public void ReviveUnit(IPlayer player, IMonster mon, int addHp) { LiveMonster lm = mon as LiveMonster; lm.Revive(); lm.DeleteWeapon(); lm.AddHp(addHp); if (lm.Owner != player)//复活了对方的怪,就招过来了 { lm.Rebel(); } }
public void CheckWeaponEffect(LiveMonster src, int symbol) { src.Atk += avatar.Atk * GameConstants.SideKickFactor * symbol; src.MaxHp += avatar.Hp * GameConstants.SideKickFactor * symbol; if (symbol > 0 && avatar.Hp > 0) //加buff时候 { src.AddHp(avatar.Hp); //顺便把hp也加上 } src.Def += avatar.Def * symbol; src.Mag += avatar.Mag * symbol; src.Hit += avatar.Hit * symbol; src.Dhit += avatar.Dhit * symbol; src.Crt += avatar.Crt * symbol; src.Spd += avatar.Spd * symbol; src.Luk += avatar.Luk * symbol; }
public void CheckMonsterEvent(bool isAdd, LiveMonster mon) { if (isAdd) { if (mon.IsHero) { if (equipAddon.Atk > 0) { mon.Atk.Source += equipAddon.Atk; } if (equipAddon.Hp > 0) { mon.MaxHp.Source += equipAddon.Hp; mon.AddHp(equipAddon.Hp);//顺便把hp也加上 } if (equipAddon.Spd > 0) { mon.Spd.Source += equipAddon.Spd; } if (equipAddon.Range > 0) { mon.Avatar.Range += equipAddon.Range; } if (equipAddon.CommonSkillList.Count > 0) { mon.SkillManager.AddSkillBeforeInit(equipAddon.CommonSkillList, SkillSourceTypes.Equip); } } //if (Avatar.MonsterConfig.Type != (int)CardTypeSub.Hero) // EAddonBook.UpdateMonsterData(this, OwnerPlayer.State.Monsterskills.Keys(), OwnerPlayer.State.Monsterskills.Values()); monsterTypeCounts[(int)MonsterCountTypes.Total]++; monsterTypeCounts[mon.Attr + 10]++; monsterTypeCounts[mon.Type + 20]++; } else { monsterTypeCounts[(int)MonsterCountTypes.Total]--; monsterTypeCounts[mon.Attr + 10]--; monsterTypeCounts[mon.Type + 20]--; } }