本文整理汇总了C#中Weapon.get_my_damage_type方法的典型用法代码示例。如果您正苦于以下问题:C# Weapon.get_my_damage_type方法的具体用法?C# Weapon.get_my_damage_type怎么用?C# Weapon.get_my_damage_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Weapon
的用法示例。
在下文中一共展示了Weapon.get_my_damage_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: whirlwind_attack
public void whirlwind_attack(Floor fl, Weapon target_weapon)
{
bool rolled_max = false;
List<gridCoordinate> target_coordinates = new List<gridCoordinate>();
for (int x = my_grid_coord.x - 1; x <= my_grid_coord.x + 1; x++)
for (int y = my_grid_coord.y - 1; y <= my_grid_coord.y + 1; y++)
if(!(x== my_grid_coord.x && y== my_grid_coord.y))
target_coordinates.Add(new gridCoordinate(x, y));
int monster_ID = -1;
int Doodad_ID = -1;
for (int i = 0; i < target_coordinates.Count; i++)
{
double multiplier = 1.3;
if (target_weapon.get_hand_count() == 2)
multiplier = 1.6;
if (fl.is_monster_here(target_coordinates[i], out monster_ID))
attack_monster_in_grid(fl, target_weapon, monster_ID, target_coordinates[i], multiplier, out rolled_max);
if (fl.is_destroyable_Doodad_here(target_coordinates[i], out Doodad_ID))
attack_Doodad_in_grid(fl, target_weapon, Doodad_ID, target_coordinates[i], multiplier, out rolled_max);
if (fl.isWalkable(target_coordinates[i]))
fl.add_effect(target_weapon.get_my_damage_type(), target_coordinates[i]);
}
target_weapon.set_cooldown(standard_wpn_cooldown);
if (my_class == Chara_Class.Warrior)
{
c_energy += 5 + rGen.Next(2);
if (rolled_max)
c_energy++;
}
}
示例2: bash_attack
public void bash_attack(Floor fl, Monster m, gridCoordinate target_coord, Doodad d, Weapon wp)
{
bool rolled_max = false;
int xdif = 0;
int ydif = 0;
if (m != null)
{
xdif = target_coord.x - my_grid_coord.x;
ydif = target_coord.y - my_grid_coord.y;
}
else
{
xdif = d.get_g_coord().x - my_grid_coord.x;
ydif = d.get_g_coord().y - my_grid_coord.y;
}
double multiplier = 1.4;
if (wp.get_hand_count() == 2)
multiplier = 1.6;
int m_hp = 0;
if(m!= null)
m_hp = m.hitPoints;
gridCoordinate opposition_coord = new gridCoordinate(-1, -1);
if(m != null)
opposition_coord = target_coord;
else
opposition_coord = d.get_g_coord();
fl.add_effect(wp.get_my_damage_type(), opposition_coord);
if (m != null)
attack_monster_in_grid(fl, wp, m.my_Index, target_coord, multiplier, out rolled_max);
else
attack_Doodad_in_grid(fl, wp, d.get_my_index(), d.get_g_coord(), multiplier, out rolled_max);
if (m!= null && m.hitPoints > 0 && m_hp > m.hitPoints)
{
if(!m.shove(xdif, ydif, this, fl))
{
fl.add_effect(wp.get_my_damage_type(), target_coord);
attack_monster_in_grid(fl, wp, m.my_Index, target_coord, 0.5, out rolled_max);
}
}
wp.set_cooldown(standard_wpn_cooldown);
if (my_class == Chara_Class.Warrior)
{
c_energy += 5 + rGen.Next(2);
if (rolled_max)
c_energy++;
}
}
示例3: handle_attack_damage
//Functions for handling attack lists and talismans
public void handle_attack_damage(Weapon w, Scroll s, double initialMultiplier, bool charge_attack, out bool rolledMax,
ref List<Attack> attacksOut, ref List<StatusEffect> effectsOut)
{
rolledMax = false;
int mindmg = 0;
int maxdmg = 0;
Attack.Damage dmgTyp = 0;
List<Talisman> equipped_talismans = new List<Talisman>();
List<Attack> temp_attacks = new List<Attack>();
if (w != null)
{
mindmg = w.specific_damage_val(false);
maxdmg = w.specific_damage_val(true);
dmgTyp = w.get_my_damage_type();
equipped_talismans = w.get_my_equipped_talismans();
}
else if (s != null)
{
mindmg = s.get_specific_damage(false);
maxdmg = s.get_specific_damage(true);
dmgTyp = s.get_damage_type();
equipped_talismans = s.get_my_equipped_talismans();
}
int baseDamage = rGen.Next(mindmg, maxdmg + 1);
if(w != null)
rolledMax = baseDamage == w.specific_damage_val(true);
//next we check for a talisman of expediency.
for (int i = 0; i < equipped_talismans.Count; i++)
{
if (equipped_talismans[i].get_my_type() == Talisman.Talisman_Type.Expediency)
{
int base_val = (int)equipped_talismans[i].get_my_prefix() + 2;
int min_damage_modifier = base_val;
int max_damage_modifier = (base_val * 2);
if (baseDamage > 0)
baseDamage += rGen.Next(min_damage_modifier, max_damage_modifier + 1);
}
}
//Next we check for Thrashing damage
int thrashing_slot = check_for_status_effect(Scroll.Status_Type.Thrashing);
if (thrashing_slot != -1)
{
int thrashing_stacks = BuffDebuffTracker[thrashing_slot].get_current_stacks();
int thrashing_bonus = rGen.Next( thrashing_stacks * 2, (thrashing_stacks * 3) + 1);
baseDamage += thrashing_bonus;
}
//Next we see if the spell is a rage dump and add bonus damage as appropriate
if (s != null && s.spell_is_rage_dump())
{
baseDamage += s.get_rage_bonus(c_energy, rGen);
c_energy = 0;
}
//Now we add any talisman based attacks.
for (int i = 0; i < equipped_talismans.Count; i++)
{
if (equipped_talismans[i].extra_damage_specific_type_talisman())
{
int base_val = (int)equipped_talismans[i].get_my_prefix() + 1;
Attack.Damage dmg_typ = 0;
switch (equipped_talismans[i].get_my_type())
{
case Talisman.Talisman_Type.Pressure:
dmg_typ = Attack.Damage.Crushing;
break;
case Talisman.Talisman_Type.Heat:
dmg_typ = Attack.Damage.Fire;
break;
case Talisman.Talisman_Type.Snow:
dmg_typ = Attack.Damage.Frost;
break;
case Talisman.Talisman_Type.Razors:
dmg_typ = Attack.Damage.Slashing;
break;
case Talisman.Talisman_Type.Heartsblood:
dmg_typ = Attack.Damage.Piercing;
break;
case Talisman.Talisman_Type.Toxicity:
dmg_typ = Attack.Damage.Acid;
break;
case Talisman.Talisman_Type.Sparks:
dmg_typ = Attack.Damage.Electric;
break;
}
temp_attacks.Add(new Attack(dmg_typ, rGen.Next(base_val, (base_val * 2) + 1), Weapon.Type.Talisman));
}
}
//next, for characters. Falsael gets a bonus to all nonbow weapons
//and melee spells. Petaer gets a bonus to all spells.
if ((my_character == Character.Petaer && s != null) ||
(my_character == Character.Falsael && ((w != null && w.get_my_weapon_type() != Weapon.Type.Bow) ||
(s != null && s.is_melee_range_spell()))))
baseDamage = (int)(Math.Ceiling((double)baseDamage * 1.2));
//.........这里部分代码省略.........