//deploy the spell or start a cell selection procedure if needed public void prepareSpell(SpellID spellid) { if (!players [turnmanager.currentplayer - 1].isSpellReadyForUse(spellid)) { Debug.Log("Spell under cooldown"); return; } //prepareSpell the Spell int the Spell deployer spelldeployer.prepareSpell(spellid); //set effected dragons if all is range of effect if (spelldeployer.doesSpellEffectsAllDragons()) { if (spelldeployer.isSpellSelfEffecting()) { utility_listofdragons = battlefieldgamedata.getAllDragonOfPlayer((uint)(turnmanager.currentplayer - 1)); } else { utility_listofdragons = battlefieldgamedata.getAllDragonNotOfPlayer((uint)(turnmanager.currentplayer - 1)); } } //selected dragon spell(Start selection procedure) else { setState(GameStates.SPELL_DRAGONSELECT); //not needed utility_spellid = spellid; utility_listofdragons = new List <Dragon> (); } }
public void onSpellEnd(SpellID sid) { if (m_spellID == sid) { spellEnd(); } }
//Spells /* static void AutoSelectSpellIfNull() * { * if (currentSpell == null) * { * BackgroundSelectApplicableSpell(); * } * }*/ public static void SetCurrentSpell(SpellID spellID) { Spell spell = Spell.Definitions[spellID]; currentSpell = spell; LayoutManager.Main.UpdateAll(); }
public void onSpellStart(SpellID sid) { if (m_spellID == sid) { spellStart(); } }
public void Restock() { foreach (KeyValuePair <IngredientID, Listing> entry in Wares) { entry.Value.quantity = entry.Value.maxQuantity; } //Restock Scrolls Scrolls.Clear(); var query = from spellID in Spell.RandomSpells.KeyList() where Engine.Hero == null || !Engine.Hero.SpellsKnown.Contains(spellID) where Spell.Definitions[spellID].skill <= (Engine.Hero == null ? 1 : Engine.Hero.Level) select spellID; List <SpellID> validSpellIDs = new List <SpellID>(query); validSpellIDs.Shuffle(); while (Scrolls.Count < idealScrollCount && validSpellIDs.Count > 0) { SpellID spellID = validSpellIDs.First(); Scrolls.Add(spellID, new Listing(Spell.Definitions[spellID].scrollCost, 1)); validSpellIDs.Remove(spellID); } }
void learnScroll(SpellID spell) { if (Scrolls.Contains(spell)) { Scrolls.Remove(spell); SpellsKnown.Add(spell); } }
//the +1 is because the current turn is also counted (update of cooldown is very last of updates) public void setCoolDown(SpellID spellid, uint cooldown) { foreach (PlayersSpell pspell in playerspells) { if (pspell.spellid == spellid) { pspell.turnsuntilavailable = cooldown + 1; } } }
public Spell(SpellID spellID, SpellEntry spellEntry) { SpellID = spellID; //TODO Fix SpellEntry Name. Name = ""; Cooldown = spellEntry.RecoveryTime; CooldownCatagory = spellEntry.CategoryRecoveryTime; Catagory = spellEntry.Category; Range = spellEntry.rangeIndex > 0 ? spellEntry.rangeIndex : 30; IsPassive = spellEntry.Attributes.HasFlag(SpellAttributes.SPELL_ATTR_PASSIVE); }
public Spell(SpellID spellID, SpellEntry spellEntry) { SpellID = spellID; //TODO Fix SpellEntry Name. Name = ""; Cooldown = spellEntry.RecoveryTime; CooldownCatagory = spellEntry.CategoryRecoveryTime; Catagory = spellEntry.Category; Range = spellEntry.rangeIndex > 0 ? spellEntry.rangeIndex : 30; IsPassive = spellEntry.Attributes.HasFlag(SpellAttributes.SPELL_ATTR_PASSIVE); }
public bool isSpellReadyForUse(SpellID spellid) { foreach (PlayersSpell pspell in playerspells) { if (pspell.spellid == spellid) { return(pspell.turnsuntilavailable == 0u); } } return(false); }
public void deploySpell(SpellID spellid) { uint cooldown = spelldeployer.getCoolDown(); //deploy the spell with the list of dragons in utility list of dragos spelldeployer.deploySpell(utility_listofdragons); //set spell cooldown in the playerdata players[turnmanager.currentplayer - 1].setCoolDown(spellid, cooldown); //set the utility list to null (just for safety and garbage collection) utility_listofdragons = null; }
public void prepareSpell(SpellID spellid) { Debug.Log(spellid); switch (spellid) { case SpellID.POISIONBOMB: currentspell = new Spell2(); break; case SpellID.POISIONARRAOW: currentspell = new Spell1(); break; } }
// public Spell(string name, SpellID id, int castTime, DomainID domain) { this.name = name; this.id = id; this.castTime = castTime; this.domain = domain; skill = castTime; scrollCost = scrollCosts[skill - 1] + Random.Range(-2, 3); IngredientCost = new Dictionary <IngredientID, int>(); ArtifactsRequired = new List <ArtifactID>(); EffectsProduced = new List <SpellEffect>(); requiresValidTarget = true; sprite = Util.RandomElement(LayoutManager.Main.SpellIcons); Definitions.Add(id, this); CastRewards = new Reward(); }
