예제 #1
0
파일: ReviveActor.cs 프로젝트: Mixi59/Stump
        void ReviveActor(FightActor actor, int heal)
        {
            var cell = TargetedCell;

            if (!Fight.IsCellFree(cell))
            {
                cell = Map.GetRandomAdjacentFreeCell(TargetedPoint, true);
            }

            actor.Revive(heal, Caster);
            actor.SummoningEffect = this;
            actor.Position.Cell   = cell;
            actor.BuffRemoved    += OnBuffRemoved;

            if (Spell.Id == (int)SpellIdEnum.LAISSE_SPIRITUELLE_420)
            {
                var actorBuffId = actor.PopNextBuffId();

                var addStateHandler = new AddState(new EffectDice(EffectsEnum.Effect_AddState, (short)SpellStatesEnum.ZOMBI_74, 0, 0), actor, null, actor.Cell, false);
                var actorBuff       = new StateBuff(actorBuffId, actor, Caster, addStateHandler,
                                                    Spell, FightDispellableEnum.DISPELLABLE_BY_DEATH, SpellManager.Instance.GetSpellState((uint)SpellStatesEnum.ZOMBI_74))
                {
                    Duration = -1000
                };

                actor.AddBuff(actorBuff, true);
            }

            ActionsHandler.SendGameActionFightReviveMessage(Fight.Clients, Caster, actor);
            ContextHandler.SendGameFightTurnListMessage(Fight.Clients, Fight);
        }
예제 #2
0
        protected Buff AddStateBuffDirectly(FightActor target, bool bypassMaxStack, SpellState state, FightActor triggerer = null)
        {
            var id   = target.PopNextBuffId();
            var buff = new StateBuff(id, target, Caster, this, Spell, DefaultDispellableStatus, state, triggerer: triggerer);

            target.AddBuff(buff, bypassMaxStack);

            return(buff);
        }
예제 #3
0
        public TriggerBuff AddTriggerBuff(FightActor target, TriggerBuffApplyHandler applyTrigger, TriggerBuffRemoveHandler removeTrigger)
        {
            var id   = target.PopNextBuffId();
            var buff = new TriggerBuff(id, target, Caster, this, Spell, Spell, Critical, DefaultDispellableStatus, Priority, applyTrigger, removeTrigger);

            target.AddBuff(buff);

            return(buff);
        }
예제 #4
0
        protected Buff AddStatBuffDirectly(FightActor target, short value, PlayerFields caracteritic, short?customActionId = null, bool noDelay = false, FightActor triggerrer = null)
        {
            var id   = target.PopNextBuffId();
            var buff = new StatBuff(id, target, Caster, this, Spell, value, caracteritic, Critical, DefaultDispellableStatus, triggerrer);

            if (customActionId != null)
            {
                buff.CustomActionId = customActionId;
            }

            if (noDelay)
            {
                buff.Delay = 0;
            }

            target.AddBuff(buff);

            return(buff);
        }