public Skill(Position pos, SkillType type, int power) : base(pos) { this.Position = pos; this.Type = type; this.Power = power; }
public static string GetSkillName(SkillType type) { switch(type) { case SkillType.DamageUp: return "GS_DamageUp"; case SkillType.ReloadUp: return "GS_ReloadUp"; case SkillType.AutoHeal: return "PS_AutoHeal"; case SkillType.JumpUp: return "PS_JumpUp"; case SkillType.ExitUp: return "PS_ExitUp"; case SkillType.SpeedUp: return "PS_SpeedUp"; case SkillType.Absorb: return "GS_Absorb"; case SkillType.Accuracy: return "GS_Accuracy"; case SkillType.Pakorepu: return "PS_Pakorepu"; case SkillType.FastInterval: return "GS_FastInterval"; case SkillType.Accelerate: return "GS_Accelerate"; case SkillType.Decelerate: return "GS_Decelerate"; default: break; } return ""; }
public static void AddSkill(this CharacterBase character, SkillType type) { var skill = character.GetSkill(type); if (skill != null) throw new Exception("Skill is already set."); character.Skills.Add(new Skill(type, GetAbilityModifier(type), 0)); }
public DangerousSpells(string spellName, string championName, SpellSlot spellSlot, SkillType type) { SpellName = spellName; ChampionName = championName; SpellSlot = spellSlot; Type = type; }
public void setSkill(SkillType skill) { skills [currentSkill].GetComponent<skillPanelPosition> ().text.text = skill.ToString (); currentSkill++; backButton.GetComponent<Button> ().interactable = true; PlayerPrefs.SetInt ("Player" + playerId + "Skill" + currentSkill,(int)skill); string description = ""; switch (skill) { case SkillType.AttaqueRapide: description = "inflige 4pts de dégats, charge=2s"; break; case SkillType.AttaquePuissante: description = "inflige 18pts de dégats, charge=7s"; break; case SkillType.BouclierBasique: description = "protège de 3pts de dégats, dure 5s, charge=1s"; break; case SkillType.BouclierFort: description = "protège de 12pts de dégats, dure 8 secondes, charge=4s"; break; case SkillType.BouleDeFeu: description = "inflige 6pts de dégats, pénètre les protections, charge=6s"; break; case SkillType.LanceDeFoudre: description = "inflige 3pts de dégats et bloque une compétence aléatoire pendant 2s, pénètre les protections, charge=6s"; break; case SkillType.EclairDeGlace: description = "inflige 1,5pts de dégats, ralentit l'adversaire de 50% pendant 6s, pénètre les protections, charge=6s"; break; case SkillType.CoupDeGriffe: description = "inflige 2pts de dégats, plus 5pts sur 10s, charge=2s"; break; case SkillType.Esquive: description = "esquive toutes les attaques physiques pendant 2s, charge=3s"; break; case SkillType.ContreAttaque: description = "protège de 1pt de dégat et en renvoie 3 pendant 2s, charge=1s"; break; case SkillType.CoupDeGrace: description = "inflige 3pts de dégat, dommages x2 si l'ennemi est ralenti/sonné, charge=2s"; break; case SkillType.ToileProtectrice: description = "protège 3pts de dégats, ralentit de 50% pendant 3s l'adversaire si il attaque, durée=6s, charge=3s"; break; case SkillType.PoisonParalysant: description = "paralyse l'adversaire pendant 6s, charge=6s"; break; } skills [currentSkill-1].GetComponent<skillPanelPosition> ().description.text = description; skills [currentSkill-1].GetComponent<skillPanelPosition> ().description.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector2(skills [currentSkill-1].GetComponent<RectTransform> ().sizeDelta.x,150f); skills [currentSkill-1].GetComponent<skillPanelPosition> ().skill = skill; if(currentSkill == 5) { if(Application.loadedLevelName == "DeckSelection1") Application.LoadLevel ("DeckSelection2"); else Application.LoadLevel("Main"); } }
