skull shaman b,c
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@ -664,10 +664,11 @@ public class Actor : MyCoroutine
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public virtual void Heal(double _hp, bool showhud = true)
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{
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if (IsDead()) return;
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_hp = Math.Max(1, _hp);
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m_Stat.Set_Stat(true, eStat.HP, _hp);
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#if UNITY_EDITOR
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if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "StatTest")
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if (SceneManager.GetActiveScene().name == "StatTest")
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{
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MainToStatTest.Ins.Set_Dmglabel($"HP : {_hp}");
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return;
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@ -1551,13 +1552,6 @@ public class Actor : MyCoroutine
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public virtual void Play_Hit()
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{
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HitEffect_Color();
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if (IsDead() || IsCC() || CurAnim >= eAnim.Attack) return; // 공격, 스킬 쓸 때는 피격 애님 무시
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if (CurAnim == eAnim.Run) return; // 달릴 때도 무시
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if (IsRole(eRole.Mob)) m_HitTime = 0.5f;
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var aniname = MyValue.Get_AnimName(eAnim.Hit);
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m_animation.speed = 1f;
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AnimationPlay(aniname);
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}
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public virtual void Play_Die()
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{
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@ -400,6 +400,20 @@ public class MobActor : Actor
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base.Shoot_Skill();
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Reset_AttackCoolTime();
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}
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public override DamageInfo Get_DamageInfo(ProjectileData _pd, double _attackrate = 1, bool forceCri = false)
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{
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var dinfo = base.Get_DamageInfo(_pd, _attackrate, forceCri);
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if (m_Stat.Get_Stat(eStat.DMG_TO_HP) > 0d)
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dinfo.act_returnLastDmg = Get_LastDmg;
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return dinfo;
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}
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private void Get_LastDmg(double dmg)
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{
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if (m_Stat.Get_Stat(eStat.DMG_TO_HP) > 0d)
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Heal(dmg * m_Stat.Get_Stat(eStat.DMG_TO_HP));
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}
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public override void Get_Damage(DamageInfo _dinfo)
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{
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//_dinfo.Damage = 1f; // 테스트 : 몹 안 죽게
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@ -452,6 +466,41 @@ public class MobActor : Actor
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m_MobMark.Set(active, tf_HUD_Dmg);
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}
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public override void Play_Hit()
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{
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base.Play_Hit();
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switch (m_SubRole)
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{
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default:
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switch (CurAnim)
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{
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case eAnim.Die:
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case eAnim.Hit:
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case eAnim.Attack:
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case eAnim.Skill:
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return;
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}
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break;
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case eSubRol.Elite:
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switch (CurAnim)
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{
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case eAnim.Run:
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case eAnim.Die:
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case eAnim.Hit:
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case eAnim.Attack:
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case eAnim.Skill:
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return;
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}
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break;
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case eSubRol.Boss:
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return;
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}
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if (IsDead() || IsCC()) return;
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if (IsRole(eRole.Mob)) m_HitTime = 0.5f;
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m_animation.speed = 1f;
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AnimationPlay(MyValue.Get_AnimName(eAnim.Hit));
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}
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public override void Projectile(string s)
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{
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base.Projectile(s);
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|
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|
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@ -164,6 +164,17 @@ public class MyActor : Actor
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}
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}
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}
|
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public override void Play_Hit()
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{
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base.Play_Hit();
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if (CurAnim == eAnim.Run) return; // 달릴 때도 무시
|
||||
if (IsDead() || IsCC() || CurAnim >= eAnim.Attack) return; // 공격, 스킬 쓸 때는 피격 애님 무시
|
||||
|
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if (IsRole(eRole.Mob)) m_HitTime = 0.5f;
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var aniname = MyValue.Get_AnimName(eAnim.Hit);
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m_animation.speed = 1f;
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AnimationPlay(aniname);
|
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}
|
||||
|
||||
public override void On_Regen()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -178,6 +178,8 @@ public enum eStat
|
|||
Reduction_in_Immediate_Harvest_Cost,
|
||||
Reclaim_Used_Resources,
|
||||
|
||||
DMG_TO_HP,
|
||||
|
||||
None
|
||||
}
|
||||
|
||||
|
|
@ -228,6 +230,8 @@ public enum eSkillEnhance
|
|||
STR_Up, DEX_Up, INT_Up, LUCK_Up, ATK_SPD_Up, MOV_SPD_Up, PIERCING, Boss_Dmg, Monster_Dmg, GoldHunter, MP_Down, AttackRange_Up,
|
||||
Dmg_Decrease, Dmg_Up, CRI_Up, SkillCoolTime, PetStat_Up,
|
||||
|
||||
DMG_TO_HP,
|
||||
|
||||
Newbie,
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -776,6 +776,8 @@ public class ActorStatInfo
|
|||
switch (skilldata.e_SkillEnhance)
|
||||
{
|
||||
case eSkillEnhance.ATK_SPD_Up: Set_Stat(true, eStat.HERO_ATK_SPD, skilldata.f_ExtraValue1); break;
|
||||
case eSkillEnhance.CRI_Up: Set_Stat(true, eStat.CRI, skilldata.f_ExtraValue1); break;
|
||||
case eSkillEnhance.DMG_TO_HP: Set_Stat(true, eStat.DMG_TO_HP, skilldata.f_ExtraValue1); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue