本文整理汇总了C#中WorldServer.player.Player.getAttackStyle方法的典型用法代码示例。如果您正苦于以下问题:C# Player.getAttackStyle方法的具体用法?C# Player.getAttackStyle怎么用?C# Player.getAttackStyle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WorldServer.player.Player
的用法示例。
在下文中一共展示了Player.getAttackStyle方法的4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: setButtonForAttackStyle
public static void setButtonForAttackStyle(Player p, int interfaceId)
{
if (interfaceId == -1)
{
return;
}
AttackStyle av = p.getAttackStyle();
AttackStyle.CombatSkill type = av.getSkill();
AttackStyle.CombatStyle type2 = av.getStyle();
int slot = av.getSlot();
switch (interfaceId)
{
case 92: // Unarmed
if (type.Equals(AttackStyle.CombatSkill.ACCURATE) || slot == 0)
{
p.getPackets().sendConfig(43, 0);
}
else if (type.Equals(AttackStyle.CombatSkill.AGGRESSIVE) || slot == 1)
{
p.getPackets().sendConfig(43, 1);
}
else if (type.Equals(AttackStyle.CombatSkill.DEFENSIVE) || slot == 2 || slot == 3)
{
p.getPackets().sendConfig(43, 2);
av.setSlot(2);
}
break;
case 93: // Whip attack interface.
if (type.Equals(AttackStyle.CombatSkill.ACCURATE) || slot == 0)
{
p.getPackets().sendConfig(43, 0);
}
else if (type.Equals(AttackStyle.CombatSkill.CONTROLLED) || slot == 1)
{
p.getPackets().sendConfig(43, 1);
}
else if (type.Equals(AttackStyle.CombatSkill.DEFENSIVE) || slot == 2 || slot == 3)
{
p.getPackets().sendConfig(43, 2);
av.setSlot(2);
}
break;
case 89: // Dagger attack interface.
if (type.Equals(AttackStyle.CombatSkill.ACCURATE) || slot == 0)
{
p.getPackets().sendConfig(43, 0);
}
else if ((type.Equals(AttackStyle.CombatSkill.AGGRESSIVE) && type2.Equals(AttackStyle.CombatStyle.STAB)) || slot == 1)
{
p.getPackets().sendConfig(43, 1);
}
else if ((type.Equals(AttackStyle.CombatSkill.AGGRESSIVE) && type2.Equals(AttackStyle.CombatStyle.SLASH)))
{
p.getPackets().sendConfig(43, 2);
}
else if (type.Equals(AttackStyle.CombatSkill.DEFENSIVE) || slot == 2 || slot == 3)
{
p.getPackets().sendConfig(43, 3);
av.setSlot(3);
}
break;
case 82: // Longsword/scimitar attack interface.
if (type.Equals(AttackStyle.CombatSkill.ACCURATE) || slot == 0)
{
p.getPackets().sendConfig(43, 0);
}
else if (type.Equals(AttackStyle.CombatSkill.AGGRESSIVE) && type2.Equals(AttackStyle.CombatStyle.SLASH) || slot == 1)
{
p.getPackets().sendConfig(43, 1);
}
else if (type.Equals(AttackStyle.CombatSkill.AGGRESSIVE) && type2.Equals(AttackStyle.CombatStyle.CRUSH))
{
p.getPackets().sendConfig(43, 2);
}
else if (type.Equals(AttackStyle.CombatSkill.DEFENSIVE) || slot == 2 || slot == 3)
{
p.getPackets().sendConfig(43, 3);
av.setSlot(3);
}
break;
case 78: // Claw attack interface.
if (type.Equals(AttackStyle.CombatSkill.ACCURATE) || slot == 0)
{
p.getPackets().sendConfig(43, 0);
}
else if (type.Equals(AttackStyle.CombatSkill.AGGRESSIVE) || slot == 1)
{
p.getPackets().sendConfig(43, 1);
}
else if (type.Equals(AttackStyle.CombatSkill.CONTROLLED))
{
p.getPackets().sendConfig(43, 2);
}
else if (type.Equals(AttackStyle.CombatSkill.DEFENSIVE) || slot == 2 || slot == 3)
{
p.getPackets().sendConfig(43, 3);
//.........这里部分代码省略.........
示例2: getRangeMaxHit
public static double getRangeMaxHit(Player p, int bow, int arrow)
{
double hit = 0;
double a = p.getSkills().getCurLevel(Skills.SKILL.RANGE);
double b = 1.00;
double c = 0;
int d = getRangeStrength(p);
int prayer = p.getPrayers().getRangePrayer();
if (prayer == 1) {
b *= 1.05;
} else if (prayer == 2) {
b *= 1.10;
} else if (prayer == 3) {
b *= 1.15;
}
if (wearingRangeVoid(p)) {
b *= 1.15;
}
c = (a * b);
if (p.getAttackStyle().getStyle().Equals(AttackStyle.CombatStyle.RANGE_ACCURATE)) {
c += 3.00;
}
hit = ((c + 8) * (d + 64) / 640);
return Math.Floor(hit);
}
示例3: configureButton
public static void configureButton(Player p, int interfaceId, int button)
{
AttackStyle av = p.getAttackStyle();
switch (interfaceId)
{
case 92: // Unarmed attack interface.
