public void Reset() { HealthClock.Start(); HitTimer.Stop(); HealTimer.Stop(); NearDeathClock.Stop(); CurrentHP = MaxHP; }
public override void Update(GameClock time) { base.Update(time); //update all timers HealthClock.Update(time); HitTimer.Update(time); HealTimer.Update(time); NearDeathClock.Update(time); UpdateNearDeath(); }
public void Heal(float health) { //is the player already being healed? if (!HealTimer.HasTimeRemaining) { PreHealAmount = CurrentHP; } else { PreHealAmount = PreHealAmount + ((CurrentHP - PreHealAmount) * (1 - HealTimer.Lerp)); } //start the healing timer HealTimer.Start(HealTimeDelta); }
public SewTarget(Mobile injured, Injury injury, HealInfo info, HealTimer timer) : base(1, true, TargetFlags.None) { m_Injured = injured; m_Injury = injury; m_Info = info; m_Timer = timer; }
public HealTimeBar(PlayerMobile from, HealTimer timer) : base(0, 0) { m_Timer = timer; from.CloseGump(typeof(HealTimeBar)); Closable = false; Disposable = false; Dragable = false; Resizable = false; //AddPage(0); AddImageTiled(340, 375, m_BarMax, 10, 2053); AddImageTiled(340, 375, (int)((double)m_BarMax * m_Timer.PercentLeft), 10, 2056); }
public TryHealInjuryGump(PlayerMobile viewer, Mobile injured, Injury injury, HealInfo info, HealTimer timer) : base(0, 0) { m_Viewer = viewer; m_Injured = injured; m_Injury = injury; m_Info = info; m_Timer = timer; if (!m_Timer.Running) m_Timer.Start(); InitialSetup(); }