private CreateSpellCastResult(bool success, SpellState spellState, CastFailedReason reason, string reasonText = default) { Success = success; SpellState = spellState; Reason = reason; ReasonText = reasonText ?? reason.ToString(); }
public override void OnSpellCastFailed(CastFailedReason reason, SpellLevelRecord spelllevel) { switch (reason) { case CastFailedReason.RANGE: Client.Character.ReplyError("Vous n'avez pas la portée pour lancer ce sort."); break; case CastFailedReason.FIGHT_ENDED: Client.Character.ReplyError("Le combat est terminé."); break; case CastFailedReason.FORBIDDEN_STATE: Client.Character.ReplyError("L'état dans lequel vous êtes ne convient pas."); break; case CastFailedReason.AP_COST: Client.Character.ReplyError("Vous n'avez pas assez de PA pour lancer ce sort."); break; case CastFailedReason.CAST_LIMIT: Client.Character.ReplyError("Lancé par tour limité."); break; case CastFailedReason.NOT_PLAYING: Client.Character.ReplyError("Vous n'etes pas entrain de jouer..."); break; } Fight.Send(new GameActionFightNoSpellCastMessage((uint)spelllevel.Grade)); }
public virtual void OnSpellCastFailed(CastFailedReason reason, SpellLevelRecord spelllevel) { }
public static CreateSpellCastResult Failed(CastFailedReason reason, SpellState spellState, string reasonText = default) { return new CreateSpellCastResult(false, spellState, reason, reasonText); }