Beispiel #1
0
        public void OnHit(Prop prop, float damage)
        {
            if (UnityEngine.Random.Range(0, 100) > percentage)
            {
                return;
            }

            if (absorbFactor > 0)
            {
                PlayEffect(prop);
                foreach (Status absorbEffect in absorbEffects)
                {
                    prop.ApplyStatus(absorbEffect, damage * absorbFactor, prop as Character, this);
                }
            }
        }
Beispiel #2
0
        public override void Apply(Prop ch, Character caster = null)
        {
            Prop sourceCh  = applyFromCaster ? caster : ch;
            int  numStacks = sourceCh.GetStacks(source);

            if (consume)
            {
                sourceCh.RemoveStatus(source);
            }

            Prop target = applyToCaster ? caster : ch;

            if (numStacks > 0 && target)
            {
                if (stacksScaleDuration)
                {
                    duration *= numStacks;
                }
                float power = stacksScalePower ? numStacks : 1.0f;
                target.ApplyStatus(resultStatus, duration, caster, null, power);
            }
        }
Beispiel #3
0
        // apply this power to a particular target
        // charge varies from 0 to 1
        public bool Apply(Prop target, float charge, Character caster, bool doStatus = true)
        {
            // calculate chance to hit
            if (targetType == TargetType.Enemies)
            {
                float casterAcc   = caster == null ? 0 : caster.stats[RPGSettings.StatName.Accuracy.ToString()].currentValue;
                float chanceToHit = RPGSettings.instance.baseAccuracy * accuracy + casterAcc - target.stats[RPGSettings.GetDefenceStat(type)].currentValue;
                if (Random.Range(0, 100) > chanceToHit)
                {
                    target.NumberFloat("MISS!", Color.white);
                    return(false);
                }
            }

            Character ch = target as Character;

            if (ch && sounds)
            {
                sounds.PlayHit(ch.audioSource);
            }

            // how does the damage get factored in?
            float damage;

            switch (mode)
            {
            case Mode.Charge:
                damage = minDamage + charge * (maxDamage - minDamage);
                break;

            case Mode.Maintain:
                damage = minDamage + (1 - charge) * (maxDamage - minDamage);
                break;

            default:
                damage = Random.Range(minDamage, maxDamage);
                break;
            }
            if (caster)
            {
                damage *= caster.GetFactor(RPGSettings.GetDamageStat(type));
            }

            if (damage != 0)
            {
                target.ApplyDamage(damage, type);
            }
            if (doStatus)
            {
                foreach (Status s in effects)
                {
                    target.ApplyStatus(s, GetDuration(caster), caster, this);
                }
                foreach (Status s in selfEffects)
                {
                    caster.ApplyStatus(s, GetSelfDuration(caster), caster, this);
                }

                // add to a global list of DoT's if not a character?
                if (target as Character == null)
                {
                    if (!Prop.activeProps.Contains(target.gameObject))
                    {
                        Prop.activeProps.Add(target.gameObject);
                    }
                }
            }

            // particles on target
            if (targetFX)
            {
                targetFX.Begin(target.GetBodyPart(targetBodyPart), tint);
            }

            // hit responses on the target
            foreach (HitResponse hr in target.hitResponses)
            {
                if (Random.Range(0, 100) < hr.percentage && (hr.damageType & type) != 0)
                {
                    hr.OnHit(target, damage);
                }
            }

            return(true);
        }