Elin Decompiled Documentation EA 23.241 Nightly
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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 (int _a, int start, int step, int rate=75)
 
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 995 of file AttackProcess.cs.

996 {
997 if (critFury)
998 {
999 crit = true;
1000 return true;
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 if (TC.Evalue(57) > EClass.rnd(100))
1034 {
1035 return EvadePlus();
1036 }
1037 }
1038 if (EClass.rnd(20) == 0)
1039 {
1040 return true;
1041 }
1042 if (EClass.rnd(20) == 0)
1043 {
1044 return false;
1045 }
1046 if (toHit < 1)
1047 {
1048 return false;
1049 }
1050 if (evasion < 1)
1051 {
1052 return true;
1053 }
1054 if (EClass.rnd(toHit) < EClass.rnd(evasion * (IsRanged ? 150 : 125) / 100))
1055 {
1056 return false;
1057 }
1058 if (EClass.rnd(5000) < CC.Evalue(73) + 50)
1059 {
1060 return Crit();
1061 }
1062 if ((float)(CC.Evalue(90) + ((weapon != null) ? weapon.Evalue(90, ignoreGlobalElement: true) : 0)) + Mathf.Sqrt(CC.Evalue(134)) > (float)EClass.rnd(200))
1063 {
1064 return Crit();
1065 }
1066 if (CC.Evalue(1420) > 0)
1067 {
1068 int num3 = Mathf.Min(100, 100 - CC.hp * 100 / CC.MaxHP) * (50 + CC.Evalue(1420) * 50) / 100;
1069 if (num3 >= 50 && num3 * num3 * num3 * num3 / 3 > EClass.rnd(100000000))
1070 {
1071 return Crit();
1072 }
1073 }
1074 return true;
1075 }
bool HasElement(int ele, int req=1)
Definition: Card.cs:5897
int hp
Definition: Card.cs:242
int Evalue(int ele)
Definition: Card.cs:2571
bool HasCondition(string alias)
Definition: Chara.cs:9329
override int MaxHP
Definition: Chara.cs:708
Definition: ConDim.cs:2
Definition: EClass.cs:6
static int rnd(long a)
Definition: EClass.cs:59
Definition: TC.cs:4

References CC, crit, 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 983 of file AttackProcess.cs.

984 {
985 crit = true;
986 return true;
987 }

References crit.

Referenced by CalcHit().

◆ EvadePlus()

bool AttackProcess.EvadePlus ( )
inlineprivate

Definition at line 989 of file AttackProcess.cs.

990 {
991 evadePlus = true;
992 return false;
993 }

References evadePlus.

Referenced by CalcHit().

◆ GetAttackText()

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

Definition at line 1077 of file AttackProcess.cs.

1078 {
1079 return Lang.GetList("attack" + type)[id];
1080 }
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:52
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:292

