC,
Card  TC,
int  mtpChance = 100 
)
inlinestatic

Definition at line 502 of file AttackProcess.cs.

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 }
int elementId
Definition: BodySlot.cs:6
Thing thing
Definition: BodySlot.cs:8
List< BodySlot > slots
Definition: CharaBody.cs:8

References Chara.body, Card.category, CC, ElementContainer.dict, BodySlot.elementId, Card.elements, Card.Evalue(), ProcAbility(), CharaBody.slots, and BodySlot.thing.

Referenced by Perform().

Member Data Documentation

◆ ammo

Thing AttackProcess.ammo

Definition at line 68 of file AttackProcess.cs.

Referenced by GetRawDamage(), Perform(), and Prepare().

◆ attackIndex

int AttackProcess.attackIndex

Definition at line 28 of file AttackProcess.cs.

Referenced by GetText(), and Prepare().

◆ attackStyle

AttackStyle AttackProcess.attackStyle

Definition at line 74 of file AttackProcess.cs.

Referenced by Perform(), and Prepare().

◆ attackType

AttackType AttackProcess.attackType

Definition at line 72 of file AttackProcess.cs.

Referenced by Perform(), and Prepare().

◆ CC

◆ crit

bool AttackProcess.crit

Definition at line 42 of file AttackProcess.cs.

Referenced by Crit(), GetRawDamage(), Perform(), and Prepare().

◆ critFury

bool AttackProcess.critFury

Definition at line 44 of file AttackProcess.cs.

Referenced by CalcHit(), Perform(), and Prepare().

◆ Current

AttackProcess AttackProcess.Current = new AttackProcess()
static

◆ dBonus

int AttackProcess.dBonus

Definition at line 14 of file AttackProcess.cs.

Referenced by GetRawDamage(), GetRocketPower(), GetText(), and Prepare().

◆ dBonusAmmo

int AttackProcess.dBonusAmmo

Definition at line 34 of file AttackProcess.cs.

Referenced by GetRawDamage(), GetRocketPower(), and Prepare().

◆ dDim

int AttackProcess.dDim

Definition at line 12 of file AttackProcess.cs.

Referenced by GetRawDamage(), GetRocketPower(), GetText(), and Prepare().

◆ dDimAmmo

int AttackProcess.dDimAmmo

Definition at line 32 of file AttackProcess.cs.

Referenced by GetRawDamage(), GetRocketPower(), and Prepare().

◆ distMod

int AttackProcess.distMod

Definition at line 26 of file AttackProcess.cs.

Referenced by Prepare().

◆ dMulti

float AttackProcess.dMulti

Definition at line 40 of file AttackProcess.cs.

Referenced by GetRawDamage(), GetText(), and Prepare().

◆ dNum

int AttackProcess.dNum

Definition at line 10 of file AttackProcess.cs.

Referenced by GetRawDamage(), GetRocketPower(), GetText(), and Prepare().

◆ dNumAmmo

int AttackProcess.dNumAmmo

Definition at line 30 of file AttackProcess.cs.

Referenced by GetRawDamage(), GetRocketPower(), and Prepare().

◆ evadePlus

bool AttackProcess.evadePlus

Definition at line 48 of file AttackProcess.cs.

Referenced by EvadePlus(), Perform(), and Prepare().

◆ evasion

int AttackProcess.evasion

Definition at line 22 of file AttackProcess.cs.

Referenced by CalcHit(), and Prepare().

◆ hit

bool AttackProcess.hit

Definition at line 46 of file AttackProcess.cs.

Referenced by Perform(), and Prepare().

◆ ignoreAnime

bool AttackProcess.ignoreAnime

Definition at line 52 of file AttackProcess.cs.

Referenced by Perform(), and Prepare().

◆ ignoreAttackSound

bool AttackProcess.ignoreAttackSound

Definition at line 54 of file AttackProcess.cs.

Referenced by PlayRangedAnime(), and Prepare().

◆ isThrow

bool AttackProcess.isThrow

Definition at line 50 of file AttackProcess.cs.

Referenced by Perform(), and Prepare().

◆ numFire

int AttackProcess.numFire

Definition at line 36 of file AttackProcess.cs.

Referenced by Perform(), and PlayRangedAnime().

◆ numFireWithoutDamageLoss

int AttackProcess.numFireWithoutDamageLoss

Definition at line 38 of file AttackProcess.cs.

Referenced by Perform().

◆ penetration

int AttackProcess.penetration

Definition at line 24 of file AttackProcess.cs.

Referenced by GetText(), Perform(), and Prepare().

◆ posRangedAnime

Point AttackProcess.posRangedAnime

Definition at line 62 of file AttackProcess.cs.

Referenced by PlayRangedAnime(), and Prepare().

◆ TC

Card AttackProcess.TC

Definition at line 58 of file AttackProcess.cs.

Referenced by ProcAbility().

◆ toHit

int AttackProcess.toHit

Definition at line 16 of file AttackProcess.cs.

Referenced by CalcHit(), GetText(), and Prepare().

◆ toHitBase

int AttackProcess.toHitBase

Definition at line 18 of file AttackProcess.cs.

Referenced by Prepare().

◆ toHitFix

int AttackProcess.toHitFix

Definition at line 20 of file AttackProcess.cs.

Referenced by Prepare().

◆ toolRange

TraitToolRange AttackProcess.toolRange

Definition at line 70 of file AttackProcess.cs.

Referenced by Perform(), PlayRangedAnime(), and Prepare().

◆ TP

Point AttackProcess.TP

Definition at line 60 of file AttackProcess.cs.

Referenced by ActRanged.Perform(), and Prepare().

◆ weapon

Thing AttackProcess.weapon

Definition at line 66 of file AttackProcess.cs.

Referenced by CalcHit(), Perform(), PlayRangedAnime(), and Prepare().

◆ weaponSkill

Element AttackProcess.weaponSkill

Definition at line 64 of file AttackProcess.cs.

Referenced by GetRocketPower(), Perform(), and Prepare().

Property Documentation

◆ IsCane

bool AttackProcess.IsCane
get

Definition at line 102 of file AttackProcess.cs.

103 {
104 get
105 {
106 if (IsRanged)
107 {
109 }
110 return false;
111 }
112 }

Referenced by Perform(), and Prepare().

◆ IsMartial

bool AttackProcess.IsMartial
get

Definition at line 76 of file AttackProcess.cs.

Referenced by GetRawDamage(), GetText(), and Prepare().

◆ IsMartialWeapon

bool AttackProcess.IsMartialWeapon
get

Definition at line 78 of file AttackProcess.cs.

79 {
80 get
81 {
82 if (weapon != null)
83 {
84 return weapon.category.skill == 100;
85 }
86 return false;
87 }
88 }

Referenced by GetRawDamage(), Perform(), and Prepare().

◆ IsRanged

bool AttackProcess.IsRanged
get

Definition at line 90 of file AttackProcess.cs.

91 {
92 get
93 {
94 if (toolRange != null && !isThrow)
95 {
97 }
98 return false;
99 }
100 }
virtual Thing Thing
Definition: Card.cs:2059
bool isEquipped
Definition: Thing.cs:17

Referenced by CalcHit(), Perform(), and Prepare().


The documentation for this class was generated from the following file: