本文整理汇总了C#中WCell.RealmServer.Spells.Spell类的典型用法代码示例。如果您正苦于以下问题:C# Spell类的具体用法?C# Spell怎么用?C# Spell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。
Spell类属于WCell.RealmServer.Spells命名空间,在下文中一共展示了Spell类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: InitSneedSpells
public static void InitSneedSpells()
{
disarm = SpellHandler.Get(SpellId.Disarm_2); //disarm
disarm.AISettings.SetCooldown(10000);
disarm.OverrideAITargetDefinitions(DefaultTargetAdders.AddAreaSource, // random hostile nearby character
DefaultTargetEvaluators.RandomEvaluator,
DefaultTargetFilters.IsPlayer, DefaultTargetFilters.IsHostile);
SpellHandler.Apply(spell => spell.CooldownTime = 20000, SpellId.MoltenMetal);
SpellHandler.Apply(spell => spell.CooldownTime = 25000, SpellId.MeltOre);
// Rhakzor's slam has a cooldown of about 12s
SpellHandler.Apply(spell => { spell.AISettings.SetCooldown(10000, 14000); }, SpellId.RhahkZorSlam);
SpellHandler.Apply(spell => spell.CooldownTime = 10000, SpellId.SmiteSlam);
// remember the Spells for later use
terrify = SpellHandler.Get(SpellId.Terrify);
terrify.AISettings.SetCooldown(21000);
terrify.OverrideAITargetDefinitions(DefaultTargetAdders.AddAreaSource, // random hostile nearby character
DefaultTargetEvaluators.RandomEvaluator,
DefaultTargetFilters.IsPlayer, DefaultTargetFilters.IsHostile);
distractingPain = SpellHandler.Get(SpellId.DistractingPain);
distractingPain.AISettings.SetCooldown(12000);
distractingPain.OverrideAITargetDefinitions(DefaultTargetAdders.AddAreaSource, // random hostile nearby character
DefaultTargetEvaluators.RandomEvaluator,
DefaultTargetFilters.IsPlayer, DefaultTargetFilters.IsHostile);
ejectSneed = SpellHandler.Get(SpellId.EjectSneed);
}
开发者ID:KroneckerX,项目名称:WCell,代码行数:34,代码来源:Deadmines.cs
示例2: DumpSpell
public static void DumpSpell(TextWriter writer, Spell spell)
{
spell.Dump(writer, "\t");
writer.WriteLine();
writer.WriteLine("#################################################################");
writer.WriteLine();
}
开发者ID:KroneckerX,项目名称:WCell,代码行数:7,代码来源:SpellOutput.cs
示例3: InitMarrowgar
static void InitMarrowgar()
{
BoneSlice = SpellHandler.Get(SpellId.BoneSlice);
BoneStorm = SpellHandler.Get(SpellId.BoneStorm);
ColdFlame = SpellHandler.Get(SpellId.Coldflame_3);
ColdFlameBone = SpellHandler.Get(SpellId.Coldflame_13);
boneLength = urand.Next(20, 30);
}
开发者ID:NVN,项目名称:WCell,代码行数:8,代码来源:IcecrownCitadel.cs
示例4: InitMarrowgar
public static void InitMarrowgar()
{
BoneSlice = SpellHandler.Get(SpellId.BoneSlice);
BoneStorm = SpellHandler.Get(SpellId.BoneStorm);
ColdFlame = SpellHandler.Get(SpellId.Coldflame_3);
ColdFlameBone = SpellHandler.Get(SpellId.Coldflame_13);
boneLength = Utility.Random(20, 30);
}
开发者ID:KroneckerX,项目名称:WCell,代码行数:8,代码来源:IcecrownCitadel.cs
示例5: CheckDebuffResist
/// <summary>
/// Checks whether the given target resisted the debuff, represented through the given spell
/// </summary>
public static CastMissReason CheckDebuffResist(Unit target, Spell spell, int casterLevel, bool hostile)
{
var missReason = CastMissReason.None;
if (hostile && target.CheckDebuffResist(casterLevel, target.GetLeastResistantSchool(spell)))
{
missReason = CastMissReason.Resist;
}
return missReason;
}
开发者ID:enjoii,项目名称:WCell,代码行数:12,代码来源:SpellCast.Aura.cs
示例6: AddSpell
internal void AddSpell(Spell spell)
{
if (spell == null)
{
throw new ArgumentNullException("spell");
}
Spells.Add(spell);
spell.Line = this;
}
开发者ID:pallmall,项目名称:WCell,代码行数:9,代码来源:SpellLine.cs
示例7: AISpellCastAction
public AISpellCastAction(Unit owner, Spell spell)
: base(owner)
{
m_spell = spell;
//if (m_target != null)
//{
// m_range = new SimpleRange(m_spell.Range.Min, m_spell.Range.Max);
//}
}
