Fixed durations and extra projectiles logic

(cherry picked from commit 2f552938d7057b09210e8fc77ff641b304b7f3f7)
This commit is contained in:
ze-dom
2026-07-17 17:06:40 +01:00
committed by Acentech Dev
parent 00be181d5c
commit ddc9482809
5 changed files with 22 additions and 9 deletions

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@@ -1,4 +1,4 @@
// <copyright file="Player.cs" company="MUnique"> // <copyright file="Player.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information. // Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright> // </copyright>
@@ -1654,7 +1654,14 @@ public class Player : AsyncDisposable, IBucketMapObserver, IAttackable, IAttacke
var extendsDuration = masterSkillEntry.Skill?.MasterDefinition?.ExtendsDuration ?? false; var extendsDuration = masterSkillEntry.Skill?.MasterDefinition?.ExtendsDuration ?? false;
if (extendsDuration && !durationExtended) if (extendsDuration && !durationExtended)
{ {
durationElement = new CombinedElement(durationElement, new ConstantElement(masterSkillEntry.CalculateValue())); var value = masterSkillEntry.CalculateValue();
if (value < 1)
{
value *= 100;
}
durationElement = new CombinedElement(durationElement, new ConstantElement(value));
durationElementPvp = new CombinedElement(durationElementPvp, new ConstantElement(value));
} }
if (masterSkillEntry.Skill?.MasterDefinition?.TargetAttribute is not null) if (masterSkillEntry.Skill?.MasterDefinition?.TargetAttribute is not null)

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@@ -1,4 +1,4 @@
// <copyright file="AreaSkillAttackAction.cs" company="MUnique"> // <copyright file="AreaSkillAttackAction.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information. // Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright> // </copyright>
@@ -246,9 +246,11 @@ public class AreaSkillAttackAction
{ {
// Order targets by distance to process nearest targets first // Order targets by distance to process nearest targets first
orderedTargets.Sort((a, b) => player.GetDistanceTo(a).CompareTo(player.GetDistanceTo(b))); orderedTargets.Sort((a, b) => player.GetDistanceTo(a).CompareTo(player.GetDistanceTo(b)));
filter = FrustumFilters.GetOrAdd(areaSkillSettings, static s => new FrustumBasedTargetFilter(s.FrustumStartWidth, s.FrustumEndWidth, s.FrustumDistance, s.ProjectileCount));
projectileCount = areaSkillSettings.ProjectileCount + (int)(player.Attributes?[Stats.ExtraProjectiles] ?? 0); projectileCount = areaSkillSettings.ProjectileCount + (int)(player.Attributes?[Stats.ExtraProjectiles] ?? 0);
attackRounds = 1; // One attack round per projectile attackRounds = 1; // One attack round per projectile
filter = FrustumFilters.GetOrAdd(areaSkillSettings, s => new FrustumBasedTargetFilter(s.FrustumStartWidth, s.FrustumEndWidth, s.FrustumDistance, projectileCount));
minAttacks = projectileCount;
maxAttacks = projectileCount;
extraTarget = orderedTargets.FirstOrDefault(t => t.Id == extraTargetId); extraTarget = orderedTargets.FirstOrDefault(t => t.Id == extraTargetId);
if (extraTarget is not null) if (extraTarget is not null)

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@@ -86,6 +86,8 @@ public class SoulBarrierStrengSkillAction : TargetedSkillDefaultPlugin
new ConstantElement(strengSkillLevel!.Level * 0.001f), // extra 0.1% per streng skill level new ConstantElement(strengSkillLevel!.Level * 0.001f), // extra 0.1% per streng skill level
InputOperator.Multiply)) InputOperator.Multiply))
]; ];
skillEntry.PowerUpsPvp = skillEntry.PowerUps;
} }
await AttackableExtensions.ApplyMagicEffectAsync(target, player, skillEntry).ConfigureAwait(false); await AttackableExtensions.ApplyMagicEffectAsync(target, player, skillEntry).ConfigureAwait(false);

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@@ -50,5 +50,7 @@ public class InfiniteArrowEffectInitializer : InitializerBase
magicEffect.PowerUpDefinitions.Add(damageIncreaseByMasterSkill); magicEffect.PowerUpDefinitions.Add(damageIncreaseByMasterSkill);
damageIncreaseByMasterSkill.TargetAttribute = Stats.AttackDamageIncrease.GetPersistent(this.GameConfiguration); damageIncreaseByMasterSkill.TargetAttribute = Stats.AttackDamageIncrease.GetPersistent(this.GameConfiguration);
damageIncreaseByMasterSkill.Boost = this.Context.CreateNew<PowerUpDefinitionValue>(); damageIncreaseByMasterSkill.Boost = this.Context.CreateNew<PowerUpDefinitionValue>();
damageIncreaseByMasterSkill.Boost.ConstantValue.Value = 1f;
damageIncreaseByMasterSkill.Boost.ConstantValue.AggregateType = AggregateType.Multiplicate;
} }
} }

