/// <summary>
 /// Actual attack logic once a target is selected.
 /// </summary>
 /// <param name="target"></param>
 public void OnAttack(Character target)
 {
     if (Constants.Random.Next(1, 101) < minion.Accuracy)
     {
         int damage = minion.AttackPower - target.Defence;
         if (damage <= 0) damage = 1;
         target.CurrentHealth -= damage;
     }
     screenInstance.SelectTarget = false;
 }
Пример #2
0
        public virtual void UseItem(Character target)
        {
            if (this.EffectType == EffectType.Instant)
            {
                //Apply effects
                ApplyTo(target);

                //Reset max mana and health if they overflowed.
                if (target.CurrentMana > target.MaxMana) target.CurrentMana = target.MaxMana;
                if (target.CurrentHealth > target.MaxHealth) target.CurrentHealth = target.MaxHealth;

                Quantity--;
            }
            else if (this.EffectType == EffectType.Timed)
            {
                //Timed logic goes here.
            }
        }
Пример #3
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 public virtual void InterpetCommands(string[] commandArguments, Character target)
 {
 }
 /// <summary>
 /// Applies item effect
 /// </summary>
 /// <param name="target"></param>
 /// <param name="item"></param>
 public void OnItem(Character target, string itemName)
 {
     Consumable item = (Consumable) minion.Inventory.GetItem(itemName);
     item.UseItem(target);
     minion.Inventory.CheckConsistency();
     screenInstance.ItemSelectionBox.UnloadContent();
     screenInstance.ItemSelectionBox = new ListBox(minion.Inventory.Consumables);
     screenInstance.CommandSequence = new string[screenInstance.CommandSequence.Length];
     screenInstance.SelectTarget = false;
 }
 /// <summary>
 /// Interprets the result of commands that require additional exteranl input.
 /// </summary>
 /// <param name="commandSequnce"></param>
 /// <param name="target"></param>
 public override void InterpetCommands(string[] commandSequnce, Character target)
 {
     if (commandSequnce[0] == "Attack") OnAttack(target);
     else if (commandSequnce[0] == "Skill") OnSkill(target, commandSequnce[1]) ;
     else if (commandSequnce[0] == "Item") OnItem(target, commandSequnce[1]) ;
 }
 /// <summary>
 /// Not yet implemented
 /// </summary>
 /// <param name="target"></param>
 /// <param name="skill"></param>
 public void OnSkill(Character target, string skill)
 {
     //Skill effect here. (pop actual skill effect - would involve target selection)
 }