/// <summary> /// Get Player Skills list /// </summary> /// <param name="playerId"></param> /// <returns></returns> public static Skills GetPlayerSkill(int playerId, SkillType skillType) { using (MySqlConnection connection = new MySqlConnection(connectionString)) { connection.Open(); Skills skills = new Skills(); using (MySqlCommand command = connection.CreateCommand()) { command.CommandText = "GAME_PLAYER_SKILL_GET"; command.CommandType = System.Data.CommandType.StoredProcedure; command.Parameters.AddWithValue("@in_PlayerId", playerId); command.Parameters.AddWithValue("@in_SkillType", skillType); var reader = command.ExecuteReader(); if (reader.HasRows) { while (reader.Read()) { int skillId = reader.GetInt32(1); int skillLevel = reader.GetInt32(2); skills.AddSkill(skillId, skillLevel); } } } connection.Close(); return skills; } }
/// <summary> /// Get Player Abilities list /// </summary> /// <param name="playerId"></param> /// <returns></returns> public static Abilities GetPlayerAbility(int playerId, SkillType skillType) { using (MySqlConnection connection = new MySqlConnection(connectionString)) { connection.Open(); Abilities abilities = new Abilities(); using (MySqlCommand command = connection.CreateCommand()) { command.CommandText = "GAME_PLAYER_ABILITY_GET"; command.CommandType = System.Data.CommandType.StoredProcedure; command.Parameters.AddWithValue("@in_PlayerId", playerId); command.Parameters.AddWithValue("@in_AbilityType", skillType); var reader = command.ExecuteReader(); if (reader.HasRows) { while (reader.Read()) { int abilityId = reader.GetInt32(1); int abilityLevel = reader.GetInt32(2); abilities.AddAbility(abilityId, abilityLevel); } } } connection.Close(); return abilities; } }
private void SetAbilityModifierType(SkillType type) { var ability = type.GetAttribute<AbilityModifierAttribute>(); if (ability != null) { AbilityModifierType = ability.Type; } }
public void PlaySealBreak (SkillType type) { gameObject.SetActive (true); SkillData sealData = SkillControl.Me.skillMap [type]; name.text = sealData.skillName; simp.animatorHelper.Play ("SealBreak", 1, true); }
public static Order Create(FieldIndex ind, SkillType skill, bool endTurn) { Order ret = new Order(); ret.endTurn = endTurn; ret.skill = skill; ret.position = ind; return ret; }
public static int GetSkillScore(this CharacterBase character, SkillType skillType) { var skill = character.GetSkill(skillType); if (skill == null) return 0; var abilityRule = character.GetAbilityScore(skill.SkillModifier); return skill.Value + abilityRule.Modifier; }
public static void AddSkill(this CharacterBase character, SkillType type, int value) { if ( !character.SkillExists(type) ) { character.AddSkill(type); character.SetSkillValue(type, value); } }
public ReadOnlySkill(SkillType type, string subSkill = null) { Type = type; Ranks = 0; MiscModifier = 0; SetAbilityModifierType(type); SetSynergyFromTypes(type); SubSkill = subSkill; }
public Skill(string name, SkillType type, string parentAtt, string desc) { Name = name; Value = 0; Type = type; ParentAttribute = parentAtt; Specializations = new Dictionary<string, Skill>(); Desc = desc; }
public Skill(long id, string name, string desc, SkillType type) { Id = id; Name = name; Description = desc; Type = type; All.Add(this); }
public static void SetSkillValue(this CharacterBase character, SkillType type, int value) { foreach (var skill in character.Skills) { if (skill.Type != type) continue; skill.Value = value; break; } }
void CreateSkillEntry(Vector2 position, SkillType skillType) { var skillInfo = SkillInfoManager.Instance[skillType]; PictureBox pb = new SkillPictureBox(this, skillInfo, position); pb.Clicked += SkillPicture_Clicked; var skillLabel = new SkillLabel(this, skillInfo, position + new Vector2(_iconSize.X + 4, 0)); skillLabel.Clicked += SkillLabel_Clicked; }
public Skill(uint id, string name, uint ability, uint type, uint cost, uint aoe, uint range, float cooldown) { skillID = id; skillName = name; skillAbility = (AbilityType)ability; skillType = (SkillType)type; skillCost = cost; skillAoe = aoe; skillRange = range; skillCooldown = cooldown; }
public bool isPerformingSkill(SkillType skillType) { foreach (ExecuteSkill executeSkill in _executingSkills) { if (executeSkill.skill.type == skillType) { return true; } } return false; }
