Example #1
0
        public int GetTotalFailConditionCount()
        {
            CondEffect condEffect = this.skill.GetCondEffect(SkillEffectTargets.Target);

            if (condEffect == null || condEffect.param == null || condEffect.param.conditions == null || condEffect.param.type != ConditionEffectTypes.FailCondition && condEffect.param.type != ConditionEffectTypes.ForcedFailCondition && condEffect.param.type != ConditionEffectTypes.RandomFailCondition)
            {
                return(0);
            }
            int num1 = 0;
            int num2 = 0;

            if (this.self.AI != null)
            {
                num2 = (int)this.self.AI.cond_border;
            }
            if (num2 > 0 && (int)condEffect.rate > 0 && (int)condEffect.rate < num2)
            {
                return(0);
            }
            for (int index1 = 0; index1 < this.targets.Count; ++index1)
            {
                for (int index2 = 0; index2 < condEffect.param.conditions.Length; ++index2)
                {
                    Unit           target    = this.targets[index1].target;
                    EUnitCondition condition = condEffect.param.conditions[index2];
                    if (!target.IsUnitCondition(condition) && !target.IsDisableUnitCondition(condition) && (num2 <= 0 || Math.Max((int)condEffect.value - (int)target.CurrentStatus.enchant_resist[condition], 0) >= num2))
                    {
                        ++num1;
                    }
                }
            }
            return(num1);
        }
Example #2
0
        public void SetText(EUnitCondition condition)
        {
            if (!Object.op_Inequality((Object)this.Text, (Object)null))
            {
                return;
            }
            string str1 = condition.ToString();

            if (string.IsNullOrEmpty(str1))
            {
                return;
            }
            StringBuilder stringBuilder1 = GameUtility.GetStringBuilder();

            stringBuilder1.Append("quest.COND_");
            stringBuilder1.Append(str1);
            string        str2           = LocalizedText.Get(stringBuilder1.ToString());
            StringBuilder stringBuilder2 = GameUtility.GetStringBuilder();

            stringBuilder2.Append(str2);
            stringBuilder2.Append(' ');
            this.Text.BottomColor = GameSettings.Instance.FailCondition_TextBottomColor;
            this.Text.TopColor    = GameSettings.Instance.FailCondition_TextTopColor;
            this.Text.text        = stringBuilder2.ToString();
        }
Example #3
0
 public static bool IsFailCondition(Unit self, Unit target, EUnitCondition condition)
 {
   bool flag = SceneBattle.Instance.Battle.CheckEnemySide(self, target);
   if (AIUtility.IsFailCondition(condition))
     return flag;
   return !flag;
 }
Example #4
0
        private void cureCond(Unit target, EUnitCondition condition, LogMapTrick.TargetInfo log_mt_ti)
        {
            bool flag = target.IsUnitCondition(condition);

            target.CureCondEffects(condition, true, false);
            if (log_mt_ti == null || !flag || target.IsUnitCondition(condition))
            {
                return;
            }
            log_mt_ti.IsEffective    = true;
            log_mt_ti.CureCondition |= condition;
        }
Example #5
0
        public void SetCond(EUnitCondition cond)
        {
            int index = new List <EUnitCondition>((IEnumerable <EUnitCondition>)Enum.GetValues(typeof(EUnitCondition))).IndexOf(cond);

            if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.ImageCond) && index >= 0 && index < this.ImageCond.Images.Length)
            {
                this.ImageCond.ImageIndex = index;
            }
            if (!UnityEngine.Object.op_Implicit((UnityEngine.Object) this.TextValue) || index < 0 || index >= Unit.StrNameUnitConds.Length)
            {
                return;
            }
            this.TextValue.set_text(Unit.StrNameUnitConds[index]);
        }
Example #6
0
 public bool ContainsCondition(EUnitCondition condition)
 {
     if (this.param == null || this.param.conditions == null)
     {
         return(false);
     }
     for (int index = 0; index < this.param.conditions.Length; ++index)
     {
         if (this.param.conditions[index] == condition)
         {
             return(true);
         }
     }
     return(false);
 }
Example #7
0
        private bool checkFailCond(Unit target, int val, int resist, EUnitCondition condition, RandXorshift rand)
        {
            if (rand == null || val <= 0)
            {
                return(false);
            }
            int num1 = val - resist;

