public CombatReport(EntityModel attacker, EnumSkill skill, EntityModel target, float damage) { AttackerObjectInstanceId = attacker.Id; TargetObjectInstanceId = target == null ? 0 : target.Id; Skill = skill; Damage = damage; }
public CombatantModel StartSkill(EnumSkill skill, EntityModel target, DateTime when, TimeSpan leadTime) { var r = (CombatantModel)MemberwiseClone(); r.ActivatingSkill = skill; r.Target = target; r.ActivatingSkillTimestamp = when; r.ActivatingSkillLeadTime = leadTime; return r; }
public SkillEvent(EntityModel source, EnumSkill skill, EntityModel target, bool succeeds, bool hits, bool avoided, string description) { Source = source; Skill = skill; Target = target; Succeeds = succeeds; Hits = hits; Avoided = avoided; Description = description; }
public float GetCompetancy(EnumSkill skill) { Schema.MobileHasSkillRow mhs = Global.ModelSchema.MobileHasSkill.FindByTemplateObjectIDEnumSkillID( TemplateObjectId, (int)skill); if (mhs != null) { return((float)mhs.Rating); } return(0); }
public CombatantModel EnqueueSkill(EnumSkill skill, EntityModel target) { var r = (CombatantModel)MemberwiseClone(); // TODO: zomg surely there is a simpler expression r.SkillQueue = ListModule.Append( SkillQueue, new FSharpList<Tuple<EnumSkill, EntityModel>>(new Tuple<EnumSkill, EntityModel>(skill, target), ListModule.Empty<Tuple<EnumSkill, EntityModel>>())); return r; }
public CharacterState(EnumCharacter enumCharacter, float hp, float pdmg, float mdmg, float pdef, float mdef, EnumSkill enumSkill) { EnumCharacter = enumCharacter; Hp = hp; Pdmg = pdmg; Mdmg = mdmg; Pdef = pdef; Mdef = mdef; EnumSkill = enumSkill; }
public Skill(EnumSkill enumName) { switch (enumName) { case EnumSkill.Fireball: name = "Fireball"; ID = EnumSkill.Fireball; cost = 3; damageAmount = 10; healAmount = 0; effect = new List <EnumSkillEffect>(); effect.Add(EnumSkillEffect.DamageOther); break; case EnumSkill.SelfHealing: name = "Self Healing"; ID = EnumSkill.SelfHealing; cost = 2; damageAmount = 0; healAmount = 10; effect = new List <EnumSkillEffect>(); effect.Add(EnumSkillEffect.HealSelf); break; case EnumSkill.Immolation: name = "Immolation"; ID = EnumSkill.Immolation; cost = 0; damageAmount = 100; healAmount = 0; effect = new List <EnumSkillEffect>(); effect.Add(EnumSkillEffect.DamageSelf); effect.Add(EnumSkillEffect.DamageOther); break; default: name = "None"; ID = EnumSkill.None; cost = 0; damageAmount = 0; healAmount = 0; effect = new List <EnumSkillEffect>(); break; } }
public void ShowEffect(EnumSkill _enum) { switch (_enum) { case EnumSkill.Attack: effect1.gameObject.SetActive(true); effect1.GetComponent <Animator>().Play("play", 0, 0); effect1.GetComponent <Effect>().EndTime = 1; effect1.GetComponent <Effect>().IsStart = true; break; case EnumSkill.Cure: effect2.gameObject.SetActive(true); effect2.GetComponent <Animator>().Play("play", 0, 0); effect2.GetComponent <Effect>().EndTime = 1; effect2.GetComponent <Effect>().IsStart = true; break; } }
public void UseSkill(EnumSkill skill, int invokationId, int[] targets) { Send(new UseSkill(skill, invokationId, targets)); }
public void UseSkill(EnumSkill skill, int invokationId) { Send(new UseSkill(skill, invokationId)); }
public UseSkill(EnumSkill skill, int invokationId, int[] targetPhysicalObjectIDs) { Skill = skill; InvokationId = invokationId; TargetPhysicalObjectIDs = targetPhysicalObjectIDs; }
public UseSkill(EnumSkill skill, int invokationId) { Skill = skill; InvokationId = invokationId; TargetPhysicalObjectIDs = new int[0]; }
public UseSkill(EnumSkill skillId, int invokationId, int[] targetPhysicalObjectIDs) { SkillId = (int)skillId; InvokationId = invokationId; TargetPhysicalObjectIDs = targetPhysicalObjectIDs; }
public UseSkill(EnumSkill skillId, int invokationId) { SkillId = (int)skillId; InvokationId = invokationId; TargetPhysicalObjectIDs = new int[0]; }