public FightSkill(int code, int skillLevel, int nextLevel, float range, float freshTime, string name, string info, SkillTarget target, SkillType type) { Code = code; SkillLevel = skillLevel; NextLevel = nextLevel; Range = range; FreshTime = freshTime; Name = name; Info = info; Target = target; Type = type; }
private static void AddSkill(CharacterBase character, SkillType type, int value) { if (character.SkillExists(type)) { var skill = character.GetSkill(type); character.SetSkillValue(type, skill.Value + value); } else { character.AddSkill(type, value); } }
private Hero(Position pos, float speed, float hp, float att, float def, float range, float mp, SkillType skillType, int skillPower) : base(pos, speed, range) { this.Health = hp; this.MaxHP = hp; this.Attack = att; this.Defence = def; this.mana = mp; this.maxMP = mp; this.Level = 1; this.Skill = new Skill(pos, skillType, skillPower); }
public Skill(string digimonId, SkillType type, string nameRus, string nameEng, string descriptionRus, string descriptionEng, int mp,decimal ap, SkillSource skillSource = SkillSource.Native) { DigimonId = digimonId; Type = type; NameRus = nameRus; NameEng = nameEng; DescriptionRus = descriptionRus; DescriptionEng = descriptionEng; MP = mp; AP = ap; SkillSource = skillSource; }
/// <summary> /// Starts the display of a skill being casted. /// </summary> /// <param name="skillType">Type of the skill.</param> /// <param name="castTime">The time it will take for the skill to be casted.</param> public void StartCasting(SkillType skillType, TickCount castTime) { _currentCastTime = castTime; _castStartTime = TickCount.Now; _skillType = skillType; Text = GameMessageCollection.CurrentLanguage.GetMessage(GameMessage.CombatCastingBegin, skillType.ToString()); var textSize = Font.MeasureString(Text); _textOffset = (Size / 2f) - (textSize / 2f); IsVisible = true; }
/// <summary> /// Starts the display of a skill being casted. /// </summary> /// <param name="skillType">Type of the skill.</param> /// <param name="castTime">The time it will take for the skill to be casted.</param> public void StartCasting(SkillType skillType, TickCount castTime) { _currentCastTime = castTime; _castStartTime = TickCount.Now; _skillType = skillType; Text = "Casting " + skillType; var textSize = Font.MeasureString(Text); _textOffset = (Size / 2f) - (textSize / 2f); IsVisible = true; }
/// <summary> /// Add or Update player abilities /// </summary> /// <param name="player"></param> public static void SavePlayerAbility(Player player, SkillType skillType, bool update = true) { using (MySqlConnection connection = new MySqlConnection(connectionString)) { connection.Open(); Abilities Abilities = new Abilities(); switch (skillType) { case SkillType.Ascension: Abilities = player.AscensionAbilities; break; case SkillType.Basic: Abilities = player.Abilities; break; } if (!update) { foreach (var ability in Abilities.Values) { using (MySqlCommand command = connection.CreateCommand()) { command.CommandText = "GAME_PLAYER_ABILITY_ADD"; command.CommandType = System.Data.CommandType.StoredProcedure; command.Parameters.AddWithValue("@in_PlayerId", player.PlayerId); command.Parameters.AddWithValue("@in_AbilityId", ability.Key); command.Parameters.AddWithValue("@in_AbilityLevel", ability.Value); command.Parameters.AddWithValue("@in_AbilityType", skillType); command.ExecuteNonQuery(); } } } else { foreach (var ability in Abilities.Values) { using (MySqlCommand command = connection.CreateCommand()) { command.CommandText = "GAME_PLAYER_ABILITY_UPDATE"; command.CommandType = System.Data.CommandType.StoredProcedure; command.Parameters.AddWithValue("@in_PlayerId", player.PlayerId); command.Parameters.AddWithValue("@in_AbilityId", ability.Key); command.Parameters.AddWithValue("@in_AbilityLevel", ability.Value); command.Parameters.AddWithValue("@in_AbilityType", skillType); command.ExecuteNonQuery(); } } } connection.Close(); } }
