本文整理汇总了Java中com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis类的典型用法代码示例。如果您正苦于以下问题:Java Paralysis类的具体用法?Java Paralysis怎么用?Java Paralysis使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Paralysis类属于com.shatteredpixel.shatteredpixeldungeon.actors.buffs包,在下文中一共展示了Paralysis类的15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Java代码示例。
示例1: evolve
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
@Override
protected void evolve() {
super.evolve();
Char ch;
int cell;
for (int i = area.left; i < area.right; i++){
for (int j = area.top; j < area.bottom; j++){
cell = i + j*Dungeon.level.width();
if (cur[cell] > 0 && (ch = Actor.findChar( cell )) != null) {
if (!ch.immunities().contains(this.getClass()))
Buff.prolong( ch, Paralysis.class, Paralysis.duration( ch )/5 );
}
}
}
}
示例2: evolve
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
@Override
protected void evolve() {
super.evolve();
Char ch;
int cell;
for (int i = area.left; i < area.right; i++) {
for (int j = area.top; j < area.bottom; j++) {
cell = i + j * Dungeon.level.width();
if (cur[cell] > 0 && (ch = Actor.findChar(cell)) != null) {
if (!ch.immunities().contains(this.getClass()))
Buff.prolong(ch, Paralysis.class, Paralysis.duration(ch));
}
}
}
}
示例3: add
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
@Override
public void add( Buff buff ) {
if (buff(TimekeepersHourglass.timeStasis.class) != null)
return;
super.add( buff );
if (sprite != null) {
String msg = buff.heroMessage();
if (msg != null){
GLog.w(msg);
}
if (buff instanceof Paralysis || buff instanceof Vertigo) {
interrupt();
}
}
BuffIndicator.refreshHero();
}
示例4: effect
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
public static void effect(Hero hero){
switch (Random.Int( 5 )) {
case 0:
GLog.w( Messages.get(MysteryMeat.class, "hot") );
Buff.affect( hero, Burning.class ).reignite( hero );
break;
case 1:
GLog.w( Messages.get(MysteryMeat.class, "legs") );
Buff.prolong( hero, Roots.class, Paralysis.duration( hero ) );
break;
case 2:
GLog.w( Messages.get(MysteryMeat.class, "not_well") );
Buff.affect( hero, Poison.class ).set( Poison.durationFactor( hero ) * hero.HT / 5 );
break;
case 3:
GLog.w( Messages.get(MysteryMeat.class, "stuffed") );
Buff.prolong( hero, Slow.class, Slow.duration( hero ) );
break;
}
}
示例5: proc
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
@Override
public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 13%
// lvl 1 - 22%
// lvl 2 - 30%
int level = Math.max( 0, weapon.level() );
if (Random.Int( level + 8 ) >= 7) {
Buff.prolong( defender, Paralysis.class, Random.Float( 1, 1.5f + level ) );
defender.sprite.emitter().burst(Speck.factory(Speck.LIGHT), 12 );
}
return damage;
}
示例6: evolve
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
@Override
protected void evolve() {
super.evolve();
Char ch;
for (int i=0; i < LENGTH; i++) {
if (cur[i] > 0 && (ch = Actor.findChar(i)) != null) {
if (!ch.immunities().contains(this.getClass()))
Buff.prolong( ch, Paralysis.class, Paralysis.duration( ch )/5 );
}
}
}
示例7: evolve
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
@Override
protected void evolve() {
super.evolve();
Char ch;
for (int i=0; i < LENGTH; i++) {
if (cur[i] > 0 && (ch = Actor.findChar( i )) != null) {
if (!ch.immunities().contains(this.getClass()))
Buff.prolong( ch, Paralysis.class, Paralysis.duration( ch ) );
}
}
}
示例8: attackProc
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
@Override
public int attackProc( Char enemy, int damage ) {
if (Random.Int( MAX_ARMY_SIZE ) == 0) {
Buff.prolong( enemy, Paralysis.class, 1 );
}
return damage;
}
示例9: attackProc
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
@Override
public int attackProc( Char enemy, int damage ) {
if (Random.Int( 10 ) == 0) {
Buff.prolong( enemy, Paralysis.class, 1.1f );
}
return super.attackProc( enemy, damage );
}
示例10: onSelect
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
@Override
public void onSelect( Integer target ) {
