Esempio n. 1
0
        public void AttackEnemy(theHero myHero, defaultMob Enemy, int AttackType)
        {
            switch (AttackType)
            {
            case 1: {
                Enemy.setMob_Hp(Enemy.getMob_Hp() - AttackByLeftHand(myHero));
                break;
            }

            case 2: {
                Enemy.setMob_Hp(Enemy.getMob_Hp() - AttackByRightHand(myHero));
                break;
            }

            case 3: {
                Enemy.setMob_Hp(Enemy.getMob_Hp() - AttackByLeftHandByMagic(myHero));
                break;
            }

            case 4: {
                Enemy.setMob_Hp(Enemy.getMob_Hp() - AttackByRightHandByMagic(myHero));
                break;
            }

            case 5: {
                Enemy.setMob_Hp(Enemy.getMob_Hp() - AttackByBothHand(myHero));
                break;
            }

            case 6: {
                Enemy.setMob_Hp(Enemy.getMob_Hp() - AttackByBothHandByMagic(myHero));
                break;
            }
            }
        }
 public void judgeOnce(theHero hero, defaultMob enemy)
 {
     if (!getIsHeroSeeEnemy())                                                  //英雄若没看到敌人,则要判断
     {
         if (dr.startBet(1000 - hero.getHero_eye(), hero.getHero_eye() + 1000)) //看见了
         {
             setIsHeroSeeEnemy(true);                                           //英雄看到敌人
         }
     }
     if (!getIsEnemySeeHero())//若敌人没看到英雄,则判断
     {
         if (dr.startBet(200 - hero.getHero_agility(), 200 + hero.getHero_agility()))
         {
             setIsEnemySeeHero(true);//敌人看到英雄 英雄敏捷越高,越不容易看到
         }
     }
 }
Esempio n. 3
0
        //在英雄的 range*range周围生成怪物 随机的 index概率
        public void AddAnMobOnRandomBlockNearbyHero(int range, int index, int maxIndex)
        {
            int x, y;
            int mob_ID;

            x = getMyHero().getLoc_x();
            y = getMyHero().getLoc_y();
            for (int i = (((x - range) <= 0) ? 0 : x - range); i < (((x + range) >= 399) ? 399 : x + range); i++)
            {
                for (int j = (((y - range) <= 0) ? 0 : y - range); j < (((y + range) >= 399) ? 399 : y + range); j++)
                {
                    if (dr.startBet(index, maxIndex))
                    {
                        mob_ID = dr.getRandomNum(1, 2);
                        defaultMob newMob = InitMobByID(mob_ID);
                        getMyWorld().getBlockByXY(i, j).getMob_list().Add(newMob);
                        getMyWorld().getBlockByXY(i, j).setMob_Count(getMyWorld().getBlockByXY(i, j).getMob_Count() + 1);
                        getMessageBox().Items.Add("在" + i + "," + j + "位置生成了一只" + newMob.getMob_Name());
                    }
                }
            }
        }
Esempio n. 4
0
 public void setMyself(defaultMob myself)
 {
     Myself = myself;
 }
Esempio n. 5
0
        public void AttackOnce(defaultMob Mob, theHero Hero)
        {
            int Damage;

            switch (once())
            {
            case 1: {
                Damage = (int)(Mob.getMob_Damage() - Mob.getMob_Damage() * ((double)Hero.getHero_Chest().getDefense() / (double)(Hero.getHero_Chest().getDefense() + Mob.getMob_Damage())));
                Hero.getHero_Chest().getDamage(Damage);
                Hero.getDamage((int)(Damage * 0.5));
                getMessageBox().Items.Add("敌人" + Mob.getMob_Name() + "攻击了你的胸口一下,对胸口造成" + Damage + "伤害,你的血量减少了" + (int)(Damage * 0.5) + "点");
                break;
            }

            case 2: {
                Damage = (int)(Mob.getMob_Damage() - Mob.getMob_Damage() * ((double)Hero.getHero_LeftLeg().getDefense() / (double)(Hero.getHero_LeftLeg().getDefense() + Mob.getMob_Damage())));
                Hero.getHero_LeftLeg().getDamage(Damage);
                Hero.getDamage((int)(Damage * 0.5));
                getMessageBox().Items.Add("敌人" + Mob.getMob_Name() + "攻击了你的左腿一下,对左腿造成" + Damage + "伤害,你的血量减少了" + (int)(Damage * 0.5) + "点");
                break;
            }

            case 3: {
                Damage = (int)(Mob.getMob_Damage() - Mob.getMob_Damage() * ((double)Hero.getHero_RightLeg().getDefense() / (double)(Hero.getHero_RightLeg().getDefense() + Mob.getMob_Damage())));
                Hero.getHero_RightLeg().getDamage(Damage);
                Hero.getDamage((int)(Damage * 0.5));
                getMessageBox().Items.Add("敌人" + Mob.getMob_Name() + "攻击了你的右腿一下,对右腿造成" + Damage + "伤害,你的血量减少了" + (int)(Damage * 0.5) + "点");
                break;
            }