public void LoadSkillInfo() { typeIndex = returnTypeNum(Variables.skillType); int skillIndex; for (skillIndex = 0; skillIndex < 6; skillIndex++) { infoButton[skillIndex].GetComponent<Image>().sprite = skilldata[(int)typeIndex * 6 + skillIndex].sprite; } for (skillIndex = 0; skillIndex < 4; skillIndex++) { equipSlotButton[skillIndex].GetComponent<Image>().sprite = skilldata[(int)typeIndex * 6 + skillIndex].sprite; } }
public static SkillSelectError CanUseSkill(SkillType skill) { switch(skill){ case SkillType.noSkill: return SkillSelectError.NO_ERROR; case SkillType.place: return SkillSelectError.NO_ERROR; case SkillType.shoot: return CanUseShoot(); case SkillType.build: return CanUseBuild(); case SkillType.silence: return CanUseSilence(); } return SkillSelectError.UNKNOWN_ERROR; }
public bool CreateSkillType(SkillType skillType) { if (skillType.ID != 0) return false; foreach (var type in context.SkillTypes) { if (type.Name == skillType.Name) return false; } context.SkillTypes.Add(skillType); context.SaveChanges(); return true; }
public static bool GetType(SkillType type) { switch (type) { case SkillType.MOVE: return !anim.GetCurrentAnimatorStateInfo(0).IsName("Cat1_Squat"); case SkillType.JUMP: return Input.GetButtonDown("Jump") && move.grounded; case SkillType.SQUAT: return Input.GetButtonDown("Squat") && !anim.GetCurrentAnimatorStateInfo(0).IsName("Cat1_Squat"); case SkillType.SPRING: return Input.GetButtonDown("Spring") && !anim.GetCurrentAnimatorStateInfo(0).IsName("Cat1_Spring"); case SkillType.BASICATTACK: return Input.GetButton("BasicAttack"); case SkillType.COUNTERATTACK: return Input.GetButton("CounterAttack") && anim.GetCurrentAnimatorStateInfo(0).IsName("Cat1_Squat") ; } return false; }
//当更改基础技能时,比如随从技能改变 private void SetBaseSkillType(SkillType skillType, int skillId) { BaseSkillIdDic[skillType] = skillId; //暂时屏蔽随从技能升级 if (skillType == SkillType.SKILL_TYPEABSORB1 || skillType == SkillType.SKILL_TYPEABSORB2) { SkillIdDic[skillType] = skillId; return; } SkillManagerConfig info = ConfigReader.GetSkillManagerCfg(skillId); if (skillId != 0 && info != null) { SetSkillUpdate(skillType, Level); } else if (skillId == 0) { SkillIdDic[skillType] = skillId; } }
public override int GetSkillIdBySkillType(SkillType type) { switch (type) { case SkillType.SKILL_TYPE1: return(ConfigReader.GetHeroInfo(NpcGUIDType).HeroSkillType1); case SkillType.SKILL_TYPE2: return(ConfigReader.GetHeroInfo(NpcGUIDType).HeroSkillType2); case SkillType.SKILL_TYPE3: return(ConfigReader.GetHeroInfo(NpcGUIDType).HeroSkillType3); case SkillType.SKILL_TYPE4: return(ConfigReader.GetHeroInfo(NpcGUIDType).HeroSkillType4); case SkillType.SKILL_TYPE5: return(ConfigReader.GetHeroInfo(NpcGUIDType).HeroSkillType5); } return(-1); }
public virtual int GetSkillIdBySkillType(SkillType type) { switch (type) { case SkillType.SKILL_TYPE1: return(ConfigReader.GetNpcInfo(NpcGUIDType).NpcSkillType1); case SkillType.SKILL_TYPE2: return(ConfigReader.GetNpcInfo(NpcGUIDType).NpcSkillType2); case SkillType.SKILL_TYPE3: return(ConfigReader.GetNpcInfo(NpcGUIDType).NpcSkillType3); case SkillType.SKILL_TYPE4: return(ConfigReader.GetNpcInfo(NpcGUIDType).NpcSkillType4); case SkillType.SKILL_TYPE5: return(ConfigReader.GetNpcInfo(NpcGUIDType).NpcSkillType5); } return(-1); }
public Skill GetSkillByPKID(int pkid) { SqlCommand cmd = new SqlCommand(); cmd.Parameters.Add(_PKID, SqlDbType.Int).Value = pkid; using (SqlDataReader sdr = SqlHelper.ExecuteReader("GetSkillByPkid", cmd)) { while (sdr.Read()) { int skillId = (Int32)sdr[_DBPKID]; int skillTypeID = (Int32)sdr[_DBTypeID]; string name = sdr[_DBName].ToString(); string typeName = sdr[_DBTypeName].ToString(); SkillType type = new SkillType(skillTypeID, typeName); Skill skill = new Skill(skillId, name, type); return(skill); } } return(null); }