开发者ID:ebakkedahl,项目名称:WCell,代码行数:10,代码来源:AISpellCastAction.cs
示例8: Init
public static void Init(TestContext testContext)
{
chr = Setup.AllianceCharacterPool.Create();
client = chr.FakeClient;
disenchantSpell = SpellHandler.Get(SpellId.DisenchantPT);
disenchantSpell.CastDelay = 0; // we don't want to wait
ItemMgr.LoadAll();
//LootMgr.LoadAll();
ContentMgr.Load<ItemLootItemEntry>();
}
开发者ID:NVN,项目名称:WCell,代码行数:11,代码来源:DisenchantingTest.cs
示例9: SpellCastAction
public SpellCastAction(IBrain owner, Unit target, Spell spell) : base(owner)
{
m_ownerBrain = owner;
m_target = target;
m_spell = spell;
if (m_target != null)
m_range = new AIRange(m_spell.Range.Min, m_spell.Range.Max);
IsPrimary = true;
}
开发者ID:KroneckerX,项目名称:WCell,代码行数:11,代码来源:SpellCastAction.cs
示例10: Trigger
//internal static readonly ObjectPool<List<AuraApplicationInfo>> AuraAppListPool = ObjectPoolMgr.CreatePool(() => new List<AuraApplicationInfo>());
public static void Trigger(WorldObject caster, SpellEffect triggerEffect, Spell spell)
{
var cast = SpellCastPool.Obtain();
cast.Caster = caster;
cast.m_triggerEffect = triggerEffect;
caster.ExecuteInContext(() =>
{
cast.Start(spell, true);
cast.Dispose();
});
}
开发者ID:pallmall,项目名称:WCell,代码行数:14,代码来源:SpellCast.cs
示例11: Trigger
public static void Trigger(WorldObject caster, Spell spell, ref Vector3 targetLoc, WorldObject selected, Item casterItem)
{
var cast = ObtainPooledCast(caster);
cast.TargetLoc = targetLoc;
cast.Selected = selected;
cast.CasterItem = casterItem;
cast.ExecuteInContext(() =>
{
cast.Start(spell, true);
//cast.Dispose();
});
}
开发者ID:primax,项目名称:WCell,代码行数:13,代码来源:SpellCast.cs
示例12: CheckImmune
/// <summary>
/// Returns whether the spell can be casted (true) or if immunity of the target prevents it (false)
/// </summary>
public static bool CheckImmune(Unit target, Spell spell, bool hostile)
{
if (spell.Mechanic != SpellMechanic.None &&
hostile == spell.Mechanic.IsNegative() &&
((spell.Mechanic == SpellMechanic.Invulnerable_2 || spell.Mechanic == SpellMechanic.Invulnerable) &&
!spell.Attributes.HasFlag(SpellAttributes.UnaffectedByInvulnerability) &&
(target.IsImmune(SpellMechanic.Invulnerable_2) || target.IsImmune(SpellMechanic.Invulnerable))) ||
(target.IsImmune(spell.Mechanic) || target.IsImmune(spell.DispelType)))
{
return false;
}
return true;
}
开发者ID:enjoii,项目名称:WCell,代码行数:16,代码来源:SpellCast.Perform.cs
示例13: SpellLine
public SpellLine(SpellLineId id, params Spell[] spells)
{
LineId = id;
AuraUID = (uint)id;
Spells = new List<Spell>();
if (spells.Length > 0)
{
m_firstSpell = spells[0];
for (var i = 0; i < spells.Length; i++)
{
var spell = spells[i];
AddSpell(spell);
}
}
}
开发者ID:pallmall,项目名称:WCell,代码行数:16,代码来源:SpellLine.cs
示例14: DisplayPath
private static void DisplayPath(Spell spell, WorldObject caster, WorldObject target, ref Vector3 to)
{
if (!(caster is Character)) return;
if (!NPCMgr.Loaded)
{
NPCMgr.LoadAllLater();
caster.Say("Loading NPCs...");
return;
}
var from = caster.Position;
from.Z += 5;
to.Z += 5;
caster.Map.Terrain.FindPath(new PathQuery(from, ref to, caster, OnFoundPath));
}
开发者ID:KroneckerX,项目名称:WCell,代码行数:16,代码来源:DebugSpells.cs
示例15: WSGFaction
#pragma warning restore 0649
#endregion
protected WSGFaction(WarsongGulch instance,
SpellId flagSpell,
SpellId flagDropSpell,
SpellId flagDropDebuff,
SpellId flagCarrierDebuffSpellId,
GOEntryId flagStand,
GOEntryId flagDropId)
{
Instance = instance;
_flagSpell = SpellHandler.Get(flagSpell);
_flagDropSpell = SpellHandler.Get(flagDropSpell);
_flagDropDebuff = SpellHandler.Get(flagDropDebuff);
_flagCarrierDebuffSpell = SpellHandler.Get(flagCarrierDebuffSpellId);
FlagStandEntry = GOMgr.GetEntry(flagStand);
