private void ClearTotem() { if (TotemBlood != null && TotemBlood.IsLiving) { TotemBlood.PlayMovie("die", 0, 1000); TotemBlood.Die(1500); Body.CallFuction(new LivingCallBack(BeginAttack), 2000); return; } Body.CallFuction(new LivingCallBack(BeginAttack), 0); }
public override bool CanGameOver() { base.CanGameOver(); dieRedCount = 0; livingShortCount = 0; livingLongCount = 0; foreach (SimpleNpc redNpc in shortNpc) { if (redNpc.IsLiving) { livingShortCount++; } else { dieRedCount++; } } foreach (SimpleNpc redNpc in longNpc) { if (redNpc.IsLiving) { livingLongCount++; } else { dieRedCount++; } } if (!bloomNpc.IsLiving) { Game.IsWin = false; return(true); } if (bloomNpc.Blood == bloomNpc.MaxBlood) { Game.SendUpdateUiData(); Game.IsWin = true; Game.AddAction(new FocusAction(bloomNpc.X, 0, 0, 0, 2000)); bloomNpc.Say(LanguageMgr.GetTranslation("GameServerScript.AI.Messions.TTSM3302.msg2"), 0, 1500, 0); bloomNpc.PlayMovie("die", 4000, 0); Game.AddAction(new FocusAction(bloomNpc.X, 0, 3, 6000, 0)); bloomNpc.PlayMovie("grow", 8200, 5000); return(true); } return(false); }
public override void OnPrepareNewGame() { base.OnPrepareNewGame(); boss = Game.CreateNpc(bossID, 200, 435, 0, 1); boss.Say(LanguageMgr.GetTranslation("GameServerScript.AI.Messions.TTSM3302.msg3"), 0, 2000, 3000); boss.PlayMovie("call", 2000, 3000); boss.PlayMovie("out", 8000, 0); Game.AddAction(new FocusAction(1190, 0, 0, 11000, 1000)); Game.AddAction(new LivingCallFunctionAction(null, CreateNpc, 6000)); Game.AddAction(new LivingCallFunctionAction(null, ClearBoss, 10000)); Game.AddAction(new LivingCallFunctionAction(null, CreateBloomNpc, 12000)); }
public void CreateBloom() { SimpleNpc bloom = Game.CreateNpc(bloomID, 750, 486, 0, -1); bloom.Say(LanguageMgr.GetTranslation("GameServerScript.AI.Messions.TNSM3105.msg2"), 0, 1500, 3000); bloom.PlayMovie("die", 5000, 0); bloom.Die(6500); }
private void ClearTotem() { if (TotemBlood != null) { TotemBlood.PlayMovie("die", 0, 1000); Body.CallFuction(new LivingCallBack(NextAttack), 2000); return; } Body.CallFuction(new LivingCallBack(NextAttack), 0); }