public SkillType GetSkillRequirement(SkillType skillType) { switch (skillType) { //Blue Skills Requirements case SkillType.TripleJump: return(SkillType.Sprint); case SkillType.Dash: return(SkillType.TripleJump); //Red Skills Requirements case SkillType.Bullet: return(SkillType.IncreaseDMG); case SkillType.Explode: return(SkillType.Bullet); //Green Skills Requirements case SkillType.RegenerationHP: return(SkillType.ExtraHP); case SkillType.Immortality: return(SkillType.RegenerationHP); } return(SkillType.None); }
public static SkillFeat GetSkillFeat(FeatType feat, SkillType skill) { Internal.NativeFunctions.nwnxSetFunction(PLUGIN_NAME, "GetSkillFeat"); Internal.NativeFunctions.nwnxPushInt(feat.InternalValue); Internal.NativeFunctions.nwnxPushInt(skill.InternalValue); Internal.NativeFunctions.nwnxCallFunction(); return(new SkillFeat { skill = skill.InternalValue, feat = feat.InternalValue, modifier = Internal.NativeFunctions.nwnxPopInt(), focusFeat = Internal.NativeFunctions.nwnxPopInt(), classes = Internal.NativeFunctions.nwnxPopString(), classLevelMod = Internal.NativeFunctions.nwnxPopFloat(), areaFlagsRequired = Internal.NativeFunctions.nwnxPopInt(), areaFlagsForbidden = Internal.NativeFunctions.nwnxPopInt(), dayOrNight = Internal.NativeFunctions.nwnxPopInt(), bypassArmorCheckPenalty = Internal.NativeFunctions.nwnxPopInt(), keyAbilityMask = Internal.NativeFunctions.nwnxPopInt() }); }
private bool BuySkill(SkillType type, int price, string message) { if (_player.Money <= price + AppCore.BotvaSettings.AccountantSettings.MinMoney) { return(false); } _player.PrepareForAction(PlayerAction.BySkill); if (!_controller.BuySkill(type)) { return(false); } var skillName = type.GetDescription(); Accountant.RegisterPurchase(BalanceCategory.Skills, skillName, Price.Gold(price)); AppCore.LogAccountant.Debug(message + " " + skillName); InitializeSkillsPrices(); return(true); }
/// <summary> /// Gets the value of the target of the check /// </summary> private IComparable GetValueOfTarget() { CharacterModel player = GameState.Instance.PlayerRpgState; switch (TargetType) { case SkillCheckTarget.Skill: SkillType skill = (SkillType)Enum.Parse(typeof(SkillType), Target, true); return(player.DerivedStats.Skills[skill] * ConfigState.Instance.GetGameplayConfig().Difficulty.PlayerSkill); case SkillCheckTarget.Stat: StatType stat = (StatType)Enum.Parse(typeof(StatType), Target, true); return(player.DerivedStats.Stats[stat] * ConfigState.Instance.GetGameplayConfig().Difficulty.PlayerSkill); case SkillCheckTarget.ActorValue: return((IComparable)player.GetAV(Target)); default: throw new NotImplementedException(); } }
public void RegisterPCToAllCombatTargetsForSkill(NWPlayer player, SkillType skillType, NWCreature target) { int skillID = (int)skillType; if (!player.IsPlayer) { return; } if (skillID <= 0) { return; } List <NWPlayer> members = player.PartyMembers.ToList(); int nth = 1; NWCreature creature = _.GetNearestCreature(CREATURE_TYPE_IS_ALIVE, 1, player.Object, nth, CREATURE_TYPE_PLAYER_CHAR, 0); while (creature.IsValid) { if (_.GetDistanceBetween(player.Object, creature.Object) > 20.0f) { break; } // Check NPC's enmity table EnmityTable enmityTable = _enmity.GetEnmityTable(creature); foreach (var member in members) { if (enmityTable.ContainsKey(member.GlobalID) || (target != null && target.IsValid && target == creature)) { RegisterPCToNPCForSkill(player, creature, skillID); break; } } nth++; creature = _.GetNearestCreature(CREATURE_TYPE_IS_ALIVE, 1, player.Object, nth, CREATURE_TYPE_PLAYER_CHAR, 0); } }
private ImmobileResult IsImmobile( Obj_AI_Base unit, float delay, float radius, float speed, Vector3 from, SkillType spellType) { if (this.TargetsImmobile.ContainsKey(unit.NetworkId)) { var extraDelay = Math.Abs(speed - float.MaxValue) < float.Epsilon ? 0 : Vector3.Distance(from, unit.Position) / speed; if (this.TargetsImmobile[unit.NetworkId] > GetTime() + delay + extraDelay && spellType == SkillType.Circle) { return(new ImmobileResult() { Immobile = true, UnitPosition = unit.Position, CastPosition = unit.Position + radius / 3f * Vector3.Normalize(from - unit.Position) }); } if (this.TargetsImmobile[unit.NetworkId] + radius / unit.MoveSpeed > GetTime() + delay + extraDelay) { return(new ImmobileResult() { Immobile = true, UnitPosition = unit.Position, CastPosition = unit.Position }); } } return(new ImmobileResult() { Immobile = false, UnitPosition = unit.Position, CastPosition = unit.Position }); }