public static void BuyScrollFromCurrentMarket(SpellID spell) { Hero.GainSpell(spell); Hero.Aurum -= currentMarket.Scrolls[spell].cost; currentMarket.Scrolls[spell].quantity--; if (currentMarket.Scrolls[spell].quantity <= 0) { currentMarket.Scrolls.Remove(spell); } //if the purchased spell fufils the current job, select it BackgroundSelectApplicableSpell(); LayoutManager.Main.UpdateAll(); }
private void filter_Click(object sender, EventArgs e) { if (!int.TryParse(SpellID.Text, out _spellID)) { MessageBox.Show("Veuillez entrez une valeur numérique supérieur ou égale à 0 pour le champ SpellID"); SpellID.Focus(); return; } if (!int.TryParse(Level.Text, out _level)) { MessageBox.Show("Veuillez entrez une valeur numérique supérieur ou égale à 0 pour le champ Level"); Level.Focus(); return; } mysql.spells spell = (DataBase.DataTables.spells as List <mysql.spells>).Find(f => f.spellID == _spellID && f.level == _level); if (spell.target != null) { string[] filter = spell.target.Split('#'); spellTargetCB.Items.AddRange(filter); targetList.Items.AddRange("self#enemy_1#ally_1#none#ally_summon#enemy_summon#ally_all#enemy_all".Split('#')); foreach (string s in spellTargetCB.Items) { targetList.Items.Remove(s); } if (spellTargetCB.Items.Count > 0) { spellTargetCB.SelectedIndex = 0; } if (targetList.Items.Count > 0) { targetList.SelectedIndex = 0; } } else { MessageBox.Show("No target found for this spell"); targetList.Items.AddRange("self#enemy_1#ally_1#none#ally_summon#enemy_summon#ally_all#enemy_all".Split('#')); } }
private void activateSpell(SpellID spellid) { if (!mastergamerunner.isSpellUsable(spellid)) { Debug.Log("Spell not usable"); return; } //disable spell buttons spellbuttongroup.SetActive(false); //activate deploy spell button deployspellbutton.gameObject.SetActive(true); //just prepare the spell not deploy it mastergamerunner.prepareSpell(spellid); utility_spellid = spellid; }
public override int GetHashCode() { int hashCode = 0; unchecked { hashCode += 1000000007 * Type.GetHashCode(); hashCode += 1000000009 * Class.GetHashCode(); hashCode += 1000000021 * Slot.GetHashCode(); hashCode += 1000000033 * BreakRate.GetHashCode(); hashCode += 1000000087 * Gender.GetHashCode(); hashCode += 1000000093 * FreeHands.GetHashCode(); hashCode += 1000000097 * LifePointsBonus.GetHashCode(); hashCode += 1000000103 * SpellPointsBonus.GetHashCode(); hashCode += 1000000123 * AttributeType.GetHashCode(); hashCode += 1000000181 * AttributeBonus.GetHashCode(); hashCode += 1000000207 * SkillTypeBonus.GetHashCode(); hashCode += 1000000223 * SkillBonus.GetHashCode(); hashCode += 1000000241 * PhysicalDamageProtection.GetHashCode(); hashCode += 1000000271 * PhysicalDamageCaused.GetHashCode(); hashCode += 1000000289 * AmmunitionType.GetHashCode(); hashCode += 1000000297 * SkillType1Tax.GetHashCode(); hashCode += 1000000321 * SkillType2Tax.GetHashCode(); hashCode += 1000000349 * Skill1Tax.GetHashCode(); hashCode += 1000000363 * Skill2Tax.GetHashCode(); hashCode += 1000000403 * TorchIntensity.GetHashCode(); hashCode += 1000000409 * AmmoAnimation.GetHashCode(); hashCode += 1000000411 * Spell.GetHashCode(); hashCode += 1000000427 * SpellID.GetHashCode(); hashCode += 1000000433 * Charges.GetHashCode(); hashCode += 1000000439 * NumRecharged.GetHashCode(); hashCode += 1000000447 * MaxNumRecharged.GetHashCode(); hashCode += 1000000453 * MaxCharges.GetHashCode(); hashCode += 1000000459 * Count1.GetHashCode(); hashCode += 1000000483 * Count2.GetHashCode(); hashCode += 1000000513 * IconAnim.GetHashCode(); hashCode += 1000000531 * Weight.GetHashCode(); hashCode += 1000000579 * Value.GetHashCode(); hashCode += 1000000007 * Icon.GetHashCode(); hashCode += 1000000009 * UsingClass.GetHashCode(); hashCode += 1000000021 * UsingRace.GetHashCode(); } return(hashCode); }
public PlayersSpell(SpellID spellid) { this.spellid = spellid; turnsuntilavailable = 0u; }
//is spell ready to be used public bool isSpellUsable(SpellID spellid) { return(players [turnmanager.currentplayer - 1].isSpellReadyForUse(spellid)); }
public static bool CanBuySpellFromCurrentMarket(SpellID spell) { return(CanBuyFromListing(currentMarket.Scrolls[spell])); }
public void Setup(SpellID spell) { mySpell = spell; ButtonText.text = Spell.Definitions[spell].name; image.sprite = Spell.Definitions[spell].sprite; }
public void GainSpell(SpellID spell) { SpellsKnown.Add(spell); }