public CombatEffectBase(ActorCombatController source, ActorCombatController target, string effectExpression, Effect effectType) { this.source = source; this.target = target; this.effectType = effectType; this.effectExpression = effectExpression; }
public ConstLoader(ActorCombatController source, ActorCombatController target) { values = new Dictionary <string, float>(); values.Add("SOURCE_STR", source.entity.strength); values.Add("SOURCE_CON", source.entity.constitution); values.Add("SOURCE_WIL", source.entity.willpower); values.Add("SOURCE_INT", source.entity.intelligence); values.Add("SOURCE_HP", source.entity.hitPoints); values.Add("SOURCE_MP", source.entity.mana); values.Add("SOURCE_END", source.entity.endurance); values.Add("SOURCE_RCT", source.entity.reaction); values.Add("SOURCE_LVL", source.entity.entityLevel); values.Add("SOURCE_PARMOR", source.entity.physicalArmor); values.Add("SOURCE_MARMOR", source.entity.magicArmor); values.Add("TARGET_STR", target.entity.strength); values.Add("TARGET_CON", target.entity.constitution); values.Add("TARGET_WIL", target.entity.willpower); values.Add("TARGET_INT", target.entity.intelligence); values.Add("TARGET_HP", target.entity.hitPoints); values.Add("TARGET_MP", target.entity.mana); values.Add("TARGET_END", target.entity.endurance); values.Add("TARGET_RCT", target.entity.reaction); values.Add("TARGET_LVL", target.entity.entityLevel); values.Add("TARGET_PARMOR", target.entity.physicalArmor); values.Add("TARGET_MARMOR", target.entity.magicArmor); }
public CommandBase(string displayName, ActorCombatController owner, float delayTime, float staminaCost, float manaCost, Target[] targetOptions, int defaultTargetIndex, bool isRetargetable) { this.displayName = displayName; this.owner = owner; this.delayTime = delayTime; this.staminaCost = staminaCost; this.manaCost = manaCost; this.targetOptions = new Target[targetOptions.Length]; for (int i = 0; i < targetOptions.Length; i++) { this.targetOptions[i] = targetOptions[i]; } this.currentTargetIndex = defaultTargetIndex; this.isRetargetable = isRetargetable; }
public LoadedCommand(string commandName, ActorCombatController actor, float delayTime, float staminaCost, float manaCost, Target[] targets, int defaultTargetIndex, bool isRetargetable, EffectDescriptor[] effects) : base(commandName, actor, delayTime, staminaCost, manaCost, targets, defaultTargetIndex, isRetargetable) { this.effects = effects; }
public MagicDamage(ActorCombatController source, ActorCombatController target, string damageExpression) : base(source, target, damageExpression, Effect.MagicDamage) { }
public ManaDrain(ActorCombatController source, ActorCombatController target, int drain) : base(source, target, string.Empty, Effect.ManaDrain) { this.drain = drain; }
public WeaponDamage(ActorCombatController source, ActorCombatController target, string damageExpression) : base(source, target, damageExpression, Effect.WeaponDamage) { Debug.Log(damageExpression); }
public HealHitPoints(ActorCombatController source, ActorCombatController target, string healingExpression) : base(source, target, healingExpression, Effect.HealHitPoints) { }
public void AddTarget(ActorCombatController target) { targetActors.Add(target); }