示例#1
0
        private void killCreepB_Click(object sender, EventArgs e)
        {
            HabProperties hpsProfile = creepsCmbB.SelectedItem as HabProperties;

            player p = player.players[12];

            for (int i = 0; i < (int)creepsNumUD.Value; i++)
            {
                unit u = p.add_unit(hpsProfile.name);

                u.OnDeath(Current.unit);

                u.destroy();
            }
        }
示例#2
0
        private void killHeroB_Click(object sender, EventArgs e)
        {
            int streak = streakCmbB.SelectedIndex;

            if (streak > 0)
            {
                streak += 2;
            }

            player enemyPlayer  = player.players[7];
            player alliedPlayer = player.players[2];

            for (int i = 0; i < (int)heroesNumUD.Value; i++)
            {
                unit enemyHero = new unit();
                enemyHero.codeID   = "Hero";           // so triggers could work with id
                enemyHero.ID.Value = "[Enemy Hero to be killed]";
                enemyHero.primary  = PrimAttrType.Str; // only heroes have primary attributes
                enemyHero.Level    = (int)heroLevelNumUD.Value;

                enemyHero.set_owningPlayer(enemyPlayer);

                // generate killing streak for enemy hero
                // by killing allied heroes
                for (int j = 0; j < streak; j++)
                {
                    unit victim = new unit();
                    victim.codeID   = "Prey";
                    victim.ID.Value = "[Allied Victim]";
                    victim.primary  = PrimAttrType.Str;

                    victim.set_owningPlayer(alliedPlayer);

                    victim.OnDeath(enemyHero);
                    victim.destroy();
                }

                // now our hero kills this enemy hero
                enemyHero.OnDeath(Current.unit);
                enemyHero.destroy();
            }
        }
示例#3
0
        private void killHeroB_Click(object sender, EventArgs e)
        {
            int streak = streakCmbB.SelectedIndex;
            if (streak > 0) streak += 2;

            player enemyPlayer = player.players[7];
            player alliedPlayer = player.players[2];

            for (int i = 0; i < (int)heroesNumUD.Value; i++)
            {
                unit enemyHero = new unit();
                enemyHero.codeID = "Hero"; // so triggers could work with id
                enemyHero.ID.Value = "[Enemy Hero to be killed]";
                enemyHero.primary = PrimAttrType.Str; // only heroes have primary attributes
                enemyHero.Level = (int)heroLevelNumUD.Value;

                enemyHero.set_owningPlayer(enemyPlayer);

                // generate killing streak for enemy hero
                // by killing allied heroes
                for (int j = 0; j < streak; j++)
                {
                    unit victim = new unit();
                    victim.codeID = "Prey";
                    victim.ID.Value = "[Allied Victim]";
                    victim.primary = PrimAttrType.Str;

                    victim.set_owningPlayer(alliedPlayer);

                    victim.OnDeath(enemyHero);
                    victim.destroy();
                }

                // now our hero kills this enemy hero
                enemyHero.OnDeath(Current.unit);
                enemyHero.destroy();
            }
        }
示例#4
0
        private void dieB_Click(object sender, EventArgs e)
        {
            if (suicideRB.Checked)
            {
                Current.unit.OnDeath(Current.unit);
                Current.unit.playSound(AnimSounds.Death);
            }
            else
                switch (deathsCmbB.SelectedIndex)
                {
                    case 0: // enemy hero
                        int streak = streakCmbB.SelectedIndex;
                        if (streak > 0) streak += 2;

                        player enemyPlayer = player.players[7];
                        player alliedPlayer = player.players[2];

                        unit enemyHero = new unit();
                        enemyHero.codeID = "Hero"; // so triggers could work with id
                        enemyHero.ID.Value = "[Enemy Hero that will kill you]";
                        enemyHero.primary = PrimAttrType.Str; // only heroes have primary attributes
                        enemyHero.Level = (int)heroLevelNumUD.Value;

                        enemyHero.set_owningPlayer(enemyPlayer);

                        // generate killing streak for enemy hero
                        // by killing allied heroes
                        for (int j = 0; j < streak; j++)
                        {
                            unit victim = new unit();
                            victim.codeID = "Prey";
                            victim.ID.Value = "[Allied Victim]";
                            victim.primary = PrimAttrType.Str;

