コード例 #1
0
 void player_AfterKilledByLiving(Living living, Living target, int damageAmount, int criticalAmount)
 {
     if (IsTrigger)
     {
         target.AddBlood(-m_count);
     }
 }
コード例 #2
0
 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]));
     }
 }
コード例 #3
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;
     }
 }
コード例 #4
0
 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);
     }
 }
コード例 #5
0
 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);
         }
     }
 }
コード例 #6
0
 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;
     }
 }
コード例 #7
0
 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));
         }
     }
 }
コード例 #8
0
 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));
     }
 }
コード例 #9
0
 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]));
     }
 }
コード例 #10
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);
             }
         }
     }
 }