            case 4: {
                Damage = (int)(Mob.getMob_Damage() - Mob.getMob_Damage() * ((double)Hero.getHero_LeftFoot().getDefense() / (double)(Hero.getHero_LeftFoot().getDefense() + Mob.getMob_Damage())));
                Hero.getHero_LeftFoot().getDamage(Damage);
                Hero.getDamage((int)(Damage * 0.5));
                getMessageBox().Items.Add("敌人" + Mob.getMob_Name() + "攻击了你的左脚一下,对左脚造成" + Damage + "伤害,你的血量减少了" + (int)(Damage * 0.5) + "点");
                break;
            }

            case 5: {
                Damage = (int)(Mob.getMob_Damage() - Mob.getMob_Damage() * ((double)Hero.getHero_Web().getDefense() / (double)(Hero.getHero_Web().getDefense() + Mob.getMob_Damage())));
                Hero.getHero_Web().getDamage(Damage);
                Hero.getDamage((int)(Damage * 0.5));
                getMessageBox().Items.Add("敌人" + Mob.getMob_Name() + "攻击了你的腹部一下,对腹部造成" + Damage + "伤害,你的血量减少了" + (int)(Damage * 0.5) + "点");
                break;
            }

            case 6: {
                Damage = (int)(Mob.getMob_Damage() - Mob.getMob_Damage() * ((double)Hero.getHero_LeftArm().getDefense() / (double)(Hero.getHero_LeftArm().getDefense() + Mob.getMob_Damage())));
                Hero.getHero_LeftArm().getDamage(Damage);
                Hero.getDamage((int)(Damage * 0.5));
                getMessageBox().Items.Add("敌人" + Mob.getMob_Name() + "攻击了你的左臂一下,对左臂造成" + Damage + "伤害,你的血量减少了" + (int)(Damage * 0.5) + "点");
                break;
            }

            case 7: {
                Damage = (int)(Mob.getMob_Damage() - Mob.getMob_Damage() * ((double)Hero.getHero_RightArm().getDefense() / (double)(Hero.getHero_RightArm().getDefense() + Mob.getMob_Damage())));
                Hero.getHero_RightArm().getDamage(Damage);
                Hero.getDamage((int)(Damage * 0.5));
                getMessageBox().Items.Add("敌人" + Mob.getMob_Name() + "攻击了你的右臂一下,对右臂造成" + Damage + "伤害,你的血量减少了" + (int)(Damage * 0.5) + "点");
                break;
            }

            case 8: {
                Damage = (int)(Mob.getMob_Damage() - Mob.getMob_Damage() * ((double)Hero.getHero_LeftHand().getDefense() / (double)(Hero.getHero_LeftHand().getDefense() + Mob.getMob_Damage())));
                Hero.getHero_LeftHand().getDamage(Damage);
                Hero.getDamage((int)(Damage * 0.5));
                getMessageBox().Items.Add("敌人" + Mob.getMob_Name() + "攻击了你的左手一下,对左手造成" + Damage + "伤害,你的血量减少了" + (int)(Damage * 0.5) + "点");
                break;
            }

            case 9: {
                Damage = (int)(Mob.getMob_Damage() - Mob.getMob_Damage() * ((double)Hero.getHero_RightHand().getDefense() / (double)(Hero.getHero_RightHand().getDefense() + Mob.getMob_Damage())));
                Hero.getHero_RightHand().getDamage(Damage);
                Hero.getDamage((int)(Damage * 0.5));
                getMessageBox().Items.Add("敌人" + Mob.getMob_Name() + "攻击了你的右手一下,对右手造成" + Damage + "伤害,你的血量减少了" + (int)(Damage * 0.5) + "点");
                break;
            }

            case 10: {
                Damage = (int)(Mob.getMob_Damage() - Mob.getMob_Damage() * ((double)Hero.getHero_Head().getDefense() / (double)(Hero.getHero_Head().getDefense() + Mob.getMob_Damage())));
                Hero.getHero_Head().getDamage(Damage);
                Hero.getDamage((int)(Damage * 0.5));
                getMessageBox().Items.Add("敌人" + Mob.getMob_Name() + "攻击了你的头部一下,对头部造成" + Damage + "伤害,你的血量减少了" + (int)(Damage * 0.5) + "点");
                break;
            }

            case 11: {
                Damage = (int)(Mob.getMob_Damage() - Mob.getMob_Damage() * ((double)Hero.getHero_Neck().getDefense() / (double)(Hero.getHero_Neck().getDefense() + Mob.getMob_Damage())));
                Hero.getHero_Neck().getDamage(Damage);
                Hero.getDamage((int)(Damage * 0.5));
                getMessageBox().Items.Add("敌人" + Mob.getMob_Name() + "攻击了你的脖子一下,对脖子造成" + Damage + "伤害,你的血量减少了" + (int)(Damage * 0.5) + "点");
                break;
            }

            case 12: {
                Damage = (int)(Mob.getMob_Damage() - Mob.getMob_Damage() * ((double)Hero.getHero_RightFoot().getDefense() / (double)(Hero.getHero_RightFoot().getDefense() + Mob.getMob_Damage())));
                Hero.getHero_RightFoot().getDamage(Damage);
                Hero.getDamage((int)(Damage * 0.5));
                getMessageBox().Items.Add("敌人" + Mob.getMob_Name() + "攻击了你的右脚一下,对右脚造成" + Damage + "伤害,你的血量减少了" + (int)(Damage * 0.5) + "点");
                break;
            }
            }
        }