/// <summary>
        /// 角色受到伤害
        /// </summary>
        /// <param name="damage"></param>
        /// <param name="index"></param>
        /// <returns></returns>
        public bool GetDamage(int damage, int index)
        {
            MyDraw.DrawDamageAnimation(this, index);
            int tempDamage = 0;

            if (Hp >= damage)
            {
                tempDamage = damage;
                Hp        -= damage;
            }
            else
            {
                tempDamage = Hp;
                Hp         = 0;
            }
            string text = string.Format("{0}受到了{1}点伤害", name, tempDamage);

            MyDraw.DrawCharacterInfo(this, index);
            MyDraw.DrawBattleMessageDelay(text);
            if (!IsAlive())
            {
                if (!IsRevive())
                {
                    MyDraw.DrawBattleMessageDelay(name + "死亡了");
                    ResetState();
                }
                MyDraw.DrawCharacterInfo(this, index);
            }
            return(IsAlive());
        }
Example #2
0
 private void EnemyAction()
 {
     for (int i = 0; i < enemy.Count; i++)
     {
         if (enemy[i].Hp == 0 || enemy[i].IsDizzy())
         {
             continue;
         }
         Skill temp = enemy[i].GetRandomSkill(enemy[i], enemy, counts);
         if (temp.targetType == TargetType.Self)
         {
             temp.UseSkillSingle(enemy[i], i, enemy[i], i);
         }
         if (temp.targetType == TargetType.EnemySingle)
         {
             int target = GetRandomAttackerTarget(enemy[i], temp, heros);
             //处理嘲讽状态
             for (int j = 0; j < heros.Count; j++)
             {
                 double tauntRatio = heros[j].IsTaunt();
                 if (heros[j].Hp > 0 && tauntRatio != -1.0)
                 {
                     if (tauntRatio > Program.random.NextDouble())
                     {
                         target = j;
                         MyDraw.DrawBattleMessageDelay(string.Format("{0}处于嘲讽状态下,敌人的攻击转了过去。", heros[j].name));
                     }
                     break;
                 }
             }
             temp.UseSkillSingle(enemy[i], i, heros[target], target);
         }
         if (temp.targetType == TargetType.EnemyMulti)
         {
             temp.UseSkillMulti(enemy[i], i, heros);
         }
         if (temp.targetType == TargetType.PartySingle)
         {
             int target = 0;
             if (temp.type == SkillType.Heal)
             {
                 target = GetHealTarget(temp, enemy);
             }
             else
             {
                 target = GetRandomAttackerTarget(enemy[i], temp, enemy);
             }
             temp.UseSkillSingle(enemy[i], i, enemy[target], target);
         }
         if (temp.targetType == TargetType.PartyMulti)
         {
             temp.UseSkillMulti(enemy[i], i, enemy);
         }
     }
 }
        /// <summary>
        /// 移除一个状态
        /// </summary>
        /// <param name="s"></param>
        public void RemoveState(State s)
        {
            int i = 0;

            for (; i < state.Count; i++)
            {
                if (state[i].name == s.name && state[i].skillName == s.skillName)
                {
                    state[i]?.RemoveState(this);
                    state.RemoveAt(i);
                    MyDraw.DrawBattleMessageDelay(name + "失去了" + s.name + "状态");
                    break;
                }
            }
        }
        /// <summary>
        /// 清理角色的状态栏,将次数和回合数为一的状态删除
        /// </summary>
        public void CleanUpState()
        {
            List <int> list = new List <int>();

            for (int i = state.Count - 1; i >= 0; i--)
            {
                if (state[i].counts == 0 && state[i].times == 0)
                {
                    list.Add(i);
                }
            }
            for (int i = 0; i < list.Count; i++)
            {
                string text = string.Format("{0}失去了{1}状态", name, state[list[i]].name);
                MyDraw.DrawBattleMessageDelay(text);
                state.RemoveAt(list[i]);
            }
        }
        /// <summary>
        /// 添加一个状态
        /// </summary>
        /// <param name="s"></param>
        public void AddState(State s)
        {
            int i = 0;

            for (; i < state.Count; i++)
            {
                if (state[i].name == s.name && state[i].skillName == s.skillName)
                {
                    state[i].times  = s.times;
                    state[i].counts = s.counts;
                    MyDraw.DrawBattleMessageDelay(name + "的" + s.name + "状态持续时间延长!");
                    return;
                }
            }
            s.AddState?.Invoke(this);
            state.Add(s);
            MyDraw.DrawBattleMessageDelay(name + "获得了" + s.name + "状态");
        }
        /// <summary>
        /// 角色受到的恢复量
        /// </summary>
        /// <param name="recover"></param>
        /// <param name="index"></param>
        public void GetRecover(int recover, int index)
        {
            MyDraw.DrawEffectAnimation(this, index);
            int tempRecover = 0;

            if (maxHp <= recover + Hp)
            {
                tempRecover = maxHp - Hp;
                Hp          = maxHp;
            }
            else
            {
                tempRecover = recover;
                Hp         += tempRecover;
            }
            string text = string.Format("{0}恢复了{1}点生命值", name, tempRecover);