            if (num1 <= 0)
            {
                return(false);
            }
            int num2 = (int)(rand.Get() % 100U);

            return(num1 > num2);
        }
Example #8
0
 public string GetLinkageBuffId(EUnitCondition cond)
 {
     if (this.conditions == null || this.BuffIds == null)
     {
         return((string)null);
     }
     for (int index = 0; index < this.conditions.Length; ++index)
     {
         if (this.conditions[index] == cond)
         {
             if (index < this.BuffIds.Length)
             {
                 return(this.BuffIds[index]);
             }
             return((string)null);
         }
     }
     return((string)null);
 }
Example #9
0
        public int GetTotalCureConditionCount()
        {
            CondEffect condEffect = this.skill.GetCondEffect(SkillEffectTargets.Target);

            if (condEffect == null || condEffect.param == null || (condEffect.param.conditions == null || condEffect.param.type != ConditionEffectTypes.CureCondition))
            {
                return(0);
            }
            int num = 0;

            for (int index1 = 0; index1 < this.targets.Count; ++index1)
            {
                for (int index2 = 0; index2 < condEffect.param.conditions.Length; ++index2)
                {
                    EUnitCondition condition = condEffect.param.conditions[index2];
                    if (this.targets[index1].target.IsUnitCondition(condition) && !this.targets[index1].target.IsPassiveUnitCondition(condition))
                    {
                        ++num;
                    }
                }
            }
            return(num);
        }
Example #10
0
 private void cureCond(Unit target, EUnitCondition condition)
 {
     target.CureCondEffects(condition, true, false);
 }
Example #11
0
 public EventScript.Sequence OnRecvSkillCond(TacticsUnitController controller, EUnitCondition cond, bool isFirstPlay)
 {
     return(this.StartSequence((EventScript.TestCondition)(trigger =>
     {
         if (trigger.Trigger == EventScript.ScriptSequence.StartConditions.RecvSkillCond && (!trigger.IsFirstOnly || isFirstPlay) && this.IsContainsUnit(trigger.UnitName, controller, (TacticsUnitController)null))
         {
             return (cond & (EUnitCondition)trigger.SkillCond) != (EUnitCondition)0;
         }
         return false;
     }), true, 0));
 }
Example #12
0
        private void failCond(Unit target, CondEffect effect, ConditionEffectTypes effect_type, EUnitCondition condition)
        {
            CondAttachment condAttachment     = this.createCondAttachment(target, effect, effect_type, condition);
            CondAttachment sameCondAttachment = this.getSameCondAttachment(target, condAttachment);

            if (sameCondAttachment != null)
            {
                sameCondAttachment.turn = condAttachment.turn;
            }
            else
            {
                target.SetCondAttachment(condAttachment);
                if (!WeatherData.mIsEntryConditionLog)
                {
                    return;
                }
                SceneBattle instance = SceneBattle.Instance;
                if (!UnityEngine.Object.op_Implicit((UnityEngine.Object)instance))
                {
                    return;
                }
                BattleCore battle = instance.Battle;
                if (battle == null)
                {
                    return;
                }
                LogFailCondition logFailCondition = battle.Log <LogFailCondition>();
                logFailCondition.self      = target;
                logFailCondition.source    = (Unit)null;
                logFailCondition.condition = condition;
                TacticsUnitController unitController = instance.FindUnitController(target);
                if (!UnityEngine.Object.op_Implicit((UnityEngine.Object)unitController))
                {
                    return;
                }
                unitController.LockUpdateBadStatus(condition, false);
            }
        }
Example #13
0
 public bool ContainsCondition(EUnitCondition condition)
 {
     return(((EUnitCondition)(int)this.mCondition & condition) != (EUnitCondition)0);
 }
Example #14
0
        private void failCond(Unit target, CondEffect effect, ConditionEffectTypes effect_type, EUnitCondition condition, LogMapTrick.TargetInfo log_mt_ti)
        {
            SceneBattle instance = SceneBattle.Instance;

