StartDelayedDamageContext() 공개 메소드

public StartDelayedDamageContext ( Mobile m, Timer t ) : void
m Mobile
t Timer
리턴 void
예제 #1
0
            public SpellDamageTimer(
                Spell s,
                Mobile target,
                Mobile from,
                int damage,
                TimeSpan delay,
                ElementalType damageType,
                DFAlgorithm dfa = DFAlgorithm.Standard
                )
                : base(delay)
            {
                m_Target     = target;
                m_From       = from;
                m_Damage     = damage;
                m_DamageType = damageType;
                m_Dfa        = dfa;
                m_Spell      = s;

                if (m_Spell != null && m_Spell.DelayedDamage && !m_Spell.DelayedDamageStacking)
                {
                    m_Spell.StartDelayedDamageContext(target, this);
                }

                Priority = TimerPriority.TwentyFiveMS;
            }
예제 #2
0
            public SpellDamageTimer(Spell s, Mobile target, Mobile from, int damage, TimeSpan delay)
                : base(delay)
            {
                m_Target = target;
                m_From   = from;
                m_Damage = damage;
                m_Spell  = s;

                if (m_Spell != null && m_Spell.DelayedDamage && !m_Spell.DelayedDamageStacking)
                {
                    m_Spell.StartDelayedDamageContext(target, this);
                }

                Priority = TimerPriority.TwentyFiveMS;
            }
예제 #3
0
            public SpellDamageTimerAOS(Spell s, Mobile target, Mobile from, int damage, int phys, int fire, int cold, int pois, int nrgy, TimeSpan delay, DFAlgorithm dfa)
                : base(delay)
            {
                m_Target = target;
                m_From   = from;
                m_Damage = damage;
                m_Phys   = phys;
                m_Fire   = fire;
                m_Cold   = cold;
                m_Pois   = pois;
                m_Nrgy   = nrgy;
                m_DFA    = dfa;
                m_Spell  = s;
                if (m_Spell != null && m_Spell.DelayedDamage && !m_Spell.DelayedDamageStacking)
                {
                    m_Spell.StartDelayedDamageContext(target, this);
                }

                Priority = TimerPriority.TwentyFiveMS;
            }
예제 #4
0
			public SpellDamageTimerAOS( Spell s, Mobile target, Mobile from, int damage, int phys, int fire, int cold, int pois, int nrgy, TimeSpan delay, DFAlgorithm dfa )
				: base( delay )
			{
				m_Target = target;
				m_From = from;
				m_Damage = damage;
				m_Phys = phys;
				m_Fire = fire;
				m_Cold = cold;
				m_Pois = pois;
				m_Nrgy = nrgy;
				m_DFA = dfa;
				m_Spell = s;
				if( m_Spell != null && m_Spell.DelayedDamage && !m_Spell.DelayedDamageStacking )
					m_Spell.StartDelayedDamageContext( target, this );

				Priority = TimerPriority.TwentyFiveMS;
			}
예제 #5
0
			public SpellDamageTimer( Spell s, Mobile target, Mobile from, int damage, TimeSpan delay )
				: base( delay )
			{
				m_Target = target;
				m_From = from;
				m_Damage = damage;
				m_Spell = s;

				if( m_Spell != null && m_Spell.DelayedDamage && !m_Spell.DelayedDamageStacking )
					m_Spell.StartDelayedDamageContext( target, this );

				Priority = TimerPriority.TwentyFiveMS;
			}