/// <summary> /// 对随从动作 /// </summary> /// <param name="game"></param> /// <param name="Minion"></param> /// <returns></returns> string IAtomicEffect.DealMinion(ActionStatus game, MinionCard Minion) { int HealthPoint = ExpressHandler.GetEffectPoint(game, 生命值回复表达式); if (Minion.设置被治疗后状态(HealthPoint)) { game.battleEvenetHandler.事件池.Add(new EventCard.全局事件() { 触发事件类型 = EventCard.事件类型枚举.治疗, 触发位置 = Minion.战场位置 }); } return(Server.ActionCode.strHealth + CardUtility.strSplitMark + Minion.战场位置.ToString() + CardUtility.strSplitMark + HealthPoint.ToString()); }
/// <summary> /// 对英雄动作 /// </summary> /// <param name="game"></param> /// <param name="PlayInfo"></param> /// <returns></returns> string IAtomicEffect.DealHero(ActionStatus game, Client.PublicInfo PlayInfo) { int ShieldPoint = ExpressHandler.GetEffectPoint(game, 护甲回复表达式); int HealthPoint = ExpressHandler.GetEffectPoint(game, 生命值回复表达式); PlayInfo.Hero.AfterBeShield(ShieldPoint); if (PlayInfo.Hero.AfterBeHealth(HealthPoint)) { game.battleEvenetHandler.事件池.Add(new EventCard.全局事件() { 触发事件类型 = EventCard.事件类型枚举.治疗, 触发位置 = PlayInfo.Hero.战场位置 }); } return(Server.ActionCode.strHealth + CardUtility.strSplitMark + PlayInfo.Hero.战场位置.ToString() + CardUtility.strSplitMark + HealthPoint.ToString() + CardUtility.strSplitMark + ShieldPoint.ToString()); }
/// <summary> /// 对随从动作 /// </summary> /// <param name="game"></param> /// <param name="Minion"></param> /// <returns></returns> String IAtomicEffect.DealMinion(ActionStatus game, Card.MinionCard Minion) { int AttackPoint = ExpressHandler.GetEffectPoint(game, 伤害效果表达式); //调整伤害值 if (伤害加成) { AttackPoint += game.AllRole.MyPublicInfo.BattleField.AbilityDamagePlus; } if (Minion.设置被攻击后状态(AttackPoint)) { game.battleEvenetHandler.事件池.Add(new Engine.Card.EventCard.全局事件() { 触发事件类型 = EventCard.事件类型枚举.受伤, 触发位置 = Minion.战场位置 }); } return(Server.ActionCode.strAttack + CardUtility.strSplitMark + Minion.战场位置.ToString() + CardUtility.strSplitMark + AttackPoint.ToString()); }
/// <summary> /// 对英雄动作 /// </summary> /// <param name="game"></param> /// <param name="PlayInfo"></param> /// <returns></returns> String IAtomicEffect.DealHero(ActionStatus game, Client.PublicInfo PlayInfo) { int AttackPoint = ExpressHandler.GetEffectPoint(game, 伤害效果表达式); //调整伤害值 if (伤害加成) { AttackPoint += game.AllRole.MyPublicInfo.BattleField.AbilityDamagePlus; } if (PlayInfo.Hero.AfterBeAttack(AttackPoint)) { game.battleEvenetHandler.事件池.Add(new EventCard.全局事件() { 触发事件类型 = EventCard.事件类型枚举.受伤, 触发位置 = PlayInfo.Hero.战场位置 }); } return(Server.ActionCode.strAttack + CardUtility.strSplitMark + PlayInfo.Hero.战场位置.ToString() + CardUtility.strSplitMark + AttackPoint.ToString()); }