            if (UnityEngine.Object.op_Implicit((UnityEngine.Object)instance))
            {
                BattleCore battle = instance.Battle;
                if (battle != null)
                {
                    LogFailCondition logFailCondition = battle.Log <LogFailCondition>();
                    logFailCondition.self      = target;
                    logFailCondition.source    = (Unit)null;
                    logFailCondition.condition = condition;
                    TacticsUnitController unitController = instance.FindUnitController(target);
                    if (UnityEngine.Object.op_Implicit((UnityEngine.Object)unitController))
                    {
                        unitController.LockUpdateBadStatus(condition, false);
                    }
                }
            }
            CondAttachment condAttachment = this.createCondAttachment(target, effect, effect_type, condition);

            target.SetCondAttachment(condAttachment);
            if (log_mt_ti == null || !target.IsUnitCondition(condition))
            {
                return;
            }
            log_mt_ti.IsEffective    = true;
            log_mt_ti.FailCondition |= condition;
        }
Example #15
0
        private CondAttachment createCondAttachment(Unit target, CondEffect effect, ConditionEffectTypes type, EUnitCondition condition)
        {
            if (type == ConditionEffectTypes.None)
            {
                return((CondAttachment)null);
            }
            if (effect == null)
            {
                return((CondAttachment)null);
            }
            CondAttachment condAttachment = new CondAttachment(effect.param);

            condAttachment.user         = (Unit)null;
            condAttachment.skill        = (SkillData)null;
            condAttachment.skilltarget  = SkillEffectTargets.Self;
            condAttachment.CondId       = effect.param.iname;
            condAttachment.IsPassive    = (OBool)false;
            condAttachment.UseCondition = ESkillCondition.None;
            condAttachment.CondType     = type;
            condAttachment.Condition    = condition;
            condAttachment.turn         = effect.turn;
            condAttachment.CheckTiming  = effect.param.chk_timing;
            condAttachment.CheckTarget  = target;
            if (condAttachment.IsFailCondition())
            {
                condAttachment.IsCurse = effect.IsCurse;
            }
            condAttachment.SetupLinkageBuff();
            return(condAttachment);
        }
Example #16
0
 public CondHit(EUnitCondition cond, int per = 0)
 {
     this.Cond = cond;
     this.Per  = per;
 }
Example #17
0
        private CondAttachment createCondAttachment(Unit target, CondEffect effect, ConditionEffectTypes type, EUnitCondition condition)
        {
            if (type == ConditionEffectTypes.None)
            {
                return((CondAttachment)null);
            }
            CondAttachment condAttachment = new CondAttachment();

            condAttachment.user         = (Unit)null;
            condAttachment.skill        = (SkillData)null;
            condAttachment.IsPassive    = (OBool)(effect.param.chk_timing == EffectCheckTimings.Eternal);
            condAttachment.UseCondition = ESkillCondition.Weather;
            condAttachment.CondType     = type;
            condAttachment.Condition    = condition;
            int num = (int)effect.turn;

            if (num < 2)
            {
                num = 2;
            }
            condAttachment.turn        = (OInt)num;
            condAttachment.CheckTiming = effect.param.chk_timing;
            condAttachment.CheckTarget = target;
            if (condAttachment.IsFailCondition())
            {
                condAttachment.IsCurse = effect.IsCurse;
            }
            return(condAttachment);
        }
Example #18
0
        private bool actionCond(Unit target, RandXorshift rand, LogMapTrick.TargetInfo log_mt_ti)
        {
            CondEffect mCondEffect = this.mCondEffect;

            if (rand == null || mCondEffect == null || (mCondEffect.param == null || mCondEffect.param.conditions == null))
            {
                return(false);
            }
            ConditionEffectTypes conditionEffectTypes = ConditionEffectTypes.None;