            MyDraw.DrawCharacterInfo(this, index);
            MyDraw.DrawBattleMessageDelay(text);
        }
        /// <summary>
        /// 判断角色是否被沉默
        /// </summary>
        /// <returns></returns>
        public bool IsSilence()
        {
            bool temp = false;

            foreach (State s in state)
            {
                if (s.type == StateType.Silence)
                {
                    MyDraw.DrawBattleMessageDelay(name + "处于沉默状态中,无法释放技能!");
                    if (s.times > 0)
                    {
                        s.times -= 1;
                    }
                    temp = true;
                }
            }
            if (temp)
            {
                CleanUpState();
            }
            return(temp);
        }
        /// <summary>
        /// 判断角色是否具有无敌状态
        /// </summary>
        /// <returns></returns>
        public bool IsInvincible()
        {
            bool temp = false;

            foreach (State s in state)
            {
                if (s.type == StateType.Invincible)
                {
                    MyDraw.DrawBattleMessageDelay(name + "处于无敌状态中,伤害无效!");
                    if (s.times > 0)
                    {
                        s.times -= 1;
                    }
                    temp = true;
                }
            }
            if (temp)
            {
                CleanUpState();
            }
            return(temp);
        }
        /// <summary>
        /// 判断角色是否禁止生命恢复
        /// </summary>
        /// <returns></returns>
        public bool IsForbidHeal()
        {
            bool temp = false;

            foreach (State s in state)
            {
                if (s.type == StateType.ForbidHeal)
                {
                    MyDraw.DrawBattleMessageDelay(name + "处于" + s.name + "状态中,无法恢复生命值!");
                    if (s.times > 0)
                    {
                        s.times -= 1;
                    }
                    temp = true;
                }
            }
            if (temp)
            {
                CleanUpState();
            }
            return(temp);
        }
        /// <summary>
        /// 判断角色是否具有魔法反射
        /// </summary>
        /// <returns></returns>
        public bool IsMagicReflect()
        {
            bool temp = false;

            foreach (State s in state)
            {
                if (s.type == StateType.MagicReflect)
                {
                    MyDraw.DrawBattleMessageDelay(name + "处于魔法反射状态中,魔法被弹了回来");
                    if (s.times > 0)
                    {
                        s.times -= 1;
                    }
                    temp = true;
                }
            }
            if (temp)
            {
                CleanUpState();
            }
            return(temp);
        }
        /// <summary>
        /// 判断角色是否具有复活状态
        /// </summary>
        /// <returns></returns>
        public bool IsRevive()
        {
            bool temp = false;

            foreach (State s in state)
            {
                if (s.type == StateType.Revive)
                {
                    MyDraw.DrawBattleMessageDelay(name + "处于复活状态中,重新站了起来!");
                    Hp = s.hprecover;
                    if (s.times > 0)
                    {
                        s.times -= 1;
                    }
                    temp = true;
                }
            }
            if (temp)
            {
                CleanUpState();
            }
            return(temp);
        }
Example #12
0
        /// <summary>
        /// 创建角色玲,魔法师
        /// </summary>
        /// <returns></returns>
        public static BaseCharacter CreateCharRenne()
        {
            BaseCharacter renne = new BaseCharacter();

            renne.name  = "玲";
            renne.maxHp = 267;
            renne.maxMp = 352;
            renne.Hp    = 267;
            renne.Mp    = 352;
            renne.atk   = 10;
            renne.def   = 14;
            renne.mat   = 32;
            renne.men   = 23;
            renne.hit   = 90;
            renne.crt   = 5;
            renne.level = 5;
            renne.type  = CharacterType.Hero;

            Skill normalAttack = CreateAttackSkill(1, 10, DamageType.Magic, TargetType.EnemySingle);

            normalAttack.description = "普通攻击,魔法伤害。";
            normalAttack.skillDamage = (BaseCharacter attacker, BaseCharacter target) =>
            {
                int temp = attacker.mat * 2 - target.men;
                return(temp > 0 ? temp : 1);
            };
            renne.skill.Add(normalAttack);

