コード例 #1
0
 public bool CheckMagicEffect(TargetCharacter character, MagicEffectType effectType)
 {
     foreach (MagicEffect effect in activeMagicEffects)
     {
         if ((effect.TargetCharacter == character) && (effect.Type == effectType))
         {
             return(true);
         }
     }
     return(false);
 }
コード例 #2
0
 public void Clear(TargetCharacter character, MagicEffectType type)
 {
     for (int i = 0; i < activeMagicEffects.Count; i++)
     {
         if ((activeMagicEffects[i].TargetCharacter == character) && (activeMagicEffects[i].Type == type))
         {
             activeMagicEffects.RemoveAt(i);
             i = 0;
         }
     }
 }
コード例 #3
0
        public MagicEffect(TargetCharacter character, MagicEffectType type, float value, int currentTurn, int lTime, bool infinit)
        {
            startTurn       = currentTurn;
            endTurn         = startTurn + lTime;
            this.infinit    = infinit;
            targetCharacter = character;
            this.type       = type;
            switch (type)
            {
            case MagicEffectType.Armor:
                this.value = value;
                ChangeArmor((int)value);
                break;

            case MagicEffectType.Fire:
                this.value = value / 10;
                break;

            case MagicEffectType.Healing:
                this.value = value;
                break;

            case MagicEffectType.IncreaseMaxHealthPoint:
                this.value = value;
                ChangeMaxHealthPoint(value);
                break;

            case MagicEffectType.Ice:
                this.value = value * 3;
                ChangeAgility((int)this.value);
                break;

            case MagicEffectType.Water:
                this.value = value * 2;
                ChangeAgility((int)this.value);
                break;
            }
        }
コード例 #4
0
        public static StatusObject CreateStringPermutationBatchFiles(string MaxWordLength, string DataSourceName)
        {
            StatusObject SO = new StatusObject();

            try
            {
                string TargetString = "";
                for (int LargeAlphabet = 65; LargeAlphabet <= 90; LargeAlphabet++)
                {
                    TargetString += (char)LargeAlphabet;
                }
                for (int smallAlphabet = 97; smallAlphabet <= 122; smallAlphabet++)
                {
                    TargetString += (char)smallAlphabet;
                }
                for (int Numeric = 48; Numeric <= 57; Numeric++)
                {
                    TargetString += (char)Numeric;
                }
                for (int Symbol = 32; Symbol <= 47; Symbol++)
                {
                    TargetString += (char)Symbol;
                }
                for (int Symbol = 58; Symbol <= 64; Symbol++)
                {
                    TargetString += (char)Symbol;
                }
                for (int Symbol = 91; Symbol <= 96; Symbol++)
                {
                    TargetString += (char)Symbol;
                }
                for (int Symbol = 123; Symbol <= 126; Symbol++)
                {
                    TargetString += (char)Symbol;
                }
                Directory.CreateDirectory(RainbowTableBatchFilePath);
                foreach (char TargetCharacter in TargetString)
                {
                    for (int i = 1; i <= Convert.ToInt32(MaxWordLength); i++)
                    {
                        //RAINBOW_97_10
                        Console.WriteLine("RAINBOW_{0}_{1}.bat", (int)TargetCharacter, i);
                        string ReplacementCharacter = null;
                        bool   requiresEscape       = false;
                        if (TargetCharacter == ' ')
                        {
                            ReplacementCharacter = "space";
                            requiresEscape       = true;
                        }
                        else if (JARVISUniversalDefinitions.BatchFileEscapeCharacters.ContainsKey(TargetCharacter))
                        {
                            ReplacementCharacter = JARVISUniversalDefinitions.BatchFileEscapeCharacters[TargetCharacter];
                            requiresEscape       = true;
                        }