                            victim.set_owningPlayer(alliedPlayer);

                            victim.OnDeath(enemyHero);
                            victim.destroy();
                        }

                        // enemy hero kills our hero
                        Current.unit.OnDeath(enemyHero);

                        enemyHero.destroy();
                        break;

                    case 1: // allied hero
                        alliedPlayer = player.players[2];
                        unit ally = new unit();
                        ally.codeID = "Ally";
                        ally.ID.Value = "[Allied Killer]";
                        ally.primary = PrimAttrType.Str;

                        ally.set_owningPlayer(alliedPlayer);

                        // allied hero kills our hero
                        Current.unit.OnDeath(ally);

                        ally.destroy();
                        break;

                    case 2: // enemy creep
                        HabProperties hpsProfile = creepsCmbB.SelectedItem as HabProperties;

                        player enemyCreepPlayer = player.players[6];

                        unit creep = enemyCreepPlayer.add_unit(hpsProfile.name);

                        // creep kills our hero
                        Current.unit.OnDeath(creep);

                        creep.destroy();
                        break;

                    case 3: // neutral creep
                        hpsProfile = creepsCmbB.SelectedItem as HabProperties;

                        player neutralPlayer = player.players[12];

                        creep = neutralPlayer.add_unit(hpsProfile.name);

                        // creep kills our hero
                        Current.unit.OnDeath(creep);

                        creep.destroy();
                        break;
                    case 4: // unknown source
                        Current.unit.OnDeath(null);
                        break;

                }
        }
示例#5
0
        private void dieB_Click(object sender, EventArgs e)
        {
            if (suicideRB.Checked)
            {
                Current.unit.OnDeath(Current.unit);
                Current.unit.playSound(AnimSounds.Death);
            }
            else
            {
                switch (deathsCmbB.SelectedIndex)
                {
                case 0:     // enemy hero
                    int streak = streakCmbB.SelectedIndex;
                    if (streak > 0)
                    {
                        streak += 2;
                    }

                    player enemyPlayer  = player.players[7];
                    player alliedPlayer = player.players[2];

                    unit enemyHero = new unit();
                    enemyHero.codeID   = "Hero";           // so triggers could work with id
                    enemyHero.ID.Value = "[Enemy Hero that will kill you]";
                    enemyHero.primary  = PrimAttrType.Str; // only heroes have primary attributes
                    enemyHero.Level    = (int)heroLevelNumUD.Value;

                    enemyHero.set_owningPlayer(enemyPlayer);

                    // generate killing streak for enemy hero
                    // by killing allied heroes
                    for (int j = 0; j < streak; j++)
                    {
                        unit victim = new unit();
                        victim.codeID   = "Prey";
                        victim.ID.Value = "[Allied Victim]";
                        victim.primary  = PrimAttrType.Str;

                        victim.set_owningPlayer(alliedPlayer);

                        victim.OnDeath(enemyHero);
                        victim.destroy();
                    }

                    // enemy hero kills our hero
                    Current.unit.OnDeath(enemyHero);

                    enemyHero.destroy();
                    break;

                case 1:     // allied hero
                    alliedPlayer = player.players[2];
                    unit ally = new unit();
                    ally.codeID   = "Ally";
                    ally.ID.Value = "[Allied Killer]";
                    ally.primary  = PrimAttrType.Str;

                    ally.set_owningPlayer(alliedPlayer);

                    // allied hero kills our hero
                    Current.unit.OnDeath(ally);

                    ally.destroy();
                    break;

                case 2:     // enemy creep
                    HabProperties hpsProfile = creepsCmbB.SelectedItem as HabProperties;

                    player enemyCreepPlayer = player.players[6];

                    unit creep = enemyCreepPlayer.add_unit(hpsProfile.name);

                    // creep kills our hero
                    Current.unit.OnDeath(creep);

                    creep.destroy();
                    break;

                case 3:     // neutral creep
                    hpsProfile = creepsCmbB.SelectedItem as HabProperties;

                    player neutralPlayer = player.players[12];

                    creep = neutralPlayer.add_unit(hpsProfile.name);

                    // creep kills our hero
                    Current.unit.OnDeath(creep);

                    creep.destroy();
                    break;

                case 4:     // unknown source
                    Current.unit.OnDeath(null);
                    break;
                }
            }
        }