DroppedFlagEntry = GOMgr.GetEntry(flagDropId);
_flagRespawn = WarsongGulch.FlagRespawnTime;
Score = 0;
}
开发者ID:pallmall,项目名称:WCell,代码行数:23,代码来源:WSGFaction.cs
示例16: IsImmune
/// <summary>
/// Returns whether the given target is immune to the given spell
/// </summary>
public static bool IsImmune(Unit target, Spell spell, bool hostile)
{
if (
hostile &&
spell.Mechanic.IsNegative() &&
!spell.Attributes.HasFlag(SpellAttributes.UnaffectedByInvulnerability) &&
(spell.Mechanic == SpellMechanic.Invulnerable_2 || spell.Mechanic == SpellMechanic.Invulnerable) &&
(
// immune against spell
target.IsInvulnerable ||
target.IsImmune(SpellMechanic.Invulnerable_2) ||
target.IsImmune(SpellMechanic.Invulnerable) ||
target.IsImmune(spell.Mechanic) ||
target.IsImmune(spell.DispelType)
)
)
{
return true;
}
return false;
}
开发者ID:primax,项目名称:WCell,代码行数:24,代码来源:SpellCast.Perform.cs
示例17: ApplyAura
public static void ApplyAura(TestCharacter chr, Spell spell)
{
Assert.IsTrue(spell.IsAura || spell.IsAreaAura, "Spell {0} is not an Aura", spell);
chr.EnsureInWorld();
chr.ShapeshiftForm = ShapeshiftForm.Normal;
chr.Auras.Clear();
Assert.AreEqual(0, chr.Auras.Count);
// important: Execute this in the Map's thread
chr.Map.AddMessageAndWait(new Message(() => {
chr.SpellCast.TriggerSelf(spell);
var failure =
chr.FakeClient.DequeueSMSG(RealmServerOpCode.SMSG_SPELL_FAILURE);
Assert.IsNull(failure,
failure != null
? "Spell failed: " + failure["FailReason"].Value
: "");
Assert.AreEqual(1, chr.Auras.Count, "Aura was not added.");
var aura = chr.Auras[spell, !spell.HasHarmfulEffects];
Assert.IsNotNull(aura);
Assert.AreEqual(spell.GetDuration(chr.SharedReference, chr), (uint)aura.Duration);
Assert.AreNotEqual(0, spell.GetDuration(chr.SharedReference, chr));
Asser.GreaterOrEqual(spell.GetDuration(chr.SharedReference, chr), (uint)aura.TimeLeft);
aura.Cancel();
Assert.IsNull(chr.Auras[spell, !spell.HasHarmfulEffects]);
Assert.AreEqual(0, chr.Auras.Count);
}));
}
开发者ID:KroneckerX,项目名称:WCell,代码行数:38,代码来源:CastingTest.cs
示例18: SendTotemCreated
public static bool SendTotemCreated(IPacketReceiver client, Spell totemSpell, EntityId totemEntityId)
{
var chr = client as Character;
if (chr == null)
return false;
var effect = totemSpell.GetEffect(SpellEffectType.Summon);
if (effect == null)
return false;
var slot = effect.SummonEntry.Slot - 1;
using(var packet = new RealmPacketOut(RealmServerOpCode.SMSG_TOTEM_CREATED))
{
packet.Write(slot);
packet.Write(totemEntityId);
packet.Write(totemSpell.GetDuration(chr.SharedReference));
packet.Write(totemSpell.Id);
client.Send(packet);
}
return true;
}
开发者ID:KroneckerX,项目名称:WCell,代码行数:23,代码来源:TotemHandler.cs
示例19: ConsumePower
/// <summary>
/// Tries to consume the given amount of Power, also considers modifiers to Power-cost.
/// </summary>
public bool ConsumePower(DamageSchool type, Spell spell, int neededPower)
{
neededPower = GetPowerCost(type, spell, neededPower);
if (Power >= neededPower)
{
Power -= neededPower;
return true;
}
return false;
}
开发者ID:ray2006,项目名称:WCell,代码行数:15,代码来源:Unit.cs
示例20: GetPowerCost
/// <summary>
/// Returns the modified power-cost needed to cast a Spell of the given DamageSchool
/// and the given base amount of power required
/// </summary>
public virtual int GetPowerCost(DamageSchool school, Spell spell, int cost)
{
int modifier = PowerCostModifier;
if (m_schoolPowerCostMods != null)
{
modifier += m_schoolPowerCostMods[(int)school];
}
cost += modifier;
cost = (int)(Math.Round(PowerCostMultiplier) * cost);
return cost;
}
开发者ID:ray2006,项目名称:WCell,代码行数:17,代码来源:Unit.cs
注:本文中的WCell.RealmServer.Spells.Spell类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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