本文整理汇总了C#中Attack.is_armor_breaking_attack方法的典型用法代码示例。如果您正苦于以下问题:C# Attack.is_armor_breaking_attack方法的具体用法?C# Attack.is_armor_breaking_attack怎么用?C# Attack.is_armor_breaking_attack使用的例子?那么, 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.is_armor_breaking_attack方法的1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_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.........