baseline: OpenMU upstream b5a0961 (fresh source)

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Acentech Dev
2026-07-14 19:00:35 +03:00
parent 450402e47d
commit 36fc125d5c
11968 changed files with 748705 additions and 0 deletions

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// <copyright file="GreaterDefenseEffectInitializer.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.Persistence.Initialization.Skills;
using MUnique.OpenMU.AttributeSystem;
using MUnique.OpenMU.DataModel.Attributes;
using MUnique.OpenMU.DataModel.Configuration;
using MUnique.OpenMU.GameLogic.Attributes;
/// <summary>
/// Initializer for the greater defense buff effect.
/// </summary>
public class GreaterDefenseEffectInitializer : InitializerBase
{
/// <summary>
/// Initializes a new instance of the <see cref="GreaterDefenseEffectInitializer"/> class.
/// </summary>
/// <param name="context">The context.</param>
/// <param name="gameConfiguration">The game configuration.</param>
public GreaterDefenseEffectInitializer(IContext context, GameConfiguration gameConfiguration)
: base(context, gameConfiguration)
{
}
/// <inheritdoc />
public override void Initialize()
{
var magicEffect = this.Context.CreateNew<MagicEffectDefinition>();
this.GameConfiguration.MagicEffects.Add(magicEffect);
magicEffect.Number = (short)MagicEffectNumber.GreaterDefense;
magicEffect.Name = "Greater Defense Buff Skill Effect";
magicEffect.InformObservers = true;
magicEffect.SendDuration = false;
magicEffect.StopByDeath = true;
magicEffect.Duration = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.Duration.ConstantValue.Value = 60; // 60 Seconds
// The buff gives 2 + (energy / 8) defense
var powerUpDefinition = this.Context.CreateNew<PowerUpDefinition>();
magicEffect.PowerUpDefinitions.Add(powerUpDefinition);
powerUpDefinition.TargetAttribute = Stats.DefenseFinal.GetPersistent(this.GameConfiguration);
powerUpDefinition.Boost = this.Context.CreateNew<PowerUpDefinitionValue>();
powerUpDefinition.Boost.ConstantValue.Value = 2f;
powerUpDefinition.Boost.ConstantValue.AggregateType = AggregateType.AddFinal;
var boostPerEnergy = this.Context.CreateNew<AttributeRelationship>();
boostPerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
boostPerEnergy.InputOperator = InputOperator.Multiply;
boostPerEnergy.InputOperand = 1f / 8f; // one defense per 8 energy
powerUpDefinition.Boost.RelatedValues.Add(boostPerEnergy);
}
}