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Adding the rest of Assassin's Skills and Abilities #334

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Original file line number Diff line number Diff line change
@@ -0,0 +1,35 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Melia.Shared.Game.Const;
using Melia.Zone.Buffs.Base;
using Melia.Zone.Network;
using Melia.Zone.World.Actors;
using Melia.Zone.World.Actors.Characters;

namespace Melia.Zone.Buffs.Handlers.Scouts.Assassin
{
/// <summary>
/// Handler for Assassin Target debuff, which can only
/// be applied to a single target and needs to clean
/// itself up when it ends
/// </summary>
[BuffHandler(BuffId.Assassin_Target_Debuff)]
internal class Assassin_Target_Debuff : BuffHandler
{
/// <summary>
/// Remove the variable from the caster when the buff ends,
/// assuming this entity is still the target
/// </summary>
/// <param name="buff"></param>
public override void OnEnd(Buff buff)
{
var targetHandle = buff.Target.Handle;
var caster = buff.Caster;
if (caster is Character character && character != null && character.Variables.Temp.TryGetInt("Melia.AssassinationTarget", out var assassinationTarget) && assassinationTarget == targetHandle)
character.Variables.Temp.Remove("Melia.AssassinationTarget");
}
}
}
Original file line number Diff line number Diff line change
@@ -0,0 +1,46 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Melia.Shared.Game.Const;
using Melia.Zone.Buffs.Base;
using Melia.Zone.Network;
using Melia.Zone.World.Actors;

namespace Melia.Zone.Buffs.Handlers.Scouts.Assassin
{
/// <summary>
/// Handler for Hallucination Smoke Buff, which raises crit rate
/// </summary>
/// <remarks>
/// NumArg1: Skill Level
/// NumArg2: Unused
/// </remarks>
[BuffHandler(BuffId.HallucinationSmoke_Buff)]
internal class HallucinationSmoke_Buff : BuffHandler
{
// Official bonus rate is unknown
private const float CRTHRBonus = 0.2f;

/// <summary>
/// Starts buff, increasing Crit Rate
/// </summary>
/// <param name="buff"></param>
public override void OnActivate(Buff buff, ActivationType activationType)
{
var CRTHRbuff = buff.Target.Properties.GetFloat(PropertyName.CRTHR) * CRTHRBonus;

AddPropertyModifier(buff, buff.Target, PropertyName.CRTHR_BM, CRTHRbuff);
}

/// <summary>
/// Ends the buff, resetting crit rate
/// </summary>
/// <param name="buff"></param>
public override void OnEnd(Buff buff)
{
RemovePropertyModifier(buff, buff.Target, PropertyName.CRTHR_BM);
}
}
}
Original file line number Diff line number Diff line change
@@ -0,0 +1,60 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Melia.Shared.Game.Const;
using Melia.Zone.Buffs.Base;
using Melia.Zone.Network;
using Melia.Zone.World.Actors;

namespace Melia.Zone.Buffs.Handlers.Scouts.Assassin
{
/// <summary>
/// Handler for Hallucination Smoke Debuff, which reduces
/// Accuracy and Evasion
/// </summary>
/// <remarks>
/// NumArg1: Skill Level
/// NumArg2: Damage to take when buff ends
/// </remarks>
[BuffHandler(BuffId.HallucinationSmoke_Debuff)]
internal class HallucinationSmoke_Debuff : BuffHandler
{
private const float DRPenaltyRate = 0.2f;
private const float HRPenaltyRate = 0.2f;

/// <summary>
/// Starts buff, reducing Hit and Dodge Rate
/// </summary>
/// <param name="buff"></param>
public override void OnActivate(Buff buff, ActivationType activationType)
{
var reduceDR = buff.Target.Properties.GetFloat(PropertyName.DR) * DRPenaltyRate;
var reduceHR = buff.Target.Properties.GetFloat(PropertyName.HR) * HRPenaltyRate;

AddPropertyModifier(buff, buff.Target, PropertyName.DR_BM, -reduceDR);
AddPropertyModifier(buff, buff.Target, PropertyName.HR_BM, -reduceHR);
}

/// <summary>
/// Ends the buff, resetting hit and dodge rate, and
/// potentially dealing damage
/// </summary>
/// <param name="buff"></param>
public override void OnEnd(Buff buff)
{
RemovePropertyModifier(buff, buff.Target, PropertyName.DR_BM);
RemovePropertyModifier(buff, buff.Target, PropertyName.HR_BM);

if (buff.NumArg2 > 0 && !buff.Target.IsDead)
{
var attacker = buff.Caster;
var target = buff.Target;
var damage = buff.NumArg2;

target.TakeSimpleHit(damage, attacker, SkillId.None);
}
}
}
}
33 changes: 33 additions & 0 deletions src/ZoneServer/Buffs/Handlers/Scouts/Assassin/Hasisas_Buff.cs
Original file line number Diff line number Diff line change
Expand Up @@ -7,13 +7,18 @@ namespace Melia.Zone.Buffs.Handlers.Scouts.Assassin
/// <summary>
/// Handle for the Hasisas Buff, which increases the target's Attack speed and Crit damage
/// </summary>
/// <remarks>
/// NumArg1: Skill Level
/// NumArg2: 1 if the evasion bonus is applied
/// </remarks>
[BuffHandler(BuffId.Hasisas_Buff)]
public class Hasisas_Buff : BuffHandler
{
private const float AspdBonusBase = 155;
private const float AspdBonusPerLevel = 20;
private const float CritBonusBase = 3f;
private const float CritBonusPerLevel = 1.5f;
private const float DRBonusBase = 0.2f;
private const float HpLossRate = 0.01f;

public override void OnActivate(Buff buff, ActivationType activationType)
Expand All @@ -23,12 +28,22 @@ public override void OnActivate(Buff buff, ActivationType activationType)

AddPropertyModifier(buff, buff.Target, PropertyName.ASPD_BM, aspdBonus);
AddPropertyModifier(buff, buff.Target, PropertyName.CRTATK_BM, critBonus);

buff.Vars.SetInt("Hasisas.TickCounter", 0);

if (buff.NumArg2 > 0)
{
var drBonus = buff.Target.Properties.GetFloat(PropertyName.DR) * DRBonusBase;

AddPropertyModifier(buff, buff.Target, PropertyName.DR_BM, drBonus);
}
}

public override void OnEnd(Buff buff)
{
RemovePropertyModifier(buff, buff.Target, PropertyName.ASPD_BM);
RemovePropertyModifier(buff, buff.Target, PropertyName.CRTATK_BM);
RemovePropertyModifier(buff, buff.Target, PropertyName.DR_BM);
}

public override void WhileActive(Buff buff)
Expand All @@ -46,6 +61,24 @@ private void ReduceHp(Buff buff)
if (Feature.IsEnabled("HasisasNoHpLoss"))
return;

// Assassin2 increases the number of ticks before you take
// damage. This is done using a counter in a buff variable.
// The tick limit is set when applying the buff
var tickCounter = buff.Vars.GetInt("Hasisas.TickCounter");
tickCounter++;

if (tickCounter > buff.Vars.GetInt("Hasisas.TickLimit"))
{
// reset the counter and continue
buff.Vars.SetInt("Hasisas.TickCounter", 0);
}
else
{
// update the counter and return
buff.Vars.SetInt("Hasisas.TickCounter", tickCounter);
return;
}

// The description stats an HP loss of 1% per 10 seconds,
// which matches the buff's update time. Should a user
// change it, the description would no longer be accurate,
Expand Down
Original file line number Diff line number Diff line change
@@ -0,0 +1,46 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Melia.Shared.Game.Const;
using Melia.Zone.Buffs.Base;
using Melia.Zone.Network;
using Melia.Zone.World.Actors;

namespace Melia.Zone.Buffs.Handlers.Scouts.Assassin
{
/// <summary>
/// Handler for Piercing Heart Buff, which raises crit rate
/// </summary>
/// <remarks>
/// NumArg1: Skill Level
/// NumArg2: Unused
/// </remarks>
[BuffHandler(BuffId.PiercingHeart_Buff)]
internal class PiercingHeart_Buff : BuffHandler
{
// Official bonus rate is unknown
private const float CRTHRBonus = 0.5f;