switch (button)
{
case 2: // Punch (Attack XP) - Crush
av.setSkill(AttackStyle.CombatSkill.ACCURATE);
av.setStyle(AttackStyle.CombatStyle.CRUSH);
av.setSlot(0);
break;
case 3: // Kick (Strength XP) - Crush
av.setSkill(AttackStyle.CombatSkill.AGGRESSIVE);
av.setStyle(AttackStyle.CombatStyle.CRUSH);
av.setSlot(1);
break;
case 4: // Block (Defence XP) - Crush
av.setSkill(AttackStyle.CombatSkill.DEFENSIVE);
av.setStyle(AttackStyle.CombatStyle.CRUSH);
av.setSlot(2);
break;
}
break;
case 93: // Whip attack interface.
switch (button)
{
case 2: // Flick (Attack XP) - Slash
av.setSkill(AttackStyle.CombatSkill.ACCURATE);
av.setStyle(AttackStyle.CombatStyle.SLASH);
av.setSlot(0);
break;
case 3: // Lash (Shared XP) - Slash
av.setSkill(AttackStyle.CombatSkill.CONTROLLED);
av.setStyle(AttackStyle.CombatStyle.SLASH);
av.setSlot(1);
break;
case 4: // Deflect (Defence XP) - Slash
av.setSkill(AttackStyle.CombatSkill.DEFENSIVE);
av.setStyle(AttackStyle.CombatStyle.SLASH);
av.setSlot(2);
break;
}
break;
case 89: // Dagger attack interface.
switch (button)
{
case 2: // Stab (Attack XP) - Stab
av.setSkill(AttackStyle.CombatSkill.ACCURATE);
av.setStyle(AttackStyle.CombatStyle.STAB);
av.setSlot(0);
break;
case 3: // Lunge (Strength XP) - Stab
av.setSkill(AttackStyle.CombatSkill.AGGRESSIVE);
av.setStyle(AttackStyle.CombatStyle.STAB);
av.setSlot(1);
break;
case 4: // Slash (Strength XP) - Slash
av.setSkill(AttackStyle.CombatSkill.AGGRESSIVE);
av.setStyle(AttackStyle.CombatStyle.SLASH);
av.setSlot(2);
break;
case 5: // Block (Defence XP) - Stab
av.setSkill(AttackStyle.CombatSkill.DEFENSIVE);
av.setStyle(AttackStyle.CombatStyle.STAB);
av.setSlot(3);
break;
}
break;
case 82: // Longsword/scimitar attack interface.
switch (button)
{
case 2: // Chop (Attack XP) - Slash
av.setSkill(AttackStyle.CombatSkill.ACCURATE);
av.setStyle(AttackStyle.CombatStyle.SLASH);
av.setSlot(0);
break;
case 3: // Slash (Strength XP) - Slash
av.setSkill(AttackStyle.CombatSkill.AGGRESSIVE);
av.setStyle(AttackStyle.CombatStyle.SLASH);
av.setSlot(1);
break;
case 4: // Smash (Strength XP) - Crush
av.setSkill(AttackStyle.CombatSkill.AGGRESSIVE);
av.setStyle(AttackStyle.CombatStyle.CRUSH);
av.setSlot(2);
break;
//.........这里部分代码省略.........
示例4: getPlayerMaxHit
public static double getPlayerMaxHit(Player player, int strBonusIncrease)
{
AttackStyle.CombatSkill fightType = player.getAttackStyle().getSkill();
double myCurStrength = (double)player.getSkills().getCurLevel(Skills.SKILL.STRENGTH);
double myEquipStrengthBonus = (double)(player.getEquipment().getBonus(Equipment.BONUS.STRENGTH) + strBonusIncrease);
double fightingStyle = 0;
double powerMultiplier = 1;
double dharokModifier = 1;
double damageMultiplier = 1;
int strPrayer = player.getPrayers().getStrengthPrayer();
if (strPrayer == 1)
{
powerMultiplier += 0.05;
}
else if (strPrayer == 2)
{
powerMultiplier += 0.1;
}
else if (strPrayer == 3)
{
powerMultiplier += 0.15;
}
else if (player.getPrayers().getSuperPrayer() == 1)
{
powerMultiplier += 0.18;
}
else if (player.getPrayers().getSuperPrayer() == 2)
{
powerMultiplier += 0.23;
}
if (wearingMeleeVoid(player))
{
damageMultiplier += 0.1;
}
else if (wearingDharok(player) && misc.random(3) == 0)
{
dharokModifier = misc.random((int)((player.getSkills().getGreaterLevel(Skills.SKILL.HITPOINTS) - player.getSkills().getCurLevel(Skills.SKILL.HITPOINTS)) * 0.1));
}
if (fightType.Equals(AttackStyle.CombatSkill.AGGRESSIVE))
{
fightingStyle = 3;
} else if (fightType.Equals(AttackStyle.CombatSkill.CONTROLLED))
{
fightingStyle = 1;
}
double cumulativeStrength = ((myCurStrength) * (powerMultiplier) + fightingStyle) * dharokModifier;
double maxHit = ((13 + (cumulativeStrength) + (myEquipStrengthBonus / 8) + ((cumulativeStrength * myEquipStrengthBonus) / 64)) * damageMultiplier); // NEW MAX HIT FORMULA
maxHit = maxHit / 10; //this is temporary because I haven't yet fully implemented the huge damage system.
return maxHit;
}