public override void OnSkillInfoChange(int skillID, float time, float maxTime, int slot) { SkillType skillType = SkillType.SKILL_NULL; if (skillID == SkillIdDic[SkillType.SKILL_TYPE1]) { skillType = SkillType.SKILL_TYPE1; } else if (skillID == SkillIdDic[SkillType.SKILL_TYPE3]) { skillType = SkillType.SKILL_TYPE3; } else if (skillID == SkillIdDic[SkillType.SKILL_TYPE2]) { skillType = SkillType.SKILL_TYPE2; } else if (skillID == SkillIdDic[SkillType.SKILL_TYPE4]) { skillType = SkillType.SKILL_TYPE4; } else if (skillID == SkillIdDic[SkillType.SKILL_TYPEABSORB1]) { skillType = SkillType.SKILL_TYPEABSORB1; } else if (skillID == SkillIdDic[SkillType.SKILL_TYPEABSORB2]) { skillType = SkillType.SKILL_TYPEABSORB2; } else { return; } SetBaseSkillType(skillType, skillID); if (time > 0) { bPlaySkill = false; } EventCenter.Broadcast <SkillType, float, float>(EGameEvent.eGameEvent_LocalPlayerSkillCD, skillType, maxTime, time); }
// 0 : HP, 1 : power, 2 : shield, 3 : playerType, 4 : buff, 5 : debuff void ConfigStatus(int code, SkillType type, int delta) { switch (code) { case 0: HP += delta; break; case 1: power[type] += delta; if (power[type] < 0) { power[type] = 0; } break; case 2: shield[type] += delta; if (shield[type] < 0) { shield[type] = 0; } break; case 3: playerType = type; break; case 4: buff[type] += delta; break; case 5: debuff[type] += delta; break; default: break; } }
bool SkillActivate(SkillType skillID) { bool isUsed = false; switch (skillID) { case SkillType.NONE: break; case SkillType.HIGH_JUMP: if (this.foot.stayGround) { //ジャンプ力を上げたジャンプ処理 skill.HighJump(ref JumpPower, this.isJumping); this.jumpSe.volume = 1.0f; this.jumpSe.clip = this.highJumpClip; jumpSe.Play(); this.isJumping = true; this.vertVelosity = this.JumpPower; this.JumpPower = 1; isUsed = true; } break; case SkillType.PUNCH: break; case SkillType.SLASH: Vector3 pos = new Vector3( this.transform.position.x + summonX, this.transform.position.y, this.transform.position.z); skill.Slash(pos, new Vector3(0, direction, 0)); isUsed = true; break; } //スキルの残数を返す return(isUsed); }
public void Set(SkillType skillType, int value) { switch (skillType) { case SkillType.None: break; case SkillType.Basher: bashers = value; break; case SkillType.Blocker: blockers = value; break; case SkillType.Builder: builders = value; break; case SkillType.Climber: climbers = value; break; case SkillType.Digger: diggers = value; break; case SkillType.Exploder: exploders = value; break; case SkillType.Floater: floaters = value; break; default: break; } }
public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData) { SkillType skillType = GetSkillType(item); int tech = item.GetLocalInt("TECH_LEVEL"); float maxDurabilityReductionPenalty = item.GetLocalFloat("MAX_DURABILITY_REDUCTION_PENALTY"); int repairAmount = tech * 2; if (skillType == SkillType.Armorsmith) { repairAmount += item.CraftBonusArmorsmith; } else if (skillType == SkillType.Weaponsmith) { repairAmount += item.CraftBonusWeaponsmith; } float minReduction = 0.05f * tech; float maxReduction = 0.15f * tech; float reductionAmount = _random.RandomFloat(minReduction, maxReduction); _durability.RunItemRepair(user.Object, target.Object, repairAmount, reductionAmount + maxDurabilityReductionPenalty); }
private SkillPanel CreateSkillPanel(SkillType type, SkillPanel prefab, string name, long value = 0, float percent = 0, Color?color = null, Sprite icon = null) { if (_skillPanels.ContainsKey(type)) { _skillPanels.Remove(type); } var skillPanel = Instantiate(prefab, _skillScrollRect.content); skillPanel.name = string.Format("Skill_{0}", name); skillPanel.SetText(name); skillPanel.SetValue(value, percent); skillPanel.SetIcon(icon); if (color != null) { skillPanel.SetProgressColor(color.Value); } _skillPanels.Add(type, skillPanel); return(skillPanel); }