/// <summary>
/// Starts buff, increasing Crit Rate
/// </summary>
/// <param name="buff"></param>
public override void OnActivate(Buff buff, ActivationType activationType)
{
var CRTHRbuff = buff.Target.Properties.GetFloat(PropertyName.CRTHR) * CRTHRBonus;

AddPropertyModifier(buff, buff.Target, PropertyName.CRTHR_BM, CRTHRbuff);
}

/// <summary>
/// Ends the buff, resetting crit rate
/// </summary>
/// <param name="buff"></param>
public override void OnEnd(Buff buff)
{
RemovePropertyModifier(buff, buff.Target, PropertyName.CRTHR_BM);
}
}
}
Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@
using System;
using Melia.Shared.Game.Const;
using Melia.Zone.Buffs.Base;
using Melia.Zone.World.Actors;

namespace Melia.Zone.Buffs.Handlers.Scout.Assassin
{
/// <summary>
/// Handle for the Piercing Heart debuff, which prevents healing
/// </summary>
[BuffHandler(BuffId.PiercingHeart_Debuff)]
public class PiercingHeart_Debuff : BuffHandler
{
/// <summary>
/// Eliminates all healing if the entity has the piercing heart debuff.
/// </summary>
/// <param name="entity"></param>
/// <param name="hpAmount"></param>
/// <returns></returns>
public static bool TryApply(ICombatEntity entity, ref float hpAmount)
{
if (!entity.TryGetBuff(BuffId.PiercingHeart_Debuff, out var buff))
return false;

hpAmount = 0;

return true;
}
}
}
Original file line number Diff line number Diff line change
@@ -0,0 +1,42 @@
using System;
using System.Threading.Tasks;
using Melia.Shared.Game.Const;
using Melia.Shared.World;
using Melia.Zone.Network;
using Melia.Zone.World.Actors;
using Melia.Zone.World.Actors.Characters;
using Melia.Zone.World.Actors.CombatEntities.Components;
using Melia.Zone.World.Actors.Monsters;
using Melia.Zone.World.Actors.Pads;
using Yggdrasil.Logging;

namespace Melia.Zone.Pads.Handlers.Scout.Assassin
{
/// <summary>
/// Handler for the Assassin HallucinationSmoke pad,
/// which displays a smoke cloud
/// </summary>
[PadHandler(PadName.Assassin_HallucinationSmoke)]
public class Assassin_HallucinationSmoke : ICreatePadHandler, IDestroyPadHandler
{
/// <summary>
/// Called when the pad is created.
/// </summary>
/// <param name="sender"></param>
/// <param name="args"></param>
public void Created(object sender, PadTriggerArgs args)
{
Send.ZC_NORMAL.PadUpdate(args.Creator, args.Trigger, PadName.Assassin_HallucinationSmoke, -0.7853982f, 0, 30, true);
}

/// <summary>
/// Called when the pad is destroyed.
/// </summary>
/// <param name="sender"></param>
/// <param name="args"></param>
public void Destroyed(object sender, PadTriggerArgs args)
{
Send.ZC_NORMAL.PadUpdate(args.Creator, args.Trigger, PadName.Assassin_HallucinationSmoke, 0, 145.8735f, 30, false);
}
}
}
8 changes: 8 additions & 0 deletions src/ZoneServer/Skills/Combat/SkillModifier.cs
Original file line number Diff line number Diff line change
Expand Up @@ -74,6 +74,14 @@ public class SkillModifier
/// </remarks>
public float DamageMultiplier { get; set; } = 1;

/// <summary>
/// Gets or sets the Crit Rate multiplier
/// </summary>
/// <remarks>
/// This is applied before anything else that modifies crit rate
/// </remarks>
public float CritRateMultiplier { get; set; } = 1;

/// <summary>
/// Gets or sets the minimum critical chance.
/// </summary>
Expand Down
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