            if (!mCondEffect.CheckEnableCondTarget(target))
            {
                return(true);
            }
            if (mCondEffect.param.type != ConditionEffectTypes.None && mCondEffect.param.conditions != null)
            {
                int rate = (int)mCondEffect.rate;
                if (0 < rate && rate < 100 && (int)(rand.Get() % 100U) > rate)
                {
                    return(true);
                }
                conditionEffectTypes = mCondEffect.param.type;
            }
            switch (conditionEffectTypes)
            {
            case ConditionEffectTypes.CureCondition:
                for (int index = 0; index < mCondEffect.param.conditions.Length; ++index)
                {
                    EUnitCondition condition = mCondEffect.param.conditions[index];
                    this.cureCond(target, condition, log_mt_ti);
                }
                break;

            case ConditionEffectTypes.FailCondition:
                if ((int)mCondEffect.value != 0)
                {
                    EnchantParam enchantResist = target.CurrentStatus.enchant_resist;
                    for (int index = 0; index < mCondEffect.param.conditions.Length; ++index)
                    {
                        EUnitCondition condition = mCondEffect.param.conditions[index];
                        if (!target.IsDisableUnitCondition(condition) && this.checkFailCond(target, (int)mCondEffect.value, (int)enchantResist[condition], condition, rand))
                        {
                            this.failCond(target, mCondEffect, conditionEffectTypes, condition, log_mt_ti);
                        }
                    }
                    break;
                }
                break;

            case ConditionEffectTypes.ForcedFailCondition:
                for (int index = 0; index < mCondEffect.param.conditions.Length; ++index)
                {
                    EUnitCondition condition = mCondEffect.param.conditions[index];
                    this.failCond(target, mCondEffect, conditionEffectTypes, condition, log_mt_ti);
                }
                break;

            case ConditionEffectTypes.RandomFailCondition:
                if ((int)mCondEffect.value != 0)
                {
                    EnchantParam   enchantResist = target.CurrentStatus.enchant_resist;
                    int            index         = (int)((long)rand.Get() % (long)mCondEffect.param.conditions.Length);
                    EUnitCondition condition     = mCondEffect.param.conditions[index];
                    if (!target.IsDisableUnitCondition(condition) && this.checkFailCond(target, (int)mCondEffect.value, (int)enchantResist[condition], condition, rand))
                    {
                        this.failCond(target, mCondEffect, conditionEffectTypes, condition, log_mt_ti);
                        break;
                    }
                    break;
                }
                break;

            case ConditionEffectTypes.DisableCondition:
                for (int index = 0; index < mCondEffect.param.conditions.Length; ++index)
                {
                    CondAttachment condAttachment = this.createCondAttachment(target, mCondEffect, conditionEffectTypes, mCondEffect.param.conditions[index]);
                    target.SetCondAttachment(condAttachment);
                }
                break;
            }
            return(true);
        }
Example #19
0
        public OShort this[EUnitCondition condition]
        {
            get
            {
                EUnitCondition eunitCondition = condition;
                if (eunitCondition >= EUnitCondition.Poison && eunitCondition <= EUnitCondition.Sleep)
                {
                    switch (eunitCondition)
                    {
                    case EUnitCondition.Poison:
                        return(this.poison);

                    case EUnitCondition.Paralysed:
                        return(this.paralyse);

                    case EUnitCondition.Stun:
                        return(this.stun);

                    case EUnitCondition.Sleep:
                        return(this.sleep);
                    }
                }
                switch (eunitCondition)
                {
                case EUnitCondition.Charm:
                    return(this.charm);

                case EUnitCondition.Stone:
                    return(this.stone);

                case EUnitCondition.Blindness:
                    return(this.blind);

                case EUnitCondition.DisableSkill:
                    return(this.notskl);

                case EUnitCondition.DisableMove:
                    return(this.notmov);

                case EUnitCondition.DisableAttack:
                    return(this.notatk);

                case EUnitCondition.Zombie:
                    return(this.zombie);

                case EUnitCondition.DeathSentence:
                    return(this.death);

                case EUnitCondition.Berserk:
                    return(this.berserk);

                case EUnitCondition.Stop:
                    return(this.stop);