if (target != null && target != curUser.pos) {
int cell = Ballistica.cast( curUser.pos, target, false, true );
if (Actor.findChar( cell ) != null && cell != curUser.pos) {
cell = Ballistica.trace[Ballistica.distance - 2];
}
curUser.HP -= (curUser.HP / 3);
if (curUser.subClass == HeroSubClass.BERSERKER && curUser.HP <= curUser.HT * Fury.LEVEL) {
Buff.affect( curUser, Fury.class );
}
final int dest = cell;
curUser.busy();
((HeroSprite)curUser.sprite).jump(curUser.pos, cell, new Callback() {
@Override
public void call() {
curUser.move(dest);
Dungeon.level.press(dest, curUser);
Dungeon.observe();
for (int i = 0; i < Level.NEIGHBOURS8.length; i++) {
Char mob = Actor.findChar(curUser.pos + Level.NEIGHBOURS8[i]);
if (mob != null && mob != curUser) {
Buff.prolong(mob, Paralysis.class, SHOCK_TIME);
}
}
CellEmitter.center(dest).burst(Speck.factory(Speck.DUST), 10);
Camera.main.shake(2, 0.5f);
curUser.spendAndNext(LEAP_TIME);
}
});
}
}
示例11: execute
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
@Override
public void execute( Hero hero, String action ) {
super.execute( hero, action );
if (action.equals( AC_EAT )) {
switch (Random.Int( 5 )) {
case 0:
GLog.w( "Oh it's hot!" );
Buff.affect( hero, Burning.class ).reignite( hero );
break;
case 1:
GLog.w( "You can't feel your legs!" );
Buff.prolong( hero, Roots.class, Paralysis.duration( hero ) );
break;
case 2:
GLog.w( "You are not feeling well." );
Buff.affect( hero, Poison.class ).set( Poison.durationFactor( hero ) * hero.HT / 5 );
break;
case 3:
GLog.w( "You are stuffed." );
Buff.prolong( hero, Slow.class, Slow.duration( hero ) );
break;
}
}
}
示例12: doRead
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
@Override
protected void doRead() {
GameScene.flash( 0xFFFFFF );
Sample.INSTANCE.play( Assets.SND_BLAST );
Invisibility.dispel();
for (Mob mob : Dungeon.level.mobs.toArray( new Mob[0] )) {
if (Level.fieldOfView[mob.pos]) {
mob.damage(mob.HT, this );
}
}
curUser.damage(Random.IntRange(curUser.HT/4, curUser.HT/2), this);
Buff.prolong( curUser, Paralysis.class, Random.Int( 4, 6 ) );
Buff.prolong( curUser, Blindness.class, Random.Int( 6, 9 ) );
Dungeon.observe();
setKnown();
curUser.spendAndNext( TIME_TO_READ );
if (!curUser.isAlive()) {
Dungeon.fail( Utils.format(ResultDescriptions.ITEM, name ));
GLog.n("The Psionic Blast tears your mind apart...");
}
}
示例13: attackProc
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
@Override
public int attackProc( Char enemy, int damage ) {
damage = super.attackProc( enemy, damage );
if (Random.Int( MAX_ARMY_SIZE ) == 0) {
Buff.prolong( enemy, Paralysis.class, 1 );
}
return damage;
}
示例14: attackProc
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
@Override
public int attackProc( Char enemy, int damage ) {
damage = super.attackProc( enemy, damage );
if (Random.Int( 10 ) == 0) {
Buff.prolong( enemy, Paralysis.class, 1.1f );
}
return super.attackProc( enemy, damage );
}
示例15: onSelect
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; //导入依赖的package包/类
@Override
public void onSelect( Integer target ) {
if (target != null && target != curUser.pos) {
Ballistica route = new Ballistica(curUser.pos, target, Ballistica.PROJECTILE);
int cell = route.collisionPos;
//can't occupy the same cell as another char, so move back one.
if (Actor.findChar( cell ) != null && cell != curUser.pos)
cell = route.path.get(route.dist-1);
curUser.HP -= (curUser.HP / 3);
final int dest = cell;
curUser.busy();
curUser.sprite.jump(curUser.pos, cell, new Callback() {
@Override
public void call() {
curUser.move(dest);
Dungeon.level.press(dest, curUser);
Dungeon.observe();
GameScene.updateFog();
for (int i = 0; i < PathFinder.NEIGHBOURS8.length; i++) {
Char mob = Actor.findChar(curUser.pos + PathFinder.NEIGHBOURS8[i]);
if (mob != null && mob != curUser) {
Buff.prolong(mob, Paralysis.class, SHOCK_TIME);
}
}
CellEmitter.center(dest).burst(Speck.factory(Speck.DUST), 10);
Camera.main.shake(2, 0.5f);
curUser.spendAndNext(LEAP_TIME);
}
});
}
}