本文整理汇总了C#中Attack.get_dmg_type方法的典型用法代码示例。如果您正苦于以下问题:C# Attack.get_dmg_type方法的具体用法?C# Attack.get_dmg_type怎么用?C# Attack.get_dmg_type使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Attack
的用法示例。
在下文中一共展示了Attack.get_dmg_type方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: take_aoe_damage
public void take_aoe_damage(int min_dmg, int max_dmg,
Attack.Damage dmg_type, Floor fl)
{
List<Limb> target_limbs = new List<Limb>();
List<Armor.Attack_Zone> target_zones = new List<Armor.Attack_Zone>();
//Head and chest
int hc_dodge_roll = rGen.Next(100);
if (hc_dodge_roll < dodge_chance)
{
fl.add_new_popup("Dodged!", Popup.popup_msg_type.Dodge, my_grid_coord, false, false);
message_buffer.Add("You dodge the attack!");
}
else
{
int h_wnd = rGen.Next(min_dmg, max_dmg+1);
Attack head_attack = new Attack(dmg_type, h_wnd);
if (helm != null)
head_attack = helm.absorb_damage(head_attack, my_grid_coord,
ref rGen, ref message_buffer, ref fl);
Head.add_injury(dmg_type, h_wnd);
target_limbs.Add(Torso);
target_zones.Add(Armor.Attack_Zone.Chest);
}
//R Arm / Leg
int rs_dodge_roll = rGen.Next(100);
if (rs_dodge_roll < dodge_chance)
{
fl.add_new_popup("Dodged!", Popup.popup_msg_type.Dodge, my_grid_coord, false, false);
message_buffer.Add("You dodge the attack!");
}
else
{
target_limbs.Add(R_Arm);
target_zones.Add(Armor.Attack_Zone.R_Arm);
target_limbs.Add(R_Leg);
target_zones.Add(Armor.Attack_Zone.R_Leg);
}
//L Arm / Leg
int ls_dodge_roll = rGen.Next(100);
if (ls_dodge_roll < dodge_chance)
{
fl.add_new_popup("Dodged!", Popup.popup_msg_type.Dodge, my_grid_coord, false, false);
message_buffer.Add("You dodge the attack!");
}
else
{
target_limbs.Add(L_Arm);
target_zones.Add(Armor.Attack_Zone.L_Arm);
target_limbs.Add(L_Leg);
target_zones.Add(Armor.Attack_Zone.L_Leg);
}
for (int i = 0; i < target_limbs.Count; i++)
{
Attack next_attack = new Attack(dmg_type, rGen.Next(min_dmg, max_dmg+1));
int atk_dmg = next_attack.get_damage_amt();
if (over_armor != null)
next_attack = over_armor.absorb_damage(next_attack, my_grid_coord, ref rGen, ref message_buffer, ref fl);
if (under_armor != null)
next_attack = under_armor.absorb_damage(next_attack, my_grid_coord, ref rGen, ref message_buffer, ref fl);
target_limbs[i].add_injury(next_attack.get_dmg_type(), next_attack.get_damage_amt());
if (next_attack.get_damage_amt() > 0)
fl.add_new_popup("-" + next_attack.get_damage_amt() + " " + target_limbs[i].get_shortname(), Popup.popup_msg_type.Damage, my_grid_coord, next_attack.get_damage_amt() < atk_dmg, false, dmg_type);
message_buffer.Add("Your " + target_limbs[i].get_longname() + " takes " + next_attack.get_damage_amt() + " wounds!");
}
handle_postdamage_calculations();
if (my_class == Chara_Class.Warrior)
c_energy += 12 + rGen.Next(18);
}
示例2: take_damage
public void take_damage(Attack atk, Floor fl, string specific_part)
{
//OKAY THIS IS GONNA BE COMPLICATED.
