Пример #1
0
 public void BasicMissileCast(string animation)
 {
     if (Cooldown > TimeSpan.Zero || Being.Mana < ManaCost)
     {
         return;
     }
     if (Being.GetCurrentAnimation().Name != AnimationTypes.Move && Being.GetCurrentAnimation().Name != AnimationTypes.Stand)
     {
         return;
     }
     (Being as Zerd).ZerdAnimations.Reset(animation);
     Active = true;
 }
Пример #2
0
 public override void Cast()
 {
     if (Cooldown > TimeSpan.Zero || Being.Mana < ManaCost)
     {
         return;
     }
     if (Being.GetCurrentAnimation().Name != AnimationTypes.Move && Being.GetCurrentAnimation().Name != AnimationTypes.Stand)
     {
         return;
     }
     Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 0));
     Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 1));
     Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 2));
     Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 3));
     Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 4));
     Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 5));
     Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 6));
     Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 7));
     Execute();
     // replenish mana based on bonuses
     Being.Mana += AbilityConstants.IcicleManaCost * (Being.SkillValue(SkillType.FrozenSoul, false) / 100f);
 }