Elin Decompiled Documentation EA 23.199 Nightly
Loading...
Searching...
No Matches
ActMelee Class Reference
Inheritance diagram for ActMelee:
ActBaseAttack Act Element EClass ActMeleeBladeStorm ActMeleeCounter ActMeleeParry ActMeleeSwarm ActRush

Public Member Functions

bool HideHint (Card c)
 
override string GetHintText (string str="")
 
override string GetTextSmall (Card c)
 
override CursorInfo GetCursorIcon (Card c)
 
override bool ShowMouseHint (Card c)
 
override bool CanPerform ()
 
override bool Perform ()
 
bool Attack (float dmgMulti=1f)
 
- Public Member Functions inherited from Act
virtual CursorInfo GetCursorIcon (Card c)
 
virtual MultiSprite GetStateIcon ()
 
override Sprite GetSprite ()
 
virtual bool ShowMouseHint (Card c)
 
virtual bool IsValidTC (Card c)
 
virtual string GetHintText (string str="")
 
virtual string GetText (string str="")
 
virtual string GetTextSmall (Card c)
 
bool IsTargetHostileParty ()
 
virtual Color GetActPlanColor ()
 
virtual bool Perform ()
 
virtual bool CanPerform ()
 
bool Perform (Chara _cc, Card _tc=null, Point _tp=null)
 
bool CanPerform (Chara _cc, Card _tc=null, Point _tp=null)
 
virtual bool IsToolValid ()
 
new void SetImage (Image image)
 
virtual void OnMarkMapHighlights ()
 
virtual bool ShouldMapHighlight (Point p)
 
- Public Member Functions inherited from Element
virtual SourceElement.Row GetSource ()
 
virtual int GetSourcePotential (int v)
 
virtual Sprite GetSprite ()
 
int GetMaterialSourceValue (Thing t, int v)
 
virtual int GetSourceValue (int v, int lv, SourceValueType type)
 
virtual Sprite GetIcon (string suffix="")
 
bool IsActive (Card c)
 
int SortVal (bool charaSheet=false)
 
virtual bool CanLink (ElementContainer owner)
 
bool HasTag (string tag)
 
void SetImage (Image i)
 
virtual string GetDetail ()
 
bool IsFactionElement (Chara c)
 
Element GetParent (Card c)
 
void WriteNote (UINote n, ElementContainer owner=null, Action< UINote > onWriteNote=null)
 
void WriteNoteWithRef (UINote n, ElementContainer owner, Action< UINote > onWriteNote, Element refEle)
 
void _WriteNote (UINote n, Chara c, Act act)
 
void AddHeaderAbility (UINote n)
 
void _WriteNote (UINote n, ElementContainer owner, Action< UINote > onWriteNote, bool isRef, bool addHeader=true)
 
void AddEncNote (UINote n, Card Card, ElementContainer.NoteMode mode=ElementContainer.NoteMode.Default, Func< Element, string, string > funcText=null, Action< UINote, Element > onAddNote=null)
 
virtual void OnWriteNote (UINote n, ElementContainer owner)
 
virtual void OnChangeValue ()
 
void CheckLevelBonus (ElementContainer owner, UINote n=null)
 
int GetSortVal (UIList.SortMode m)
 
virtual Act.Cost GetCost (Chara c)
 
virtual int GetPower (Card c)
 
virtual void SetTextValue (UIText text)
 
virtual bool IsPurchaseFeatReqMet (ElementContainer owner, int lv=-1)
 
virtual void WritePurchaseReq (UINote n, int lv=1)
 

Properties

virtual bool AllowCounter [get]
 
virtual bool AllowParry [get]
 
virtual bool ShouldRollMax [get]
 
virtual float BaseDmgMTP [get]
 
virtual bool UseWeaponDist [get]
 
override int PerformDistance [get]
 
override bool ResetAxis [get]
 
override bool CanPressRepeat [get]
 
- Properties inherited from Act
override bool ShowPotential [get]
 
override bool UsePotential [get]
 
override bool ShowRelativeAttribute [get]
 
virtual CursorInfo CursorIcon [get]
 
virtual string ID [get]
 
virtual bool IsAct [get]
 
virtual bool WillEndTurn [get]
 
virtual bool CloseLayers [get]
 
virtual int LeftHand [get]
 
virtual int RightHand [get]
 
virtual int ElementPowerMod [get]
 
virtual bool ShowMapHighlight [get]
 
virtual bool ShowMapHighlightBlock [get]
 
virtual bool PickHeldOnStart [get]
 
virtual bool DropHeldOnStart [get]
 
virtual bool CanPressRepeat [get]
 
virtual bool CanAutofire [get]
 
virtual bool ResetAxis [get]
 
virtual bool RequireTool [get]
 
virtual bool IsHostileAct [get]
 
virtual bool HideRightInfo [get]
 
virtual bool HaveLongPressAction [get]
 
virtual float Radius [get]
 
virtual int PerformDistance [get]
 
virtual int MaxRadius [get]
 
virtual TargetType TargetType [get]
 
virtual bool LocalAct [get]
 
virtual bool CanRapidFire [get]
 
virtual float RapidDelay [get]
 
virtual bool ShowAuto [get]
 
virtual bool IsCrime [get]
 