                case EUnitCondition.Fast:
                    return(this.fast);

                case EUnitCondition.Slow:
                    return(this.slow);

                case EUnitCondition.AutoHeal:
                    return(this.auto_heal);

                case EUnitCondition.Donsoku:
                    return(this.donsoku);

                case EUnitCondition.Rage:
                    return(this.rage);

                case EUnitCondition.GoodSleep:
                    return(this.good_sleep);

                case EUnitCondition.AutoJewel:
                    return(this.auto_jewel);

                case EUnitCondition.DisableHeal:
                    return(this.notheal);

                default:
                    return((OShort)0);
                }
            }
            set
            {
                EUnitCondition eunitCondition = condition;
                if (eunitCondition >= EUnitCondition.Poison && eunitCondition <= EUnitCondition.Sleep)
                {
                    switch (eunitCondition)
                    {
                    case EUnitCondition.Poison:
                        this.poison = value;
                        return;

                    case EUnitCondition.Paralysed:
                        this.paralyse = value;
                        return;

                    case EUnitCondition.Stun:
                        this.stun = value;
                        return;

                    case EUnitCondition.Sleep:
                        this.sleep = value;
                        return;
                    }
                }
                switch (eunitCondition)
                {
                case EUnitCondition.Charm:
                    this.charm = value;
                    break;

                case EUnitCondition.Stone:
                    this.stone = value;
                    break;

                case EUnitCondition.Blindness:
                    this.blind = value;
                    break;

                case EUnitCondition.DisableSkill:
                    this.notskl = value;
                    break;

                case EUnitCondition.DisableMove:
                    this.notmov = value;
                    break;

                case EUnitCondition.DisableAttack:
                    this.notatk = value;
                    break;

                case EUnitCondition.Zombie:
                    this.zombie = value;
                    break;

                case EUnitCondition.DeathSentence:
                    this.death = value;
                    break;

                case EUnitCondition.Berserk:
                    this.berserk = value;
                    break;

                case EUnitCondition.Stop:
                    this.stop = value;
                    break;

                case EUnitCondition.Fast:
                    this.fast = value;
                    break;

                case EUnitCondition.Slow:
                    this.slow = value;
                    break;

                case EUnitCondition.AutoHeal:
                    this.auto_heal = value;
                    break;

                case EUnitCondition.Donsoku:
                    this.donsoku = value;
                    break;

                case EUnitCondition.Rage:
                    this.rage = value;
                    break;

                case EUnitCondition.GoodSleep:
                    this.good_sleep = value;
                    break;

                case EUnitCondition.AutoJewel:
                    this.auto_jewel = value;
                    break;

                case EUnitCondition.DisableHeal:
                    this.notheal = value;
                    break;
                }
            }
        }
Example #20
0
        private bool attachCond(WeatherData.eCondAttachType cond_at_type, Unit target, RandXorshift rand = null)
        {
            bool flag = false;

            using (List <CondEffect> .Enumerator enumerator = this.mCondEffectLists.GetEnumerator())
            {
                while (enumerator.MoveNext())
                {
                    CondEffect current = enumerator.Current;
                    if (current != null && current.param != null && current.param.conditions != null)
                    {
                        switch (cond_at_type)
                        {
                        case WeatherData.eCondAttachType.PASSIVE:
                            if (current.param.chk_timing == EffectCheckTimings.Eternal)
                            {
                                break;
                            }
                            continue;

                        case WeatherData.eCondAttachType.TURN:
                            if (current.param.chk_timing != EffectCheckTimings.Eternal)
                            {
                                break;
                            }
                            continue;
                        }
                        if (current.CheckEnableCondTarget(target))
                        {
                            ConditionEffectTypes type = current.param.type;
                            switch (type)
                            {
                            case ConditionEffectTypes.CureCondition:
                                for (int index = 0; index < current.param.conditions.Length; ++index)
                                {
                                    EUnitCondition condition = current.param.conditions[index];
                                    this.cureCond(target, condition);
                                }
                                break;

