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- using CommonAI.Zone.Instance;
- using CommonLang;
- using CommonLang.Log;
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using System.Threading.Tasks;
- using XmdsCommon.Plugin;
- using static CommonAI.ZoneClient.ClientStruct;
- using static XmdsCommonServer.Plugin.XmdsVirtual;
- namespace XmdsCommonServer.Plugin.JSGXmdsModule
- {
- public class JSGXmdsHackerModule
- {
- protected static readonly Logger log = LoggerFactory.GetLogger("JSGXmdsHackerModule");
- public static void OnPlayerKillMonster(InstancePlayer attacker, InstanceUnit monster)
- {
- //玩家属性打印
- XmdsVirtual playerVir = (attacker.Virtual as XmdsVirtual);
- XmdsUnitProp CurProp = playerVir.MirrorProp;
- XmdsUnitProp oldProp = playerVir.GetOriginProp();
- log.Info("ID:" + attacker.PlayerUUID + ", 所在场景:" + attacker.Parent.GetSceneID());
- log.Info(", 当前血:" + attacker.CurrentHP + ",基础:" + oldProp.MaxAttack + ", " + oldProp.Defence + ", " + oldProp.MaxHP
- + ", 攻防血" + CurProp.MaxAttack + ", " + CurProp.Defence + ", " + CurProp.MaxHP + ", 妖:" + CurProp.monsterAtk + ", " + CurProp.monsterDef
- + ", 妖比:" + CurProp.monsterAtkPer + ", " + CurProp.monsterDefPer) ;
- log.Info("扩展属性1, 增减伤:" + CurProp.AllDmgAdd + ", " + CurProp.AllDmgReduce + ", 玩家增减伤:" + CurProp.PlayerDamageAdd + ", " + CurProp.PlayerDamageReduce
- + ", 神器伤:" + CurProp.ArtifactMainPer + ", boss伤害:" + CurProp.ToBossCritRate + ", " + CurProp.ToBossCritDamage + ", 杀意:" + CurProp.KillValuePer
- + ", 吸血" + CurProp.NormalAtkLeech + ", " + CurProp.ActiveAtkLeech + ", 怪伤害:" + CurProp.monsterDamageAdd + ", " + CurProp.monsterDamageReduce);
- log.Info("扩展属性1, 暴击率:" + CurProp.CritRate + ", 爆伤:" + CurProp.CritDamage + ", 回血:" + CurProp.MaxHPReborn + ", 韧性:" + CurProp.CtrlTimeReduce
- + ", CD缩减:" + CurProp.SkillCD + ", 治疗效果:" + CurProp.HealEffect + ", " + CurProp.HealedEffect + ", 移攻速:" + CurProp.MoveSpeed + ", " + CurProp.AttackSpeed + ", 技伤:" + CurProp.SkillDamageAdd);
- UnitBuffStatus[] buffStatus = attacker.GetCurrentBuffStatus();
- if (buffStatus != null)
- {
- foreach (UnitBuffStatus buffItem in buffStatus)
- {
- log.Info("玩家buff:" + buffItem.ToString());
- }
- }
- //检测基本属性是否有异常的,打印一下
- float rate1 = oldProp.MaxAttack == 0 ? 1 : (float)(CurProp.MaxAttack) / oldProp.MaxAttack;
- float rate2 = oldProp.Defence == 0 ? 1 : CurProp.Defence / oldProp.Defence;
- float rate3 = oldProp.MaxHP == 0 ? 1 : CurProp.MaxHP / oldProp.MaxHP;
- if(rate1 > 1.2f || rate2 > 1.2f || rate3 > 1.2f)
- {
- HashMap<int, PropChangeOperation> playerProps = playerVir.GetChangePropMap();
- foreach(PropChangeOperation chgProp in playerProps.Values)
- {
- log.Info("玩家变更属性:" + chgProp.ToString());
- }
- }
- else
- {
- log.Info("无特别异常属性!");
- }
- }
- }
- }
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