Ejemplo n.º 1
0
 /// <summary>
 /// Assigns buff spells from the Rogue's spell inventory.
 /// </summary>
 /// <param name="self">The game client data for the Rogue.</param>
 public RogueBuffCommands(RogueClient self) : base(self)
 {
     _invisibleSpell     = self.Spells.KeySpells.Invisible;
     _invisibleStatus    = self.Status.Invisible;
     _mightSpell         = self.Spells.KeySpells.Might;
     _mightStatus        = self.Status.Might;
     _shadowFigureSpell  = self.Spells.KeySpells.ShadowFigure;
     _shadowFigureStatus = self.Status.ShadowFigure;
 }
Ejemplo n.º 2
0
 /// <summary>
 /// Initializes a Rogue's status data.
 /// </summary>
 /// <param name="self">All game client data for the Rogue.</param>
 public RogueStatus(TkClient self) : base(self.Activity)
 {
     DesperateAttack = new BuffStatus(Activity, Rogue.DesperateAttack);
     Invisible       = new InvisibleStatus(Activity, Rogue.Invisible);
     LethalStrike    = new BuffStatus(Activity, Rogue.LethalStrike);
     Fury            = new BuffStatus(Activity, Rogue.Fury);
     Rage            = new RageStatus(self, Rogue.Cunning);
     ShadowFigure    = new BuffStatus(Activity, Rogue.ShadowFigure);
 }
Ejemplo n.º 3
0
        public static async Task <bool> CastInvisibleSpell(
            TkClient caster,
            KeySpell spell,
            InvisibleStatus status)
        {
            var didCastSpell = await CastSpell(caster, spell, true);

            if (didCastSpell)
            {
                status.ResetStatusCooldown();
            }

            return(didCastSpell);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Initializes a Rogue's status data.
        /// </summary>
        /// <param name="self">All game client data for the Rogue.</param>
        public RogueStatus(TkClient self) : base(self.Activity)
        {
            var mightBuffs = new List <BuffKeySpell>();

            mightBuffs.AddRange(Caster.Valor);
            mightBuffs.AddRange(Rogue.Might);

            DesperateAttack = new BuffStatus(Activity, Rogue.DesperateAttack);
            Invisible       = new InvisibleStatus(Activity, Rogue.Invisible);
            LethalStrike    = new BuffStatus(Activity, Rogue.LethalStrike);
            Fury            = new BuffStatus(Activity, Rogue.Fury);
            Might           = new BuffStatus(Activity, mightBuffs);
            Rage            = new RageStatus(self, Rogue.Cunning);
            ShadowFigure    = new BuffStatus(Activity, Rogue.ShadowFigure);
        }
Ejemplo n.º 5
0
    /// <summary>
    /// 创建状态
    /// </summary>
    /// <param name="Core">雷达拥有者的核心信息</param>
    /// <param name="f">雷达拥有视野</param>
    public static StatusM Create(int SceneID, int ResalseSceneID, int SkillID, SkillStatusInfo Info)
    {
        if (Info == null)
        {
            return(null);
        }
        StatusType s      = (StatusType)Info.m_type;
        StatusM    status = null;

        switch (s)
        {
        case StatusType.AddAttr:
            status = new AddAttrStatus();
            break;

        case StatusType.Vertigo:
            status = new VertigoStatus();
            break;

        case StatusType.Silence:
            status = new SilenceStatus();
            break;

        case StatusType.Vampire:
            status = new VampireStatus();
            break;

        case StatusType.Rebound:
            status = new ReboundStatus();
            break;

        case StatusType.Invisible:
            status = new InvisibleStatus();
            break;

        case StatusType.Invincible:
            status = new InvincibleStatus();
            break;

        case StatusType.Transfiguration:
            status = new TransfigurationStatus();
            break;

        case StatusType.Summon:
            status = new SummonStatus();
            break;

        case StatusType.ClickFly:
            status = new ClickFlyStatus();
            break;

        case StatusType.AbsorbDamage:
            status = new AbsorbDamageStatus();
            break;

        case StatusType.Virtual:
            status = new VirtualStatus();
            break;

        case StatusType.Shield:
            status = new ShieldStatus();
            break;

        case StatusType.Sputtering:
            status = new SputteringStatus();
            break;

        case StatusType.Damnation:
            status = new DamnationStatus();
            break;

        case StatusType.ImmunePhysical:
            status = new ImmunePhysicalStatus();
            break;

        case StatusType.ImmunityMagic:
            status = new ImmunityMagicStatus();
            break;

        case StatusType.IceBuild:
            status = new IceBuildStatus();
            break;

        case StatusType.Ring:
            status = new RingStatus();
            break;

        case StatusType.Taunt:
            status = new TauntStatus();
            break;

        case StatusType.StaticElec:
            status = new StaticElecStatus();
            break;

        case StatusType.Still:
            status = new StillStatus();
            break;

        case StatusType.Squash:
            status = new SquashStatus();
            break;

        case StatusType.Sauna:
            status = new SaunaStatus();
            break;

        case StatusType.KTV:
            status = new KTVStatus();
            break;

        case StatusType.ImmuneState:
            status = new ImmuneState();
            break;

        case StatusType.NoSquash:
            status = new NoSquashStatus();
            break;

        case StatusType.paralysis:
            status = new ParalysisStatus();
            break;

        case StatusType.PhyAnitInterrupt:
            status = new PhyAnitInterruptStatus();
            break;

        case StatusType.MagAnitInterrupt:
            status = new MagAnitInterruptStatus();
            break;

        case StatusType.Cleanse:
            status = new CleanseStatus();
            break;

        case StatusType.Charm:
            status = new CharmStatus();
            break;

        case StatusType.BuildDestory:
            status = new BuildDestoryStatus();
            break;

        case StatusType.Mark:
            status = new MarkStatus();
            break;

        case StatusType.RunAway:
            status = new RunAwayStaus();
            break;

        case StatusType.FakeTaunt:
            status = new FakeTauntStatus();
            break;

        case StatusType.Die:
            status = new DieStatus();
            break;

        case StatusType.Turn:
            status = new TurnStatus();
            break;

        case StatusType.WetBody:
            status = new WetBodyStatus();
            break;

        case StatusType.Berserker:
            status = new BerserkerStatus();
            break;

        case StatusType.Paralyze:
            status = new ParalyzeStatus();
            break;

        case StatusType.DieMark:
            status = new DieMarkStatus();
            break;

        case StatusType.Sleep:
            status = new SleepStatus();
            break;

        case StatusType.TearOfMermaid:
            status = new TearOfMermaidStatus();
            break;

        case StatusType.Trapped:
            status = new TrapedStatus();
            break;

        case StatusType.KickedBack:
            status = new KickedBackStatus();
            break;

        case StatusType.WhipCorpse:
            status = new WhipCorpseStatus();
            break;

        case StatusType.FireShield:
            status = new FireShieldStatus();
            break;

        default:
            break;
        }
        return(status);
    }