                            case ConditionEffectTypes.FailCondition:
                                if ((int)current.value != 0)
                                {
                                    EnchantParam enchantResist = target.CurrentStatus.enchant_resist;
                                    for (int index = 0; index < current.param.conditions.Length; ++index)
                                    {
                                        EUnitCondition condition = current.param.conditions[index];
                                        if (!target.IsDisableUnitCondition(condition) && this.checkFailCond(target, (int)current.value, (int)enchantResist[condition], condition, rand))
                                        {
                                            this.failCond(target, current, type, condition);
                                        }
                                    }
                                    break;
                                }
                                break;

                            case ConditionEffectTypes.ForcedFailCondition:
                                for (int index = 0; index < current.param.conditions.Length; ++index)
                                {
                                    EUnitCondition condition = current.param.conditions[index];
                                    this.failCond(target, current, type, condition);
                                }
                                break;

                            case ConditionEffectTypes.RandomFailCondition:
                                if ((int)current.value != 0)
                                {
                                    EnchantParam   enchantResist = target.CurrentStatus.enchant_resist;
                                    int            index         = rand == null ? 0 : (int)((long)rand.Get() % (long)current.param.conditions.Length);
                                    EUnitCondition condition     = current.param.conditions[index];
                                    if (!target.IsDisableUnitCondition(condition) && this.checkFailCond(target, (int)current.value, (int)enchantResist[condition], condition, rand))
                                    {
                                        this.failCond(target, current, type, condition);
                                        break;
                                    }
                                    break;
                                }
                                break;

                            case ConditionEffectTypes.DisableCondition:
                                for (int index = 0; index < current.param.conditions.Length; ++index)
                                {
                                    CondAttachment condAttachment     = this.createCondAttachment(target, current, type, current.param.conditions[index]);
                                    CondAttachment sameCondAttachment = this.getSameCondAttachment(target, condAttachment);
                                    if (sameCondAttachment != null)
                                    {
                                        sameCondAttachment.turn = condAttachment.turn;
                                    }
                                    else
                                    {
                                        target.SetCondAttachment(condAttachment);
                                    }
                                }
                                break;
                            }
                            flag = true;
                        }
                    }
                }
            }
            return(flag);
        }
Example #21
0
        public OInt this[EUnitCondition condition]
        {
            get
            {
                EUnitCondition eunitCondition = condition;
                switch (eunitCondition)
                {
                case EUnitCondition.Poison:
                    return(this.poison);

                case EUnitCondition.Paralysed:
                    return(this.paralyse);

                case EUnitCondition.Stun:
                    return(this.stun);

                case EUnitCondition.Sleep:
                    return(this.sleep);

                default:
                    if (eunitCondition == EUnitCondition.Charm)
                    {
                        return(this.charm);
                    }
                    if (eunitCondition == EUnitCondition.Stone)
                    {
                        return(this.stone);
                    }
                    if (eunitCondition == EUnitCondition.Blindness)
                    {
                        return(this.blind);
                    }
                    if (eunitCondition == EUnitCondition.DisableSkill)
                    {
                        return(this.notskl);
                    }
                    if (eunitCondition == EUnitCondition.DisableMove)
                    {
                        return(this.notmov);
                    }
                    if (eunitCondition == EUnitCondition.DisableAttack)
                    {
                        return(this.notatk);
                    }
                    if (eunitCondition == EUnitCondition.Zombie)
                    {
                        return(this.zombie);
                    }
                    if (eunitCondition == EUnitCondition.DeathSentence)
                    {
                        return(this.death);
                    }
                    if (eunitCondition == EUnitCondition.Berserk)
                    {
                        return(this.berserk);
                    }
                    if (eunitCondition == EUnitCondition.Stop)
                    {
                        return(this.stop);
                    }
                    if (eunitCondition == EUnitCondition.Fast)
                    {
                        return(this.fast);
                    }
                    if (eunitCondition == EUnitCondition.Slow)
                    {
                        return(this.slow);
                    }
                    if (eunitCondition == EUnitCondition.AutoHeal)
                    {
                        return(this.auto_heal);
                    }
                    if (eunitCondition == EUnitCondition.Donsoku)
                    {
                        return(this.donsoku);
                    }
                    if (eunitCondition == EUnitCondition.Rage)
                    {
                        return(this.rage);
                    }
                    if (eunitCondition == EUnitCondition.GoodSleep)
                    {
                        return(this.good_sleep);
                    }
                    if (eunitCondition == EUnitCondition.AutoJewel)
                    {
                        return(this.auto_jewel);
                    }
                    if (eunitCondition == EUnitCondition.DisableHeal)
                    {
                        return(this.notheal);
                    }
                    return((OInt)0);
                }
            }
            set
            {
                EUnitCondition eunitCondition = condition;
                switch (eunitCondition)
                {
                case EUnitCondition.Poison:
                    this.poison = value;
                    break;