            Skill stone = CreateStateSkill("石化光线", 0, 20, TargetType.EnemySingle);

            stone.description = "召唤帕蒂尔·玛蒂尔释放石化光线,有70%的概率使敌人进入石化状态3回合。(MP:20)";
            stone.skillEffect = (BaseCharacter attacker, BaseCharacter target) =>
            {
                if (Program.random.Next(0, 100) > 70)
                {
                    return;
                }
                MyDraw.DrawBattleMessageDelay("触发了石化效果!");
                State dizzy = CreateSpecialState("石化", 0, 3);
                dizzy.type      = StateType.Dizzy;
                dizzy.skillName = stone.name;
                target.AddState(dizzy);
                State damageDec = CreateIncOrDecState("物理抗性提升", 0, 3, -0.5);
                damageDec.type      = StateType.PhysicalBeDamageIncrease;
                damageDec.skillName = stone.name;
                target.AddState(damageDec);
            };
            renne.skill.Add(stone);

            Skill renneKill = CreateDamageSkill("玲·歼灭", 20, 40, 1, 15, TargetType.EnemyMulti, DamageType.Magic);

            renneKill.description = "玲挥动收割敌人的生命,对敌方全体造成伤害并且低概率即死。(HP:20,MP:40)";
            renneKill.isDeathNow  = true;
            renneKill.deathRatio  = 15;
            renneKill.skillDamage = (BaseCharacter attacker, BaseCharacter target) =>
            {
                int temp = Convert.ToInt32(attacker.mat * 1.67);
                return(temp);
            };
            renne.skill.Add(renneKill);

            Skill silence = CreateDamageSkill("天国之门", 0, 32, 1, 13, TargetType.EnemySingle, DamageType.Magic);

            silence.description = "开启天国之门,对单个敌人造成魔法伤害并且必定沉默。(MP:32)";
            silence.skillDamage = (BaseCharacter attacker, BaseCharacter target) =>
            {
                int temp = Convert.ToInt32(attacker.mat * 2.44 - target.men * 0.83);
                return(temp);
            };
            silence.skillEffect = (BaseCharacter attacker, BaseCharacter target) =>
            {
                State silenceState = CreateSpecialState("沉默", 0, 3);
                silenceState.skillName = silence.name;
                silenceState.type      = StateType.Silence;
                target.AddState(silenceState);
            };
            renne.skill.Add(silence);

            Skill PatelMattel = CreateDamageSkill("帕蒂尔·玛蒂尔", 0, 83, 3, 10, TargetType.EnemyMulti, DamageType.Magic);

            PatelMattel.description = "帕蒂尔·玛蒂尔用加农炮轰击前方的全体敌人,血量越低伤害越高。(MP:83)";
            PatelMattel.skillDamage = (BaseCharacter attacker, BaseCharacter target) =>
            {
                int temp = Convert.ToInt32((attacker.mat * 2.5 - target.men * 0.6) * (2 - target.Hp * 1.0 / target.maxHp));
                return(temp);
            };
            renne.skill.Add(PatelMattel);

            return(renne);
        }
Example #13
0
        /// <summary>
        /// 创建角色艾露露,治疗
        /// </summary>
        /// <returns></returns>
        public static BaseCharacter CreateCharEruruu()
        {
            BaseCharacter eruruu = new BaseCharacter();

            eruruu.name  = "艾露露";
            eruruu.maxHp = 288;
            eruruu.maxMp = 321;
            eruruu.Hp    = 288;
            eruruu.Mp    = 321;
            eruruu.atk   = 0;
            eruruu.def   = 17;
            eruruu.mat   = 23;
            eruruu.men   = 27;
            eruruu.hit   = 95;
            eruruu.crt   = 10;
            eruruu.level = 5;
            eruruu.type  = CharacterType.Hero;

            Skill herb = CreateHealSkill("草药", 0, 15, 1, 10, TargetType.PartySingle);

            herb.description = "艾露露自制的草药,恢复己方单体生命值。(MP:15)";
            herb.skillDamage = (BaseCharacter attacker, BaseCharacter target) =>
            {
                return(attacker.men * 2);
            };
            eruruu.skill.Add(herb);

