本文整理汇总了PHP中Shadowfunc::diceHits方法的典型用法代码示例。如果您正苦于以下问题:PHP Shadowfunc::diceHits方法的具体用法?PHP Shadowfunc::diceHits怎么用?PHP Shadowfunc::diceHits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Shadowfunc
的用法示例。
在下文中一共展示了Shadowfunc::diceHits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PHP代码示例。
示例1: onThrow
public function onThrow(SR_Player $player, SR_Player $target)
{
$firearms = $player->get('firearms');
$atk = 20 + $firearms;
$mindmg = 1;
$maxdmg = 6;
$out_dmg = '';
$out_dmgep = '';
$out_eff = '';
$inaccuracy = rand(2, 4) - ($firearms ? 1 : 0);
$targets = $this->computeDistances($target, $inaccuracy);
foreach ($targets as $data) {
list($t, $d) = $data;
$t instanceof SR_Player;
$a = $atk - $d + rand(-1, 2);
$a = Common::clamp($a, 0, $atk);
$def = $t->get('defense');
$arm = $t->get('marm');
$hits = Shadowfunc::diceHits($mindmg, $arm, $atk, $def, $player, $t);
$hits -= $arm;
$hits = Common::clamp($hits, 0);
if ($hits == 0) {
continue;
}
$dmg = round($mindmg + $hits / 10, 2);
if ($dmg <= 0) {
continue;
}
}
}
示例2: onThrow
public function onThrow(SR_Player $player, SR_Player $target)
{
$party = $player->getParty();
$ep = $party->getEnemyParty();
$mc = $party->getMemberCount();
$firearms = $player->get('firearms');
$atk = 15;
$mindmg = 1;
$maxdmg = 4;
$damage = array();
$inaccuracy = rand(2, 4) - ($firearms ? 1 : 0);
$targets = self::computeDistances($target, $inaccuracy);
foreach ($targets as $data) {
list($pid, $d) = $data;
$target = $ep->getMemberByPID($pid);
$target instanceof SR_Player;
$a = $atk - $d * $d + rand(-1, 2);
$a = Common::clamp($a, 0, $atk);
$def = $target->get('defense');
$arm = $target->get('marm');
$hits = Shadowfunc::diceHits($mindmg, $arm, $a, $def, $player, $target);
$hits = Common::clamp($hits, 0);
echo "Dicing... DIST: {$d}, ATK: {$a}, DEF: {$def}. Hits: {$hits}\n";
// $hits -= $arm;
if ($hits <= 0) {
continue;
}
$dmg = round($mindmg + $hits * 0.1, 2);
$dmg = Common::clamp($dmg, $mindmg, $maxdmg);
$dmg -= $arm;
if ($dmg <= 0) {
continue;
}
echo "Blinding the target with {$hits} hits ...\n";
for ($i = 0; $i < $hits; $i += 3) {
$target->addEffects(new SR_Effect($i * 10, array('attack' => -0.15), SR_Effect::MODE_ONCE));
}
$damage[$pid] = $dmg;
}
Shadowfunc::multiDamage($player, $damage, 'The Flashbang totally missed all targets.');
}
示例3: onAttackB
public function onAttackB(SR_Player $player, $arg, $armor_type)
{
$p = $player->getParty();
$mc = $p->getMemberCount();
$ep = $p->getEnemyParty();
if (false === ($target = $this->getOffensiveTarget($player, $arg))) {
return false;
}
$d = abs($player->getY() - $target->getY());
$d2 = Common::clamp($d - 2, 0);
if ($d > $this->getItemRange()) {
$player->getParty()->moveTowards($player, $target);
return true;
}
if ($this instanceof SR_FireWeapon) {
$this->increase('sr4it_ammo', -$this->getBulletsPerShot());
}
# Bows are great for distance
if ($this instanceof SR_Bow) {
$d2 /= 4;
} elseif ($this instanceof SR_MeleeWeapon) {
$d2 = 0;
}
$busy = $player->busy($this->getRealAttackTime());
$mindmg = $player->get('min_dmg');
$maxdmg = $player->get('max_dmg');
$arm = $target->get($armor_type);
$atk = round(Common::clamp($player->get('attack') - $d2 * 1.2, 1));
$def = $target->get('defense');
$hits = Shadowfunc::diceHits($mindmg, $arm, $atk, $def, $player, $target);
$pname = $player->displayNameNB();
$tname = $target->displayNameNB();
$iname = $this->getName();
# Debug
// Dog_Log::debug(sprintf('%s (ATK: %s HP: %s) vs. %s (DEF: %s HP: %s) = HITS: %s',$player->getName(),$atk,$player->getHP(),$target->getName(),$def,$target->getHP(),$hits));
# Miss
if ($hits < 1) {
$p->ntice('5230', array($pname, $tname, $iname, $busy));
$ep->ntice('5230', array($pname, $tname, $iname, $busy));
return true;
// $msg .= ' but misses.';
}
# Hit
$damage = $hits * 0.1;
$damage = round(Common::clamp($damage, 0.0, $maxdmg), 1);
# Crit?
$sharp = $player->getCritPermille();
if (rand(0, 1000) < $sharp) {
$damage += Shadowfunc::diceFloat(1.0, $hits * 0.1 + 1.0, 1);
$crit = 1;
$bold = "";
} else {
$crit = false;
$bold = '';
}
# No damage
if ($damage <= 0) {
$p->ntice('5231', array($pname, $tname, $iname, $busy));
$ep->ntice('5231', array($pname, $tname, $iname, $busy));
return true;
// $msg .= sprintf(' but causes no damage.');
// $hpmsg = sprintf(' %s/%s HP left.', round($target->getHP(), 1), round($target->get('max_hp'), 1));
}
$target->dealDamage($damage);
# Special poison weapons
$this->onDealDamage($player, $target, $hits, $damage);
# Some damage
if (false === $target->isDead()) {
$p->ntice('5232', array($pname, $tname, $iname, $damage, $busy, $bold, $crit));
$ep->ntice('5233', array($pname, $tname, $iname, $damage, $target->getHP(), $target->getMaxHP(), $busy, $bold, $crit));
return true;
}
###########
# Killed! #
###########
$xp = $target->isHuman() ? 0 : $target->getLootXP();
$nuyen = $target->getLootNuyen();
if ($player->isNPC()) {
$target->resetXP();
}
$target->giveNuyen(-$nuyen);
$tl = $target->getBase('level');
$ploot = array();
$pxp = 0;
foreach ($p->getMembers() as $member) {
$member instanceof SR_Player;
$lxp = $xp / $mc;
$leveldiff = ($tl + 1) / ($member->getBase('level') + 1);
$lxp *= $leveldiff;
$lxp = round(Common::clamp($lxp, 0.01), 2);
$pxp += $lxp;
$xps[] = $lxp;
$lny = round($nuyen / $mc, 2);
$member->giveNuyen($lny);
$member->msg('5234', array($pname, $tname, $iname, $damage, $busy, Shadowfunc::displayNuyen($lny), $lxp, $bold, $crit));
$member->giveXP($lxp);
// $member->setOption(SR_Player::STATS_DIRTY, true);
}
$p->givePartyXP($pxp);
$ep->ntice('5235', array($pname, $tname, $iname, $damage, $busy, $bold, $crit));
//.........这里部分代码省略.........