                case EUnitCondition.Paralysed:
                    this.paralyse = value;
                    break;

                case EUnitCondition.Stun:
                    this.stun = value;
                    break;

                case EUnitCondition.Sleep:
                    this.sleep = value;
                    break;

                default:
                    if (eunitCondition != EUnitCondition.Charm)
                    {
                        if (eunitCondition != EUnitCondition.Stone)
                        {
                            if (eunitCondition != EUnitCondition.Blindness)
                            {
                                if (eunitCondition != EUnitCondition.DisableSkill)
                                {
                                    if (eunitCondition != EUnitCondition.DisableMove)
                                    {
                                        if (eunitCondition != EUnitCondition.DisableAttack)
                                        {
                                            if (eunitCondition != EUnitCondition.Zombie)
                                            {
                                                if (eunitCondition != EUnitCondition.DeathSentence)
                                                {
                                                    if (eunitCondition != EUnitCondition.Berserk)
                                                    {
                                                        if (eunitCondition != EUnitCondition.Stop)
                                                        {
                                                            if (eunitCondition != EUnitCondition.Fast)
                                                            {
                                                                if (eunitCondition != EUnitCondition.Slow)
                                                                {
                                                                    if (eunitCondition != EUnitCondition.AutoHeal)
                                                                    {
                                                                        if (eunitCondition != EUnitCondition.Donsoku)
                                                                        {
                                                                            if (eunitCondition != EUnitCondition.Rage)
                                                                            {
                                                                                if (eunitCondition != EUnitCondition.GoodSleep)
                                                                                {
                                                                                    if (eunitCondition != EUnitCondition.AutoJewel)
                                                                                    {
                                                                                        if (eunitCondition != EUnitCondition.DisableHeal)
                                                                                        {
                                                                                            break;
                                                                                        }
                                                                                        this.notheal = value;
                                                                                        break;
                                                                                    }
                                                                                    this.auto_jewel = value;
                                                                                    break;
                                                                                }
                                                                                this.good_sleep = value;
                                                                                break;
                                                                            }
                                                                            this.rage = value;
                                                                            break;
                                                                        }
                                                                        this.donsoku = value;
                                                                        break;
                                                                    }
                                                                    this.auto_heal = value;
                                                                    break;
                                                                }
                                                                this.slow = value;
                                                                break;
                                                            }
                                                            this.fast = value;
                                                            break;
                                                        }
                                                        this.stop = value;
                                                        break;
                                                    }
                                                    this.berserk = value;
                                                    break;
                                                }
                                                this.death = value;
                                                break;
                                            }
                                            this.zombie = value;
                                            break;
                                        }
                                        this.notatk = value;
                                        break;
                                    }
                                    this.notmov = value;
                                    break;
                                }
                                this.notskl = value;
                                break;
                            }
                            this.blind = value;
                            break;
                        }
                        this.stone = value;
                        break;
                    }
                    this.charm = value;
                    break;
                }
            }
        }
Example #22
0
 public static bool IsFailCondition(EUnitCondition condition)
 {
   return condition != EUnitCondition.AutoHeal && condition != EUnitCondition.GoodSleep && (condition != EUnitCondition.AutoJewel && condition != EUnitCondition.Fast) && (condition != EUnitCondition.DisableDebuff && condition != EUnitCondition.DisableKnockback);
 }