            Skill rest = CreateStateSkill("摩洛洛粥", 0, 0, TargetType.Self);

            rest.description = "艾露露为自己准备的家乡的小食,恢复自身的MP值。";
            rest.skillEffect = (BaseCharacter attacker, BaseCharacter target) =>
            {
                int temp = Convert.ToInt32(attacker.men * 1.34);
                if (attacker.Mp + temp > attacker.maxMp)
                {
                    temp = attacker.maxMp - attacker.Mp;
                }
                attacker.Mp += temp;
                MyDraw.DrawCharacterInfo(eruruu, 1);
                MyDraw.DrawBattleMessageDelay(string.Format("艾露露恢复了{0}点魔法值", temp));
            };
            eruruu.skill.Add(rest);

            Skill lilac = CreateHealSkill("花语", 0, 40, 1, 0, TargetType.PartyMulti);

            lilac.description = "艾露露利用山野中的鲜花特质的线香,为己方全体施加生命恢复效果。(MP:40)";
            lilac.skillEffect = (BaseCharacter attacker, BaseCharacter target) =>
            {
                int   tempRecover = Convert.ToInt32(attacker.men * 3.0 / 2);
                State lilacState  = CreateHOTState("花语", 0, 3, tempRecover);
                lilacState.skillName = lilac.name;
                target.AddState(lilacState);
            };
            eruruu.skill.Add(lilac);

            Skill mandara = CreateDamageSkill("毒雾", 0, 30, 1, 0, TargetType.EnemyMulti, DamageType.Magic);

            mandara.description = "艾露露利用山中的毒草制成的迷雾攻击敌方全体,一定概率使得敌方中毒。(MP:30)";
            mandara.skillEffect = (BaseCharacter attacker, BaseCharacter target) =>
            {
                int tempRecover = Convert.ToInt32(target.maxHp * 0.07);
                if (Program.random.Next(0, 100) > 70)
                {
                    State mandaraState = CreateDOTState("中毒", 0, 3, tempRecover);
                    mandaraState.skillName = mandara.name;
                    target.AddState(mandaraState);
                }
            };
            eruruu.skill.Add(mandara);

            Skill callBack = CreateHealSkill("复活", 0, 50, 1, 10, TargetType.PartySingle);

            callBack.description = "艾露露利用流传下来的秘药,复活一名已经阵亡的队友。(MP:50)";
            callBack.canDeath    = true;
            callBack.skillDamage = (BaseCharacter attacker, BaseCharacter target) =>
            {
                return(Convert.ToInt32(target.maxHp * 0.3));
            };
            eruruu.skill.Add(callBack);

            Skill lifeLoop = CreateHealSkill("子守歌", 0, 60, 1, 20, TargetType.PartyMulti);

            lifeLoop.description = "艾露露唱起小时候听过的子守歌,恢复己方全体的生命值。(MP:60)";
            lifeLoop.skillDamage = (BaseCharacter attacker, BaseCharacter target) =>
            {
                return(Convert.ToInt32(attacker.mat * 2.3 + 16));
            };
            eruruu.skill.Add(lifeLoop);

            return(eruruu);
        }
Example #14
0
        /// <summary>
        /// 释放一个技能
        /// </summary>
        /// <param name="attacker"></param>
        /// <param name="att_index"></param>
        /// <param name="target"></param>
        /// <param name="tar_index"></param>
        private void UseSkill(BaseCharacter attacker, int att_index, BaseCharacter target, int tar_index)
        {
            //过程中生存游戏提示信息的文本
            string text       = "";
            int    tempdamage = 0;

