public static int ModifyClimbTowerBattleTeamSetups_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); int floorId; LuaObject.checkType(l, 2, out floorId); int bonusHeroGroupId; LuaObject.checkType(l, 3, out bonusHeroGroupId); int battleRuleId; LuaObject.checkType(l, 4, out battleRuleId); BattleTeamSetup mineTime; LuaObject.checkType <BattleTeamSetup>(l, 5, out mineTime); BattleTeamSetup opponentTeam; LuaObject.checkType <BattleTeamSetup>(l, 6, out opponentTeam); BattleUtility.ModifyClimbTowerBattleTeamSetups(configDataLoader, floorId, bonusHeroGroupId, battleRuleId, mineTime, opponentTeam); LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int CreateBattlePlayer_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); int playerLevel; LuaObject.checkType(l, 2, out playerLevel); List <TrainingTech> techs; LuaObject.checkType <List <TrainingTech> >(l, 3, out techs); ulong sessionId; LuaObject.checkType(l, 4, out sessionId); BattlePlayer o = BattleUtility.CreateBattlePlayer(configDataLoader, playerLevel, techs, sessionId); LuaObject.pushValue(l, true); LuaObject.pushValue(l, o); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetTrainingTechSoldierSkillInfos_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); List <TrainingTech> techs; LuaObject.checkType <List <TrainingTech> >(l, 2, out techs); ConfigDataSoldierInfo soldierInfo; LuaObject.checkType <ConfigDataSoldierInfo>(l, 3, out soldierInfo); int i; List <ConfigDataSkillInfo> trainingTechSoldierSkillInfos = BattleUtility.GetTrainingTechSoldierSkillInfos(configDataLoader, techs, soldierInfo, out i); LuaObject.pushValue(l, true); LuaObject.pushValue(l, trainingTechSoldierSkillInfos); LuaObject.pushValue(l, i); result = 3; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int CreatePveMyBattleActorSetup_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); ConfigDataBattleInfo battleInfo; LuaObject.checkType <ConfigDataBattleInfo>(l, 2, out battleInfo); int position; LuaObject.checkType(l, 3, out position); BattleHero hero; LuaObject.checkType <BattleHero>(l, 4, out hero); BattleActorSetup o = BattleUtility.CreatePveMyBattleActorSetup(configDataLoader, battleInfo, position, hero); LuaObject.pushValue(l, true); LuaObject.pushValue(l, o); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetRandomBattleArmyActors_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); List <int> randomArmies; LuaObject.checkType <List <int> >(l, 2, out randomArmies); RandomNumber randomNumber; LuaObject.checkType <RandomNumber>(l, 3, out randomNumber); List <RandomArmyActor> o; int randomBattleArmyActors = BattleUtility.GetRandomBattleArmyActors(configDataLoader, randomArmies, randomNumber, out o); LuaObject.pushValue(l, true); LuaObject.pushValue(l, randomBattleArmyActors); LuaObject.pushValue(l, o); result = 3; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetRandomTalentSkills_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); int randomTalentId; LuaObject.checkType(l, 2, out randomTalentId); List <int> randomTalentProbilities; LuaObject.checkType <List <int> >(l, 3, out randomTalentProbilities); RandomNumber randomNumber; LuaObject.checkType <RandomNumber>(l, 4, out randomNumber); List <ConfigDataSkillInfo> o; BattleUtility.GetRandomTalentSkills(configDataLoader, randomTalentId, randomTalentProbilities, randomNumber, out o); LuaObject.pushValue(l, true); LuaObject.pushValue(l, o); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int AppendPveOpponentBattleActorSetups_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); ConfigDataBattleInfo battleInfo; LuaObject.checkType <ConfigDataBattleInfo>(l, 2, out battleInfo); int monsterLevel; LuaObject.checkType(l, 3, out monsterLevel); int randomSeed; LuaObject.checkType(l, 4, out randomSeed); List <BattleActorSetup> actors; LuaObject.checkType <List <BattleActorSetup> >(l, 5, out actors); int i = BattleUtility.AppendPveOpponentBattleActorSetups(configDataLoader, battleInfo, monsterLevel, randomSeed, actors); LuaObject.pushValue(l, true); LuaObject.pushValue(l, i); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int CreateBattleActorSetupFromBattleHero_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); BattleHero hero; LuaObject.checkType <BattleHero>(l, 2, out hero); int level; LuaObject.checkType(l, 3, out level); int behaviorId; LuaObject.checkType(l, 4, out behaviorId); int groupId; LuaObject.checkType(l, 5, out groupId); BattleActorSetup o = BattleUtility.CreateBattleActorSetupFromBattleHero(configDataLoader, hero, level, behaviorId, groupId); LuaObject.pushValue(l, true); LuaObject.pushValue(l, o); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int constructor(IntPtr l) { int result; try { BattleUtility o = new BattleUtility(); LuaObject.pushValue(l, true); LuaObject.pushValue(l, o); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public IObservable <Unit> OnGiveDamage(BattleSystem battleSystem, BattleCharacter attacker, BattleCharacter target) { return(Observable.Defer(() => { var battleCharacter = BattleUtility.GetBattleCharacter(attacker, target, targetType); var rate = BattleCalcurator.GetAbnormalStateAddRate(abnormalStateType, Level); if (battleCharacter.AbnormalStateController.Lottery(abnormalStateType, rate) && battleCharacter.AbnormalStateController.Add(abnormalStateType)) { battleSystem.AddLog(ScriptLocalization.UI.Sentence_AddedAbnormalState.Format(battleCharacter.CurrentSpec.Name, abnormalStateType)); return Observable.Timer(TimeSpan.FromSeconds(1.0f)).AsUnitObservable(); } else { return Observable.ReturnUnit(); } })); }
public static int CreateDefaultConfigBattleHero_s(IntPtr l) { int result; try { ConfigDataHeroInfo heroInfo; LuaObject.checkType <ConfigDataHeroInfo>(l, 1, out heroInfo); BattleHero o = BattleUtility.CreateDefaultConfigBattleHero(heroInfo); LuaObject.pushValue(l, true); LuaObject.pushValue(l, o); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetHeroCharImageSkinResourceInfo_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); int charSkinId; LuaObject.checkType(l, 2, out charSkinId); ConfigDataCharImageSkinResourceInfo heroCharImageSkinResourceInfo = BattleUtility.GetHeroCharImageSkinResourceInfo(configDataLoader, charSkinId); LuaObject.pushValue(l, true); LuaObject.pushValue(l, heroCharImageSkinResourceInfo); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetEquipmentResonanceSkillInfos_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); List <BattleHeroEquipment> equipments; LuaObject.checkType <List <BattleHeroEquipment> >(l, 2, out equipments); List <ConfigDataSkillInfo> equipmentResonanceSkillInfos = BattleUtility.GetEquipmentResonanceSkillInfos(configDataLoader, equipments); LuaObject.pushValue(l, true); LuaObject.pushValue(l, equipmentResonanceSkillInfos); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetSoldierModelSkinResourceInfo_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); int soldierSkinId; LuaObject.checkType(l, 2, out soldierSkinId); int soldierId; LuaObject.checkType(l, 3, out soldierId); ConfigDataModelSkinResourceInfo soldierModelSkinResourceInfo = BattleUtility.GetSoldierModelSkinResourceInfo(configDataLoader, soldierSkinId, soldierId); LuaObject.pushValue(l, true); LuaObject.pushValue(l, soldierModelSkinResourceInfo); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetHeroModelSkinResourceInfo_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); int heroSkinId; LuaObject.checkType(l, 2, out heroSkinId); int activeJobRelatedId; LuaObject.checkType(l, 3, out activeJobRelatedId); ConfigDataModelSkinResourceInfo heroModelSkinResourceInfo = BattleUtility.GetHeroModelSkinResourceInfo(configDataLoader, heroSkinId, activeJobRelatedId); LuaObject.pushValue(l, true); LuaObject.pushValue(l, heroModelSkinResourceInfo); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetRandomTalentSkillId_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); RandomNumber