public float getGenericModifierForPerkType(PerkType perkType) { float num = 0f; for (int i = 0; i < this.SelectedRunestones.Count; i++) { if (this.SelectedRunestones[i].Source == RunestoneSelectionSource.Player) { string id = this.SelectedRunestones[i].Id; SkillType skillTypeForRunestone = ConfigRunestones.GetSkillTypeForRunestone(id); if ((skillTypeForRunestone != SkillType.NONE) && this.Player.ActiveCharacter.isSkillActive(skillTypeForRunestone)) { ConfigRunestones.SharedData runestoneData = ConfigRunestones.GetRunestoneData(id); if (runestoneData.PerkInstance != null) { num += runestoneData.PerkInstance.getGenericModifierForPerkType(perkType); } } } } return(num); }
public FightSkill( int code, int level, int nextLevel, int time, string name, float range, string info, SkillTarget target, SkillType type ) { this.code = code; this.level = level; this.nextLevel = nextLevel; this.time = time; this.name = name; this.range = range; this.info = info; this.target = target; this.type = type; }
protected void checkPlayerPassives(SkillType skillType) { SkillManager skillManager = targetPlayer.GetComponent <SkillManager>(); foreach (Skill _skill in skillManager.getKnownSkills()) { if (_skill.Name.Equals("Ignite") && skillType == SkillType.Fire) { if (tryToAddPassive(_skill) && transform.Find("Ignite(Clone)") == null) { applyIgnite(); } } else if (_skill.Name.Equals("Frost") && skillType == SkillType.Ice) { if (tryToAddPassive(_skill) && transform.Find("Frost(Clone)") == null) { applyFrost(); } } } }
public void SetBodSpriteForSkill(SkillType skillType) { Debug.Log("Setting Skill Type Sprite: " + skillType); switch (skillType) { case SkillType.Burst: spritePackage.SetBurst(); break; case SkillType.Rise: spritePackage.SetRise(); break; case SkillType.Trance: spritePackage.SetTrance(); break; default: // Debug.LogError("Cannot set"); break; } }
public GaugeEffect(SkillType skill, Vector2DF position) { switch (skill) { case SkillType.Attack: Effect = Attack; break; case SkillType.Heal: Effect = Heal; break; case SkillType.Boost: Effect = Boost; break; case SkillType.Guard: Effect = Guard; break; case SkillType.Support: Effect = Support; break; case SkillType.Edge: Effect = Edge; break; case SkillType.Damage: Effect = Damage; break; } Scale = new Vector2DF(10, 10); Position = position; }
private void OnSkillChange(Creature creature, SkillType skillType, Skill skill) { var player = creature as Player; if (!player || (skillType != SkillType.Health && skillType != SkillType.Mana)) { return; } RawImage imageComponent; TMPro.TextMeshProUGUI textComponent; if (skillType == SkillType.Health) { imageComponent = _healthBarImageComponent; textComponent = _healthValueText; } else { imageComponent = _manaBarImageComponent; textComponent = _manaValueText; } var rectTransform = imageComponent.GetComponent <RectTransform>(); // setting new width var percent = skill.Level / (float)skill.BaseLevel; var rect = new Rect(imageComponent.uvRect); rect.width = percent; imageComponent.uvRect = rect; rect = new Rect(rectTransform.rect); rect.width = BarWidth * percent; rectTransform.sizeDelta = new Vector2(BarWidth * percent, rectTransform.sizeDelta.y); // setting text textComponent.text = skill.Level.ToString(); }
public void SetSkill(SkillBaseInfo baseInfo) { Serial = baseInfo.Pos; MaxCoolDown = baseInfo.CoolDown; DefaultImage.sprite = baseInfo.SkillImage; EffectImage.sprite = baseInfo.SkillImage; _type = baseInfo.SkillType; if (_type.Equals(SkillType.AutoTarget)) { Drag.enabled = false; Owner.gameObject.GetComponentInChildren <LineRenderer>().enabled = false; Owner.gameObject.GetComponentInChildren <SpriteRenderer>().enabled = false; } else { Debug.Log("是指向性技能"); Click.enabled = false; Drag.Init(Owner, baseInfo.SkillType.Equals(SkillType.LineTarget)); Owner.gameObject.GetComponentInChildren <LineRenderer>().enabled = false; Owner.gameObject.GetComponentInChildren <SpriteRenderer>().enabled = false; } }