                        StreamWriter BatchFile        = new StreamWriter(String.Format(@"{0}\RAINBOW_{1}_{2}.bat", RainbowTableBatchFilePath, (int)TargetCharacter, i));
                        string       batchInstruction =
                            String.Format(
                                "{0} wordlist populatetables {1} {2} {3}",
                                System.Reflection.Assembly.GetEntryAssembly().Location,
                                DataSourceName,
                                (requiresEscape) ? ReplacementCharacter : TargetCharacter.ToString(),
                                i);
                        BatchFile.WriteLine(batchInstruction);
                        BatchFile.Close();
                    }
                }
            }
            catch (Exception e)
            {
                SO = new StatusObject(StatusCode.FAILURE, "CreateStringPermutationBatchFiles_ERROR", e.Message, e.ToString());
            }
            return(SO);
        }
コード例 #5
0
    public void TakeDamage(TargetCharacter character, float damageFromAnotherChar, DamageType type)
    {
        missAttack = false;
        switch (type)
        {
        case DamageType.Physical:
            if (armor > 0)
            {
                damageFromAnotherChar -= damageFromAnotherChar / 100 * armor;
            }
            if (armor > 100)
            {
                damageFromAnotherChar = 0;
            }
            if (mainBattleScript.MagicEffectManager.CheckMagicEffect(currentCharacter, MagicEffectType.Ice))
            {
                damageFromAnotherChar *= 1.5f;
            }
            //Check miss
            if (RandomEvClass.RandomEv(new float[2] {
                agility, 100 - agility
            }) == 0)
            {
                lastDamage = 0;
                missAttack = true;
                return;
            }
            animator.SetBool("Hit", true);
            break;

        case DamageType.Lightning:
            if (armor > 0)
            {
                damageFromAnotherChar += damageFromAnotherChar * armor / 100;
            }
            if (mainBattleScript.MagicEffectManager.CheckMagicEffect(currentCharacter, MagicEffectType.Ice))
            {
                damageFromAnotherChar /= 1.25f;
            }
            if (mainBattleScript.MagicEffectManager.CheckMagicEffect(currentCharacter, MagicEffectType.Water))
            {
                damageFromAnotherChar *= 2;
            }
            animator.SetBool("LightningHit", true);
            break;

        case DamageType.Fire:
            mainBattleScript.MagicEffectManager.Clear(currentCharacter, MagicEffectType.Water);
            ///
            if (mainBattleScript.MagicEffectManager.CheckMagicEffect(currentCharacter, MagicEffectType.Ice))
            {
                mainBattleScript.MagicEffectManager.Clear(currentCharacter, MagicEffectType.Ice);
                mainBattleScript.MagicEffectManager.AddMagicEffect(currentCharacter, MagicEffectType.Water, agility, 4, false);
            }
            ///
            mainBattleScript.MagicEffectManager.AddMagicEffect(currentCharacter, MagicEffectType.Fire, damageFromAnotherChar, 4, false);
            ///
            animator.SetBool("FireHit", true);
            break;

        case DamageType.Ice:
            mainBattleScript.MagicEffectManager.Clear(currentCharacter, MagicEffectType.Fire);
            mainBattleScript.MagicEffectManager.Clear(currentCharacter, MagicEffectType.Healing);

            if (mainBattleScript.MagicEffectManager.CheckMagicEffect(currentCharacter, MagicEffectType.Water))
            {
                damageFromAnotherChar *= 1.25f;
            }
            mainBattleScript.MagicEffectManager.AddMagicEffect(currentCharacter, MagicEffectType.Ice, agility, 4, false);
            mainBattleScript.MagicEffectManager.Clear(currentCharacter, MagicEffectType.Water);
            ///
            animator.SetBool("IceHit", true);
            break;

        case DamageType.Water:
            mainBattleScript.MagicEffectManager.Clear(currentCharacter, MagicEffectType.Fire);
            damageFromAnotherChar /= 10;
            mainBattleScript.MagicEffectManager.AddMagicEffect(currentCharacter, MagicEffectType.Water, agility, 4, false);
            ///
            animator.SetBool("WaterHit", true);
            break;
        }
        healthPoint -= damageFromAnotherChar;
        lastDamage   = damageFromAnotherChar;
    }
コード例 #6
0
 public void AddMagicEffect(TargetCharacter character, MagicEffectType type, float value, int lTime, bool infinit)
 {
     activeMagicEffects.Add(new MagicEffect(character, type, value, mainBScript.TurnCount, lTime, infinit));
 }