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:2206
AttackStyle GetAttackStyle()
Definition: CharaBody.cs:445
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:2272
Faction faction
Definition: Chara.cs:427
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 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, weapon)) / 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, weapon)) / 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, weapon)) / 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 if (!TC.isRestrained)
876 {
877 ProcShieldEncs(CC, TC, 500 + num13);
878 }
880 {
881 CC.ModExp(123, 50);
882 }
883 }
884 }
885 if (!CC.IsAliveInCurrentZone || !TC.IsAliveInCurrentZone)
886 {
887 return true;
888 }
889 if (TC.isChara && !TC.HasCondition<ConGravity>() && num3 > 0 && num3 * 2 + 15 > EClass.rnd(100) && !TC.isRestrained && TC.Chara.TryMoveFrom(CC.pos) == Card.MoveResult.Success)
890 {
891 TC.pos.PlayEffect("vanish");
892 TC.PlaySound("push", 1.5f);
893 }
894 return true;
895 void AddBane(bool valid, int idEle, int mod)
896 {
897 if (valid)
898 {
899 bane += (CC.Evalue(idEle) + ((weapon != null) ? weapon.Evalue(idEle, ignoreGlobalElement: true) : 0)) * mod / 100;
900 }
901 }
902 bool IgnoreExp()
903 {
904 if (!CC.HasEditorTag(EditorTag.Invulnerable) && !CC.HasEditorTag(EditorTag.InvulnerableToMobs) && !TC.HasEditorTag(EditorTag.Invulnerable))
905 {
906 return TC.HasEditorTag(EditorTag.InvulnerableToMobs);
907 }
908 return true;
909 }
910 void ModExpAtk(int ele, int mod)
911 {
912 if (!IgnoreExp() && (!TC.isCopy || EClass.rnd(10) == 0))
913 {
914 int a = (Mathf.Clamp((TC.LV + 10 - CC.elements.ValueWithoutLink(ele)) / 2, 1, 10) + Mathf.Min(TC.LV / 10, 10)) * mod / 100;
915 a = Mathf.Min(a, 200);
916 if (TC == CC)
917 {
918 a /= 2;
919 }
920 if (a > 0)
921 {
922 CC.ModExp(ele, a + EClass.rnd(a / 2 + 1));
923 }
924 }
925 }
926 void ModExpDef(int ele, int mod)
927 {
928 if (!IgnoreExp() && (!CC.isCopy || EClass.rnd(10) == 0))
929 {
930 int a2 = (Mathf.Clamp((CC.LV + 10 - TC.elements.ValueWithoutLink(ele)) / 2, 1, 10) + Mathf.Min(CC.LV / 10, 10)) * mod / 100;
931 a2 = Mathf.Min(a2, TC.isRestrained ? 10 : 200);
932 if (TC == CC)
933 {
934 a2 /= 2;
935 }
936 if (!TC.IsPC && !TC.isRestrained && !TC.HasHost)
937 {
938 a2 *= 3;
939 }
940 if (a2 > 0)
941 {
942 TC.ModExp(ele, a2 + EClass.rnd(a2 / 2 + 1));
943 }
944 }
945 }
946 void PlayHitEffect()
947 {
948 string id2 = "hit_default";
949 string id3 = "hit_default";
950 switch (attackType)
951 {
952 case AttackType.Slash:
953 id3 = "hit_slash";
954 id2 = "hit_slash";
955 break;
956 case AttackType.Spore:
957 id3 = "hit_spore";
958 id2 = "hit_spore";
959 break;
960 case AttackType.Claw:
961 case AttackType.Bite:
962 id3 = "hit_claw";
963 id2 = "hit_claw";
964 break;
965 case AttackType.Blunt:
966 case AttackType.Punch:
967 case AttackType.Kick:
968 case AttackType.Bow:
969 case AttackType.Gun:
970 case AttackType.Cane:
971 id3 = "hit_blunt";
972 id2 = "hit_blunt";
973 break;
974 }
975 if (TC != null)
976 {
977 TC.PlayEffect(id3).SetScale(crit ? 1.25f : 0.75f);
978 }
979 CC.PlaySound(id2);
980 }
981 }
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:41
string id
Definition: Card.cs:35
bool isRestrained
Definition: Card.cs:566
virtual int Power
Definition: Card.cs:2295
SoundSource PlaySound(string id, float v=1f, bool spatial=true)
Definition: Card.cs:6129
bool isCopy
Definition: Card.cs:878
Point pos
Definition: Card.cs:59
Trait trait
Definition: Card.cs:53
MoveResult
Definition: Card.cs:13
bool HasEditorTag(EditorTag tag)
Definition: Card.cs:2600
void ModExp(string alias, int a)
Definition: Card.cs:2648
int LV
Definition: Card.cs:386
void Say(string lang, string ref1=null, string ref2=null)
Definition: Card.cs:6781
int GetAttackStyleElement(AttackStyle style)
Definition: CharaBody.cs:478
Definition: Chara.cs:10
override bool IsAliveInCurrentZone
Definition: Chara.cs:561
Element MainElement
Definition: Chara.cs:717
override bool IsPC
Definition: Chara.cs:612
override bool IsPCParty
Definition: Chara.cs:615
override bool isSynced
Definition: Chara.cs:691
override bool IsPCFaction
Definition: Chara.cs:671
bool IsHostile()
Definition: Chara.cs:6455
static SourceManager sources
Definition: EClass.cs:43
Dictionary< int, Element > dict
int ValueWithoutLink(int ele)
int id
Definition: ELEMENT.cs:250
SourceElement.Row source
Definition: ELEMENT.cs:273
static Element Create(int id, int v=0)
Definition: ELEMENT.cs:1105
static Element Void
Definition: ELEMENT.cs:238
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:61
Zone currentZone
Definition: Chara.cs:255
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:27
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:2331
int EvalueMax(int ele, int min=0)
Definition: Card.cs:2585
int ChildrenWeight
Definition: Card.cs:2013
SourceMaterial.Row material
Definition: Card.cs:2051
int HIT
Definition: Card.cs:2329
Thing ammoData
Definition: Card.cs:1785
int WIL
Definition: Card.cs:2343
int STR
Definition: Card.cs:2333
bool HasTag(CTAG tag)
Definition: Card.cs:2595
int DEX
Definition: Card.cs:2335
int encLV
Definition: Card.cs:326
int c_diceDim
Definition: Card.cs:1389
SourceCategory.Row category
Definition: Card.cs:2049
Chara host
Definition: Chara.cs:33
int EvalueRiding()
Definition: Chara.cs:6089
bool HasHigherGround(Card c)
Definition: Chara.cs:1190
Chara parasite
Definition: Chara.cs:30
Chara ride
Definition: Chara.cs:27
bool isBlind
Definition: Chara.cs:130
bool isConfused
Definition: Chara.cs:126
SourceRace.Row race
Definition: Chara.cs:464
static int curve(int _a, int start, int step, int rate=75)
Definition: EClass.cs:69
Element GetOrCreateElement(Element ele)
Element GetParent(Card c)
Definition: ELEMENT.cs:522
int Distance(Point p)
Definition: Point.cs:989
SourceThing.Row source
Definition: Thing.cs:11
override int SelfWeight
Definition: Thing.cs:82
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 CalcHit(), 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:2058
bool isEquipped
Definition: Thing.cs:17

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


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