//First, figure out where the attack is gonna hit. The breakdown is as follows:
//head, 5%, chest = 25%, arm = 17%, leg = 18%
int hit_location = rGen.Next(100);
int overall_damage = atk.get_damage_amt();
int armor_absorbed = 0;
switch (specific_part)
{
case "Head":
hit_location = 0;
break;
case "Chest":
hit_location = 76;
break;
case "LArm":
hit_location = 23;
break;
case "RArm":
hit_location = 6;
break;
case "LLeg":
hit_location = 58;
break;
case "RLeg":
hit_location = 40;
break;
}
int dodge_roll = rGen.Next(100);
bool dodged = false;
if (dodge_roll < dodge_chance)
{
dodged = true;
fl.add_new_popup("Dodged!", Popup.popup_msg_type.Dodge, my_grid_coord, false, false);
message_buffer.Add("You dodge the attack!");
}
if (!dodged)
{
bool head_shot = false;
Limb target_limb = null;
if (hit_location < 5 && !Head.is_disabled())
{
head_shot = true;
target_limb = Head;
}
else if (hit_location >= 5 && hit_location < 22 && !R_Arm.is_disabled())
target_limb = R_Arm;
else if (hit_location >= 22 && hit_location < 39 && !L_Arm.is_disabled())
target_limb = L_Arm;
else if (hit_location >= 39 && hit_location < 57 && !R_Leg.is_disabled())
target_limb = R_Leg;
else if (hit_location >= 57 && hit_location < 75 && !L_Leg.is_disabled())
target_limb = L_Leg;
else
target_limb = Torso;
if (!head_shot)
{
if (over_armor != null)
atk = over_armor.absorb_damage(atk, my_grid_coord, ref rGen, ref message_buffer, ref fl);
if (under_armor != null)
atk = under_armor.absorb_damage(atk, my_grid_coord, ref rGen, ref message_buffer, ref fl);
}
else
{
if (helm != null)
atk = helm.absorb_damage(atk, my_grid_coord, ref rGen, ref message_buffer, ref fl);
}
for (int i = 0; i < BuffDebuffTracker.Count; i++)
{
if (BuffDebuffTracker[i].get_my_type() == Scroll.Status_Type.LesserMageArmor ||
BuffDebuffTracker[i].get_my_type() == Scroll.Status_Type.LesserSOF)
handle_armor_buffs(BuffDebuffTracker[i].get_my_type(), ref atk);
}
armor_absorbed = overall_damage - atk.get_damage_amt();
int dmg = atk.get_damage_amt();
target_limb.add_injury(atk.get_dmg_type(), dmg);
if (dmg > 0)
fl.add_new_popup("-" + dmg + " " + target_limb.get_shortname(), Popup.popup_msg_type.Damage, my_grid_coord, armor_absorbed > 0, false, atk.get_dmg_type());
message_buffer.Add("Your " + target_limb.get_longname() + " takes " + dmg + " wounds!");
}
handle_postdamage_calculations();
if (my_class == Chara_Class.Warrior)
{
c_energy += 2 + rGen.Next(3);
if (atk.is_armor_breaking_attack())
c_energy++;
}
if (!is_alive())
//.........这里部分代码省略.........
示例3: handle_armor_buffs
public void handle_armor_buffs(Scroll.Status_Type fx_type, ref Attack atk)
{
int slash_resist = 0;
int crush_resist = 0;
int pierce_resist = 0;
int fire_resist = 0;
int acid_resist = 0;
int frost_resist = 0;
int elec_resist = 0;
switch (fx_type)
{
case Scroll.Status_Type.LesserMageArmor:
slash_resist = 3;
crush_resist = 2;
pierce_resist = 3;
fire_resist = 1;
frost_resist = 1;
acid_resist = 1;
elec_resist = 2;
break;
case Scroll.Status_Type.LesserSOF:
slash_resist = 1;
crush_resist = 1;
pierce_resist = 2;
fire_resist = 1;
frost_resist = 2;
acid_resist = 1;
elec_resist = 1;
break;
}
int atk_dmg = atk.get_damage_amt();
switch (atk.get_dmg_type())
{
case Attack.Damage.Acid:
atk.reset_dmg(atk_dmg - acid_resist);
break;
case Attack.Damage.Crushing:
atk.reset_dmg(atk_dmg - crush_resist);
break;
case Attack.Damage.Electric:
atk.reset_dmg(atk_dmg - elec_resist);
break;
case Attack.Damage.Fire:
atk.reset_dmg(atk_dmg - fire_resist);
break;
case Attack.Damage.Frost:
atk.reset_dmg(atk_dmg - frost_resist);
break;
case Attack.Damage.Piercing:
atk.reset_dmg(atk_dmg - pierce_resist);
break;
case Attack.Damage.Slashing:
atk.reset_dmg(atk_dmg - slash_resist);
break;
}
}