private void RemoveWeaponPenalties(NWItem oItem) { SkillType skillType = _item.GetSkillTypeForItem(oItem); if (skillType == SkillType.Unknown || skillType == SkillType.HeavyArmor || skillType == SkillType.LightArmor || skillType == SkillType.ForceArmor || skillType == SkillType.Shields) { return; } foreach (ItemProperty ip in oItem.ItemProperties) { string tag = _.GetItemPropertyTag(ip); if (tag == IPWeaponPenaltyTag) { _.RemoveItemProperty(oItem.Object, ip); } } }
private void SetSkill(SkillType type, string text) { if (string.IsNullOrEmpty(text)) { skills.SetSkill(type, 0); return; } text = text.Trim(); if (string.IsNullOrEmpty(text)) { skills.SetSkill(type, 0); } else if (text.Contains("+")) { var parts = text.Split(new char[] { '+' }); skills.SetSkill(type, GetInteger(parts[0]), GetInteger(parts[1])); } else { skills.SetSkill(type, GetInteger(text)); } }
public void SetModel(UnitModel unit, SkillType type) { _unit = unit; RemoveAllChildren(Container); for (int i = 0; i < _skillConfig.Count; i++) { _skill = _skillConfig[i]; if (_skill.Type == type) { GameObject go = Instantiate(SkillUnlockPrefab, Container); if (_unit.Skills.ContainsKey(_skill.Index)) { go.GetComponent <SkillUnlockView>().Setup(_unit.Skills[_skill.Index], EffectPrefab); } else { go.GetComponent <SkillUnlockView>().Setup(_skill, EffectPrefab); } } } }
public static string GetName(SkillType language) { switch (language) { case SkillType.Bothese: return("Bothese"); case SkillType.Catharese: return("Catharese"); case SkillType.Cheunh: return("Cheunh"); case SkillType.Dosh: return("Dosh"); case SkillType.Droidspeak: return("Droidspeak"); case SkillType.Huttese: return("Huttese"); case SkillType.Mandoa: return("Mandoa"); case SkillType.Shyriiwook: return("Shyriiwook"); case SkillType.Twileki: return("Twi'leki"); case SkillType.Zabraki: return("Zabraki"); case SkillType.Mirialan: return("Mirialan"); case SkillType.MonCalamarian: return("Mon Calamarian"); case SkillType.Ugnaught: return("Ugnaught"); case SkillType.Togruti: return("Togruti"); case SkillType.Rodese: return("Rodese"); case SkillType.KelDor: return("KelDor"); } return("Basic"); }
private float CalculateEquipmentBonus(NWPlayer player, SkillType skillType) { int equipmentBonus = 0; var effectiveStats = _playerStat.GetPlayerItemEffectiveStats(player); switch (skillType) { case SkillType.Armorsmith: equipmentBonus = effectiveStats.Armorsmith; break; case SkillType.Weaponsmith: equipmentBonus = effectiveStats.Weaponsmith; break; case SkillType.Cooking: equipmentBonus = effectiveStats.Cooking; break; case SkillType.Engineering: equipmentBonus = effectiveStats.Engineering; break; case SkillType.Fabrication: equipmentBonus = effectiveStats.Fabrication; break; case SkillType.Medicine: equipmentBonus = effectiveStats.Medicine; break; } return(equipmentBonus * 0.5f); // +0.5% per equipment bonus }
public SingleEffectResponse(SingleEffectResponse a) { type = a.type; self_hp_change = a.self_hp_change; //self_hp = a.self_hp; self_mp_change = a.self_mp_change; //self_mp = a.self_mp; opponent_hp_change = a.opponent_hp_change; //opponent_hp = a.opponent_hp; opponent_mp_change = a.opponent_mp_change; //opponent_mp = a.opponent_mp; self_buff_on = a.self_buff_on; self_buff_off = a.self_buff_off; opponent_buff_on = a.opponent_buff_on; opponent_buff_off = a.opponent_buff_off; total = a.total; stage = a.stage + 1; delay = a.delay; prefabPath = a.prefabPath; }
public Skill FindSkill(BattleContext context, SkillType type) { Skill cancast = null; foreach (var skill in this.SkillMgr.Skills) { if ((skill.Define.Type & type) != skill.Define.Type) { continue; } var result = skill.CanCast(context); if (result == SkillResult.Casting) { return(null); } if (result == SkillResult.Ok) { cancast = skill; } } return(cancast); }