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@@ -826,13 +826,13 @@ internal class SkillsInitializer : SkillsInitializerBase
this.AddMasterSkillDefinition(SkillNumber.TripleShotStrengthener, SkillNumber.TripleShot, SkillNumber.Undefined, 2, 2, SkillNumber.TripleShot, 20, Formula502); this.AddMasterSkillDefinition(SkillNumber.TripleShotStrengthener, SkillNumber.TripleShot, SkillNumber.Undefined, 2, 2, SkillNumber.TripleShot, 20, Formula502);
this.AddPassiveMasterSkillDefinition(SkillNumber.SummonedMonsterStr1, Stats.SummonedMonsterHealthIncrease, AggregateType.AddRaw, Formula6020Value, 2, 2, SkillNumber.SummonGoblin); this.AddPassiveMasterSkillDefinition(SkillNumber.SummonedMonsterStr1, Stats.SummonedMonsterHealthIncrease, AggregateType.AddRaw, Formula6020Value, 2, 2, SkillNumber.SummonGoblin);
this.AddMasterSkillDefinition(SkillNumber.PenetrationStrengthener, SkillNumber.Penetration, SkillNumber.Undefined, 2, 3, SkillNumber.Penetration, 20, Formula502); this.AddMasterSkillDefinition(SkillNumber.PenetrationStrengthener, SkillNumber.Penetration, SkillNumber.Undefined, 2, 3, SkillNumber.Penetration, 20, Formula502);
this.AddMasterSkillDefinition(SkillNumber.DefenseIncreaseStr, SkillNumber.GreaterDefense, SkillNumber.Undefined, 2, 3, SkillNumber.GreaterDefense, 20, Formula502, Formula502, Stats.GreaterDefenseBonus, AggregateType.Multiplicate); this.AddMasterSkillDefinition(SkillNumber.DefenseIncreaseStr, SkillNumber.GreaterDefense, SkillNumber.Undefined, 2, 3, SkillNumber.GreaterDefense, 20, $"{Formula502} / 100", Formula502, Stats.GreaterDefenseBonus, AggregateType.Multiplicate);
this.AddMasterSkillDefinition(SkillNumber.TripleShotMastery, SkillNumber.TripleShotStrengthener, SkillNumber.Undefined, 2, 3, SkillNumber.TripleShotStrengthener, 10, Formula1WhenComplete, Formula1WhenComplete, Stats.ExtraProjectiles, AggregateType.AddRaw); this.AddMasterSkillDefinition(SkillNumber.TripleShotMastery, SkillNumber.TripleShotStrengthener, SkillNumber.Undefined, 2, 3, SkillNumber.TripleShotStrengthener, 10, Formula1WhenComplete, Formula1WhenComplete, Stats.ExtraProjectiles, AggregateType.AddRaw);
this.AddPassiveMasterSkillDefinition(SkillNumber.SummonedMonsterStr2, Stats.SummonedMonsterDefenseIncrease, AggregateType.AddRaw, Formula6020, 2, 3, SkillNumber.SummonGoblin); this.AddPassiveMasterSkillDefinition(SkillNumber.SummonedMonsterStr2, Stats.SummonedMonsterDefenseIncrease, AggregateType.AddRaw, Formula6020, 2, 3, SkillNumber.SummonGoblin);
this.AddMasterSkillDefinition(SkillNumber.AttackIncreaseStr, SkillNumber.GreaterDamage, SkillNumber.Undefined, 2, 4, SkillNumber.GreaterDamage, 20, Formula502, Formula502, Stats.GreaterDamageBonus, AggregateType.Multiplicate); this.AddMasterSkillDefinition(SkillNumber.AttackIncreaseStr, SkillNumber.GreaterDamage, SkillNumber.Undefined, 2, 4, SkillNumber.GreaterDamage, 20, $"{Formula502} / 100", Formula502, Stats.GreaterDamageBonus, AggregateType.Multiplicate);
this.AddPassiveMasterSkillDefinition(SkillNumber.WeaponMasteryHighElf, Stats.MasterSkillPhysBonusDmg, AggregateType.AddRaw, Formula502, 4, 2); this.AddPassiveMasterSkillDefinition(SkillNumber.WeaponMasteryHighElf, Stats.MasterSkillPhysBonusDmg, AggregateType.AddRaw, Formula502, 4, 2);
this.AddMasterSkillDefinition(SkillNumber.AttackIncreaseMastery, SkillNumber.AttackIncreaseStr, SkillNumber.Undefined, 2, 5, SkillNumber.AttackIncreaseStr, 20, Formula502, Formula502, Stats.GreaterDamageBonus, AggregateType.Multiplicate, true); this.AddMasterSkillDefinition(SkillNumber.AttackIncreaseMastery, SkillNumber.AttackIncreaseStr, SkillNumber.Undefined, 2, 5, SkillNumber.AttackIncreaseStr, 20, $"{Formula502} / 100", Formula502, Stats.GreaterDamageBonus, AggregateType.Multiplicate, true);
