Example #1
0
 public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors)
 {
     foreach (var factors in targetsFactors)
     {
         factors.speedPoint += SpeedPoint;
     }
 }
Example #2
0
 public BattleFactors Use(BattleFactors battleFactors)
 {
     foreach (var effector in equipmentEffectors)
     {
         battleFactors = effector.Use(battleFactors);
     }
     return(battleFactors);
 }
Example #3
0
        public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors)
        {
            int magicalAttackPoint = casterFactors.magicalAttackPoint + MagicalAttack;

            foreach (var factors in targetsFactors)
            {
                factors.skillPoint -= Math.Max(magicalAttackPoint - factors.magicalDefencePoint, 1);
            }
        }
Example #4
0
        public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors)
        {
            int physicalAttackPoint = casterFactors.physicalAttackPoint + PhysicalAttack;

            foreach (var factors in targetsFactors)
            {
                factors.healthPoint -= Math.Max(physicalAttackPoint - factors.physicalDefencePoint, 1);
            }
        }
Example #5
0
        public static void Unload()
        {
            Subtitle.Dispose();
            Title.Dispose();
            Splash.Dispose();
            MapSheet.Dispose();
            MiniHP.Dispose();
            HPMenu.Dispose();
            Buttons.Dispose();
            Shadows.Dispose();
            Darkness.Dispose();
            BattleFactors.Dispose();
            Strip.Dispose();
            Cursor.Dispose();
            Arrows.Dispose();
            PicBorder.Dispose();
            MenuBorder.Dispose();
            MenuBG.Dispose();

            tileCache.Clear();
            objectCache.Clear();
            bgCache.Clear();
            itemCache.Clear();
            iconCache.Clear();
            vfxCache.Clear();
            portraitCache.Clear();
            spriteCache.Clear();

            DivTex.Dispose();

            EXPFont.Dispose();
            HealFont.Dispose();
            DamageFont.Dispose();
            DungeonFont.Dispose();
            TextFont.Dispose();

            SysFont.Dispose();

            Pixel.Dispose();
            defaultTex.Dispose();

            Loaded = false;
            //Notify script engine
            LuaEngine.Instance.OnGraphicsUnload();
        }
 public abstract BattleFactors Use(BattleFactors battleFactors);
Example #7
0
 public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors)
 {
     casterFactors.magicalDefencePoint += MagicalDefencePoint;
 }
 public abstract void End(BattleFactors affectedBF);
Example #9
0
 public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors)
 {
 }
Example #10
0
 public override BattleFactors Use(BattleFactors battleFactors)
 {
     battleFactors.magicalAttackPoint += PhysicalAttackPoint;
     return(battleFactors);
 }
 public override void End(BattleFactors affectedBF)
 {
     affectedBF.physicalAttackPoint -= PhysicalAttackPoint;
 }
 public override BattleFactors Use(BattleFactors battleFactors)
 {
     battleFactors.accuracyPoint += AccuracyPoint;
     return(battleFactors);
 }
 public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors)
 {
     casterFactors.speedPoint += SpeedPoint;
 }
 public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors)
 {
     casterFactors.skillPoint += (int)(casterFactors.maxSkillPoint * Ratio);
 }
 public override BattleFactors Use(BattleFactors battleFactors)
 {
     battleFactors.evasionPoint += EvasionPoint;
     return(battleFactors);
 }
 public override BattleFactors Use(BattleFactors battleFactors)
 {
     battleFactors.speedPoint += SpeedPoint;
     return(battleFactors);
 }
Example #17
0
 public override void End(BattleFactors affectedBF)
 {
     affectedBF.speedPoint -= SpeedPoint;
 }
 public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors)
 {
     casterFactors.physicalAttackPoint += PhysicalAttackPoint;
 }
 public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors)
 {
     casterFactors.accuracyPoint += AccuracyPoint;
 }
 public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors)
 {
     casterFactors.skillPoint += SP;
 }
 public override void End(BattleFactors affectedBF)
 {
     affectedBF.accuracyPoint -= AccuracyPoint;
 }
 public override void End(BattleFactors affectedBF)
 {
     affectedBF.physicalDefencePoint -= PhysicalDefencePoint;
 }
 public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors)
 {
     casterFactors.evasionPoint += EvasionPoint;
 }
Example #24
0
 public override void End(BattleFactors affectedBF)
 {
 }
 public override void End(BattleFactors affectedBF)
 {
     affectedBF.evasionPoint -= EvasionPoint;
 }
Example #26
0
 public abstract void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors);
 public override BattleFactors Use(BattleFactors battleFactors)
 {
     battleFactors.physicalDefencePoint += PhysicalDefencePoint;
     return(battleFactors);
 }
Example #28
0
 public override void End(BattleFactors affectedBF)
 {
     affectedBF.magicalDefencePoint -= MagicalDefencePoint;
 }
Example #29
0
 public override BattleFactors Use(BattleFactors battleFactors)
 {
     battleFactors.magicalDefencePoint += MagicalDefencePoint;
     return(battleFactors);
 }