Ejemplo n.º 1
0
 /// <summary>
 /// 设置初始状态
 /// </summary>
 public new void Init()
 {
     //将运行时状态设置为设计时状态
     this.实际攻击力           = this.StandardAttackPoint;
     this.ActualCostPoint = this.StandardCostPoint;
     this.实际生命值上限         = this.标准生命值上限;
     this.实际生命值           = this.标准生命值上限;
     this.Actual冲锋        = this.Standard冲锋;
     this.Actual嘲讽        = this.Standard嘲讽;
     this.Actual风怒        = this.Standard风怒;
     this.Actual不能攻击      = this.Standard不能攻击;
     this.Is潜行Status      = this.潜行特性;
     this.Is圣盾Status      = this.圣盾特性;
     this.Is英雄技能免疫Status  = this.英雄技能免疫特性;
     this.Is法术免疫Status    = this.法术免疫特性;
     //初始状态
     this.冰冻状态       = CardUtility.EffectTurn.无效果;
     this.Is沉默Status = false;
     this.Is激怒Status = false;
     if (Actual风怒)
     {
         RemainAttactTimes = 2;
     }
     else
     {
         RemainAttactTimes = 1;
     }
     //攻击次数
     if (Actual冲锋)
     {
         this.AttactStatus = 攻击状态.可攻击;
     }
     else
     {
         this.AttactStatus = 攻击状态.准备中;
     }
 }
Ejemplo n.º 2
0
 /// <summary>
 /// 设置初始状态
 /// </summary>
 public new void Init()
 {
     //将运行时状态设置为设计时状态
     this.实际攻击力 = this.StandardAttackPoint;
     this.ActualCostPoint = this.StandardCostPoint;
     this.实际生命值上限 = this.标准生命值上限;
     this.实际生命值 = this.标准生命值上限;
     this.Actual冲锋 = this.Standard冲锋;
     this.Actual嘲讽 = this.Standard嘲讽;
     this.Actual风怒 = this.Standard风怒;
     this.Actual不能攻击 = this.Standard不能攻击;
     this.Is潜行Status = this.潜行特性;
     this.Is圣盾Status = this.圣盾特性;
     this.Is英雄技能免疫Status = this.英雄技能免疫特性;
     this.Is法术免疫Status = this.法术免疫特性;
     //初始状态
     this.冰冻状态 = CardUtility.EffectTurn.无效果;
     this.Is沉默Status = false;
     this.Is激怒Status = false;
     if (Actual风怒)
     {
         RemainAttactTimes = 2;
     }
     else
     {
         RemainAttactTimes = 1;
     }
     //攻击次数
     if (Actual冲锋)
     {
         this.AttactStatus = 攻击状态.可攻击;
     }
     else
     {
         this.AttactStatus = 攻击状态.准备中;
     }
 }
Ejemplo n.º 3
0
 /// <summary>
 /// 设置初始状态
 /// </summary>
 public new void Init()
 {
     //将运行时状态设置为设计时状态
     this.ActualAttackPoint = this.StandardAttackPoint;
     this.ActualCostPoint = this.StandardCostPoint;
     this.ActualHealthPoint = this.StandardHealthPoint;
     this.Actual冲锋 = this.Standard冲锋;
     this.Actual嘲讽 = this.Standard嘲讽;
     this.Actual连击 = this.Standard连击;
     this.Actual风怒 = this.Standard风怒;
     this.Is潜行Status = this.潜行特性;
     this.Is圣盾Status = this.圣盾特性;
     this.Is英雄技能免疫Status = this.英雄技能免疫特性;
     this.Is法术免疫Status = this.法术免疫特性;
     //初始状态
     this.冰冻状态 = CardUtility.EffectTurn.无效果;
     this.Is沉默Status = false;
     this.Is激怒Status = false;
     //攻击次数
     if (Actual冲锋)
     {
         if (Actual风怒)
         {
             RemainAttactTimes = 2;
         }
         else
         {
             RemainAttactTimes = 1;
         }
     }
     else
     {
         RemainAttactTimes = 0;
     }
 }