this.AddMasterSkillDefinition(SkillNumber.DefenseIncreaseMastery, SkillNumber.DefenseIncreaseStr, SkillNumber.Undefined, 2, 5, SkillNumber.DefenseIncreaseStr, 20, Formula502, Formula502, Stats.GreaterDefenseBonus, AggregateType.Multiplicate, true); this.AddMasterSkillDefinition(SkillNumber.DefenseIncreaseMastery, SkillNumber.DefenseIncreaseStr, SkillNumber.Undefined, 2, 5, SkillNumber.DefenseIncreaseStr, 20, $"{Formula502} / 100", Formula502, Stats.GreaterDefenseBonus, AggregateType.Multiplicate, true);
this.AddMasterSkillDefinition(SkillNumber.IceArrowStrengthener, SkillNumber.IceArrow, SkillNumber.Undefined, 2, 5, SkillNumber.IceArrow, 20, Formula502); this.AddMasterSkillDefinition(SkillNumber.IceArrowStrengthener, SkillNumber.IceArrow, SkillNumber.Undefined, 2, 5, SkillNumber.IceArrow, 20, Formula502);
this.AddPassiveMasterSkillDefinition(SkillNumber.BowStrengthener, Stats.BowStrBonusDamage, AggregateType.AddRaw, Formula502, 2, 3); this.AddPassiveMasterSkillDefinition(SkillNumber.BowStrengthener, Stats.BowStrBonusDamage, AggregateType.AddRaw, Formula502, 2, 3);
this.AddPassiveMasterSkillDefinition(SkillNumber.CrossbowStrengthener, Stats.CrossBowStrBonusDamage, AggregateType.AddRaw, Formula632, 2, 3); this.AddPassiveMasterSkillDefinition(SkillNumber.CrossbowStrengthener, Stats.CrossBowStrBonusDamage, AggregateType.AddRaw, Formula632, 2, 3);
@@ -840,7 +840,7 @@ internal class SkillsInitializer : SkillsInitializerBase
this.AddPassiveMasterSkillDefinition(SkillNumber.BowMastery, Stats.WeaponMasteryAttackSpeed, AggregateType.AddRaw, Formula1, 3, 3, SkillNumber.BowStrengthener, SkillNumber.Undefined, 10); this.AddPassiveMasterSkillDefinition(SkillNumber.BowMastery, Stats.WeaponMasteryAttackSpeed, AggregateType.AddRaw, Formula1, 3, 3, SkillNumber.BowStrengthener, SkillNumber.Undefined, 10);
this.AddPassiveMasterSkillDefinition(SkillNumber.CrossbowMastery, Stats.CrossBowMasteryBonusDamage, AggregateType.AddRaw, Formula1154, 3, 3, SkillNumber.CrossbowStrengthener); this.AddPassiveMasterSkillDefinition(SkillNumber.CrossbowMastery, Stats.CrossBowMasteryBonusDamage, AggregateType.AddRaw, Formula1154, 3, 3, SkillNumber.CrossbowStrengthener);
this.AddPassiveMasterSkillDefinition(SkillNumber.ShieldMasteryHighElf, Stats.BonusDefenseRateWithShield, AggregateType.AddRaw, Formula1806, 3, 3, SkillNumber.ShieldStrengthenerHighElf); this.AddPassiveMasterSkillDefinition(SkillNumber.ShieldMasteryHighElf, Stats.BonusDefenseRateWithShield, AggregateType.AddRaw, Formula1806, 3, 3, SkillNumber.ShieldStrengthenerHighElf);
this.AddMasterSkillDefinition(SkillNumber.InfinityArrowStr, SkillNumber.InfinityArrow, SkillNumber.Undefined, 3, 5, SkillNumber.InfinityArrow, 20, $"1 + {Formula120} / 100", Formula120, Stats.AttackDamageIncrease, AggregateType.Multiplicate); this.AddMasterSkillDefinition(SkillNumber.InfinityArrowStr, SkillNumber.InfinityArrow, SkillNumber.Undefined, 3, 5, SkillNumber.InfinityArrow, 20, $"{Formula120} / 100", Formula120, Stats.AttackDamageIncrease, AggregateType.Multiplicate);
this.AddPassiveMasterSkillDefinition(SkillNumber.MinimumAttPowerInc, Stats.MinimumPhysBaseDmg, AggregateType.AddRaw, Formula502, 5, 3); this.AddPassiveMasterSkillDefinition(SkillNumber.MinimumAttPowerInc, Stats.MinimumPhysBaseDmg, AggregateType.AddRaw, Formula502, 5, 3);
// SUM // SUM