randomNumber; LuaObject.checkType <RandomNumber>(l, 2, out randomNumber); int randomTalentId; LuaObject.checkType(l, 3, out randomTalentId); int randomTalentSkillId = BattleUtility.GetRandomTalentSkillId(configDataLoader, randomNumber, randomTalentId); LuaObject.pushValue(l, true); LuaObject.pushValue(l, randomTalentSkillId); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetTrainingTechSummonSkills_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); List <TrainingTech> techs; LuaObject.checkType <List <TrainingTech> >(l, 2, out techs); ConfigDataHeroInfo heroInfo; LuaObject.checkType <ConfigDataHeroInfo>(l, 3, out heroInfo); List <ConfigDataSkillInfo> trainingTechSummonSkills = BattleUtility.GetTrainingTechSummonSkills(configDataLoader, techs, heroInfo); LuaObject.pushValue(l, true); LuaObject.pushValue(l, trainingTechSummonSkills); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
// Token: 0x0600D7A1 RID: 55201 RVA: 0x003AADC4 File Offset: 0x003A8FC4 public void InitSoldierDesc(ConfigDataSoldierInfo soldierInfo, Hero hero) { if (!BJLuaObjHelper.IsSkipLuaHotfix && this.TryInitHotFix("") && this.m_InitSoldierDescConfigDataSoldierInfoHero_hotfix != null) { this.m_InitSoldierDescConfigDataSoldierInfoHero_hotfix.call(new object[] { this, soldierInfo, hero }); return; } BJLuaObjHelper.IsSkipLuaHotfix = false; if (soldierInfo == null || hero == null) { return; } IConfigDataLoader configDataLoader = GameManager.Instance.ConfigDataLoader as IConfigDataLoader; HeroPropertyComputer heroPropertyComputer = new HeroPropertyComputer(); heroPropertyComputer.Init(configDataLoader); heroPropertyComputer.ComputeSoldierCommandProperties(hero, soldierInfo); this.ShowPanel(); string text = string.Empty; ConfigDataModelSkinResourceInfo soldierModelSkinResourceInfo = BattleUtility.GetSoldierModelSkinResourceInfo(configDataLoader, hero.GetSoldierSkinId(hero.SelectedSoldierId), hero.SelectedSoldierId); if (soldierModelSkinResourceInfo != null) { text = soldierModelSkinResourceInfo.Model; } if (string.IsNullOrEmpty(text)) { text = soldierInfo.Model; } this.SetSoldierDetailPanel(soldierInfo, heroPropertyComputer, text); }
public static int ModifyGuildMassiveCombatBattleTeamSetups_s(IntPtr l) { int result; try { IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader); int strongholdId; LuaObject.checkType(l, 2, out strongholdId); List <int> preferredHeroTagIds; LuaObject.checkType <List <int> >(l, 3, out preferredHeroTagIds); BattleTeamSetup mineTime; LuaObject.checkType <BattleTeamSetup>(l, 4, out mineTime); BattleUtility.ModifyGuildMassiveCombatBattleTeamSetups(configDataLoader, strongholdId, preferredHeroTagIds, mineTime); LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static void GameMeny() { ItemFactory shopData = new ItemFactory(); List <BaseItem> shopList = shopData.GetItems(); Shop aShop = new Shop(); bool keepGoing = true; GameHeader(); Console.Write("Enter your name: "); String playerName = Console.ReadLine(); Player player = new Player(playerName, 1, 0, 200, 10, 5, 0); if (playerName == "god") { player = new Player("god", 1, 0, 200, 500, 500, 500); Console.WriteLine("GOD MODE ACTIVATED"); } MonsterFactory data = new MonsterFactory(); List <SpecificMonster> monsterList = data.GetMonsters(); SpecificMonster monster; while (keepGoing) { Console.WriteLine("1. Go Adventuring"); Console.WriteLine("2. Show details about your character"); Console.WriteLine("3. Go to shop"); Console.WriteLine("4. Exit game"); Console.Write("> "); string input = Console.ReadLine(); switch (input) { case "1": if (BattleUtility.AdventureChance()) { monster = data.RandomMonster(); BattleUtility.Battle(player, monster); } break; case "2": player.ShowStats(); break; case "3": aShop.BuyItems(player); break; case "4": keepGoing = false; break; default: Console.WriteLine("Brush, this dos nothing"); break; } keepGoing = WinOrLoose(player, keepGoing); } }