            MyDraw.DrawCharacterInfo(attacker, att_index);
            text = string.Format("{0}对{1}施放了{2}", attacker.name, target.name, name);
            MyDraw.DrawBattleMessageDelay(text);
            if (targetType == TargetType.EnemyMulti || targetType == TargetType.EnemySingle)
            {
                if (attacker.type == CharacterType.Hero)
                {
                    MyDraw.DrawAttackAnimation(attacker, att_index, target, tar_index);
                }
                else
                {
                    MyDraw.DrawAttackAnimationEnemy(attacker, att_index, target, tar_index);
                }
            }
            //对即时伤害的技能的处理
            if (type == SkillType.Damage || type == SkillType.NormalAttack)
            {
                //获取技能的基础伤害值
                if (skillDamage != null)
                {
                    tempdamage = skillDamage.Invoke(attacker, target);
                    //判断目标是否无敌
                    if (target.IsInvincible())
                    {
                        return;
                    }
                    //判断目标是否具有技能伤害类型对应的反射状态
                    if (damageType == DamageType.Physical)
                    {
                        if (target.IsPhysicalReflect())
                        {
                            if (target.type == CharacterType.Hero)
                            {
                                MyDraw.DrawAttackAnimation(target, tar_index, attacker, att_index);
                            }
                            else
                            {
                                MyDraw.DrawAttackAnimationEnemy(target, tar_index, attacker, att_index);
                            }
                            if (attacker.IsInvincible())
                            {
                                return;
                            }
                            else
                            {
                                //获取攻击者和目标身上的物理伤害加深BUFF并且计算他们的效果
                                tempdamage = attacker.GetIncreaseDamage(tempdamage, StateType.PhysicalDamageIncrease);
                                tempdamage = attacker.GetIncreaseDamage(tempdamage, StateType.PhysicalBeDamageIncrease);
                                attacker.GetDamage(tempdamage, att_index);
                                return;
                            }
                        }
                        if (!IsHit(attacker) && noMiss == false)
                        {
                            text = string.Format("{0}未能击中目标!", attacker.name);
                            MyDraw.DrawBattleMessageDelay(text);
                            return;
                        }
                        if (IsCrit(attacker) || mustCrit == true)
                        {
                            text = string.Format("{0}触发了会心一击!", attacker.name);
                            MyDraw.DrawBattleMessageDelay(text);
                            tempdamage = tempdamage * 15 / 10;
                        }
                        //获取攻击者和目标身上的物理伤害加深BUFF并且计算他们的效果
                        tempdamage = attacker.GetIncreaseDamage(tempdamage, StateType.PhysicalDamageIncrease);
                        tempdamage = target.GetIncreaseDamage(tempdamage, StateType.PhysicalBeDamageIncrease);
                    }
                    else if (damageType == DamageType.Magic)
                    {
                        if (target.IsMagicReflect())
                        {
                            if (target.type == CharacterType.Hero)
                            {
                                MyDraw.DrawAttackAnimation(target, tar_index, attacker, att_index);
                            }
                            else
                            {
                                MyDraw.DrawAttackAnimationEnemy(target, tar_index, attacker, att_index);
                            }
                            if (attacker.IsInvincible())
                            {
                                return;
                            }
                            else
                            {
                                //获取攻击者和目标身上的魔法伤害加深BUFF并且计算他们的效果
                                tempdamage = attacker.GetIncreaseDamage(tempdamage, StateType.MagicDamageIncrease);
                                tempdamage = attacker.GetIncreaseDamage(tempdamage, StateType.MagicBeDamageIncrease);
                                attacker.GetDamage(tempdamage, att_index);
                                return;
                            }
                        }
                        else
                        {
                            //获取攻击者和目标身上的魔法伤害加深BUFF并且计算他们的效果
                            tempdamage = attacker.GetIncreaseDamage(tempdamage, StateType.MagicDamageIncrease);
                            tempdamage = target.GetIncreaseDamage(tempdamage, StateType.MagicBeDamageIncrease);
                        }
                    }

                    //进行即时伤害并且生成对应的文字信息
                    for (int t = 0; t < hitTimes; t++)
                    {
                        int realdamage = Convert.ToInt32(tempdamage + tempdamage * Program.random.Next(-dispersion, dispersion) * 0.01);
                        //处理即死效果
                        if (isDeathNow)
                        {
                            if (Program.random.Next(0, 100) < deathRatio)
                            {
                                MyDraw.DrawBattleMessageDelay("触发了即死效果。");
                                realdamage = target.maxHp;
                            }
                        }
                        if (!target.GetDamage(realdamage, tar_index))
                        {
                            break;
                        }
                    }
                }
                //如果技能有特殊效果,执行特殊效果
                if (skillEffect != null)
                {
                    MyDraw.DrawEffectAnimation(target, tar_index);
                    skillEffect.Invoke(attacker, target);
                    MyDraw.DrawState(target, tar_index);
                }
                return;
            }

            //对即时回复类技能的处理
            if (type == SkillType.Heal)
            {
                if (skillDamage != null)
                {
                    tempdamage = skillDamage.Invoke(attacker, target);
                    if (!target.IsForbidHeal())
                    {
                        target.GetRecover(tempdamage, tar_index);
                    }
                }
                if (skillEffect != null)
                {
                    MyDraw.DrawEffectAnimation(target, tar_index);
                    skillEffect.Invoke(attacker, target);
                    MyDraw.DrawState(target, tar_index);
                }
                return;
            }

            //对状态类技能的处理,主要是Buff,Debuff等
            if (type == SkillType.State)
            {
                if (skillEffect != null)
                {
                    MyDraw.DrawEffectAnimation(target, tar_index);
                    skillEffect.Invoke(attacker, target);
                    MyDraw.DrawState(target, tar_index);
                }
            }
            return;
        }