Exemple #1
0
        private bool frameMurder(ActorChHobit actorCh)
        {
            actorCh.AiMoveCount--;
            if (actorCh.AiMoveCount < 0)
            {
                actorCh.MovedFlag = true;

                if (actorCh.texId == (int)Data.Tex2dResId.Noumin1)
                {
                    actorCh.AiMoveRot += Common.VectorUtil.GetRotY(actorCh.AiMoveRot, actorCh.BasePos, meanChPos(true, true, false, true)) + StaticDataList.getRandom(-20, 20);
                    if (StaticDataList.random100() < (int)Data.SetupValue.BattleNouminDeadRand)
                    {
                        actorCh.changeId((int)Data.Tex2dResId.Zonbi1);
                    }
                }
                if (actorCh.texId == (int)Data.Tex2dResId.Senshi1)
                {
                    actorCh.AiMoveRot += Common.VectorUtil.GetRotY(actorCh.AiMoveRot, actorCh.BasePos, meanChPos(true, true, false, true)) + StaticDataList.getRandom(-20, 20);
                    if (StaticDataList.random100() < (int)Data.SetupValue.BattleSenshiDeadRand)
                    {
                        actorCh.changeId((int)Data.Tex2dResId.Zonbi1);
                    }
                }
                if (actorCh.texId == (int)Data.Tex2dResId.Souryo1)
                {
                    randomMoveToTowerWall(actorCh);
                    if (StaticDataList.random100() < (int)Data.SetupValue.BattleSouryoDeadRand * 2 * rateCh(false, false, false, true))
                    {
                        actorCh.changeId((int)Data.Tex2dResId.Zonbi1);
                    }
                }
                if (actorCh.texId == (int)Data.Tex2dResId.Zonbi1)
                {
                    actorCh.AiMoveRot += Common.VectorUtil.GetRotY(actorCh.AiMoveRot, actorCh.BasePos, meanChPos(true, true, false, true)) + StaticDataList.getRandom(-20, 20);
                    if (StaticDataList.random100() < (int)Data.SetupValue.BattleZonbi2DeadRand * 2 * rateCh(false, false, true, false))
                    {
                        actorCh.setdeadFlag(true);
                    }
                }

                battleEffect(actorCh);
                actorSpeek(actorCh);
            }
            moveCh(actorCh);
            return(true);
        }