void player_AfterKilledByLiving(Living living, Living target, int damageAmount, int criticalAmount) { if (IsTrigger) { target.AddBlood(-m_count); } }
private void player_BeforeTakeDamage(Living living, Living source, ref int damageAmount, ref int criticalAmount) { if (this.IsTrigger) { living.AddBlood(damageAmount * this.m_count / 100); living.Game.SendEquipEffect(living, LanguageMgr.GetTranslation("AssimilateBloodEffect.Success", new object[0])); } }
private void player_AfterKilledByLiving(Living living, Living target, int damageAmount, int criticalAmount) { if (this.IsTrigger) { target.SyncAtTime = true; target.AddBlood(-this.m_count, 1); target.SyncAtTime = false; } }
void player_BeforeTakeDamage(Living living, Living source, ref int damageAmount, ref int criticalAmount) { if (IsTrigger) { living.AddBlood(damageAmount * m_count / 100); living.Game.SendEquipEffect(living, LanguageMgr.GetTranslation("AssimilateBloodEffect.Success")); //living.Game.SendAttackEffect(living, 1); } }
private void player_AfterKillingLiving(Living living, Living target, int damageAmount, int criticalAmount, int delay) { if (living.IsLiving) { if (this.IsTrigger) { living.AddBlood(damageAmount * this.m_count / 100); living.Game.SendGameUpdateHealth(living, 0, damageAmount * this.m_count / 100); } } }
public void ChangeProperty(Living living, int ball) { this.IsTrigger = false; if (AbstractEffect.random.Next(1000000) < this.m_probability * 10000) { this.IsTrigger = true; living.AttackEffectTrigger = true; living.SyncAtTime = true; living.AddBlood(this.m_count); living.SyncAtTime = false; } }
public void ChangeProperty(Living living, Living target, int damageAmount, int criticalAmount, int delay) { if (living.IsLiving) { this.IsTrigger = false; if (AbstractEffect.random.Next(1000000) < this.m_probability * 10000) { this.IsTrigger = true; living.DefenceEffectTrigger = true; living.SyncAtTime = true; living.AddBlood(this.m_count); living.SyncAtTime = false; living.Game.AddAction(new LivingSayAction(living, LanguageMgr.GetTranslation("RecoverBloodEffect.msg", new object[0]), 9, delay, 1000)); } } }
private void player_BeforeTakeDamage(Living living, Living source, ref int damageAmount, ref int criticalAmount, int delay) { this.IsTrigger = false; if (AbstractEffect.random.Next(1000000) < this.m_probability * 10000 && this.m_turn >= 5) { damageAmount = ((damageAmount > this.m_count) ? this.m_count : damageAmount); this.m_turn = 0; this.IsTrigger = true; living.DefenceEffectTrigger = true; living.SyncAtTime = true; living.AddBlood(damageAmount); living.SyncAtTime = false; damageAmount -= damageAmount; criticalAmount -= criticalAmount; living.Game.AddAction(new LivingSayAction(living, LanguageMgr.GetTranslation("AssimilateDamageEffect.msg", new object[0]), 9, delay, 1000)); } }
public void ChangeProperty(Living living, Living target, int damageAmount, int criticalAmount) { if (!living.IsLiving) { return; } this.IsTrigger = false; if (this.rand.Next(100) < this.m_probability) { this.IsTrigger = true; living.EffectTrigger = true; living.SyncAtTime = true; living.AddBlood(this.m_count); living.SyncAtTime = false; living.Game.SendEquipEffect(living, LanguageMgr.GetTranslation("ContinueRecoverBloodEquipEffect.Success", new object[0])); } }
private void player_BeginFitting(Living living) { this.m_turn--; if (this.m_turn < 0) { this.Stop(); } else { living.AddBlood(-this.m_count, 1); if (living.Blood <= 0) { living.Die(); if (this.m_player != null && this.m_player is Player) { (this.m_player as Player).PlayerDetail.OnKillingLiving(this.m_player.Game, 2, living.Id, living.IsLiving, this.m_count, (this.m_player as Player).PlayerDetail.IsArea); } } } }