- Properties inherited from Element
SourceElement.Row source [get]
 
virtual int DisplayValue [get]
 
virtual int MinValue [get]
 
int Value [get]
 
int ValueWithoutLink [get]
 
virtual int MinPotential [get]
 
int Potential [get]
 
virtual bool CanGainExp [get]
 
bool IsFlag [get]
 
virtual string Name [get]
 
virtual string FullName [get]
 
virtual int ExpToNext [get]
 
virtual bool UseExpMod [get]
 
virtual int CostTrain [get]
 
virtual int CostLearn [get]
 
virtual bool ShowXP [get]
 
virtual bool ShowMsgOnValueChanged [get]
 
virtual bool ShowValue [get]
 
virtual bool ShowPotential [get]
 
virtual bool UsePotential [get]
 
virtual bool PotentialAsStock [get]
 
virtual bool ShowRelativeAttribute [get]
 
virtual bool ShowBonuses [get]
 
virtual string ShortName [get]
 
bool IsGlobalElement [get]
 
bool IsFactionWideElement [get]
 
bool IsPartyWideElement [get]
 
virtual bool ShowEncNumber [get]
 
bool IsTrait [get]
 
bool IsFoodTrait [get]
 
bool IsFoodTraitMain [get]
 
bool IsMainAttribute [get]
 
Act act [get]
 
- Properties inherited from EClass
static Game game [get]
 
static bool AdvMode [get]
 
static Player player [get]
 
static Chara pc [get]
 
static UI ui [get]
 
static Map _map [get]
 
static Zone _zone [get]
 
static FactionBranch Branch [get]
 
static FactionBranch BranchOrHomeBranch [get]
 
static Faction Home [get]
 
static Faction Wilds [get]
 
static Scene scene [get]
 
static BaseGameScreen screen [get]
 
static GameSetting setting [get]
 
static GameData gamedata [get]
 
static ColorProfile Colors [get]
 
static World world [get]
 
static SourceManager sources [get]
 
static SourceManager editorSources [get]
 
static SoundManager Sound [get]
 
static CoreDebug debug [get]
 

Additional Inherited Members

- Public Types inherited from Act
enum  CostType { None , MP , SP }
 
- Static Public Member Functions inherited from Act
static void SetReference (Chara _cc, Card _tc=null, Point _tp=null)
 
static void SetTool (Thing t)
 
- Static Public Member Functions inherited from Element
static string GetName (string alias)
 
static SourceElement.Row Get (int id)
 
static Dictionary< int, int > GetElementMap (int[] list)
 
static Dictionary< int, int > GetElementMap (int[] list, Dictionary< int, int > map)
 
static SourceElement.Row GetRandomElement (int lv=1, bool useWeight=true)
 
static Element Create (int id, int v=0)
 
static Element Create (string id, int v=1)
 
static int GetId (string alias)
 
static int GetResistLv (int v)
 
static int GetResistDamage (int dmg, int v, int power=0)
 
- Static Public Member Functions inherited from EClass
static int rndSeed (int a, int seed)
 
static int rnd (long a)
 
static int rnd (int a)
 
static int curve (int a, int start, int step, int rate=75)
 
static int rndHalf (int a)
 
static float rndf (float a)
 
static int rndSqrt (int a)
 
static void Wait (float a, Card c)
 
static void Wait (float a, Point p)
 
static int Bigger (int a, int b)
 
static int Smaller (int a, int b)
 
- Public Attributes inherited from Element
SourceElement.Row _source
 
int id
 
int vBase
 
int vExp
 
int vPotential
 
int vTempPotential
 
int vLink
 
int vSource
 
int vSourcePotential
 
ElementContainer owner
 
- Static Public Attributes inherited from Act
static Chara CC
 
static Card TC
 
static Point TP = new Point()
 
static Thing TOOL
 
static int powerMod = 100
 
static bool forcePt
 
static Act CurrentAct
 
- Static Public Attributes inherited from Element
const int Div = 5
 
static Element Void = new Element()
 
static int[] List_MainAttributes = new int[9] { 70, 72, 71, 77, 74, 75, 76, 73, 79 }
 
static int[] List_MainAttributesMajor = new int[8] { 70, 72, 71, 77, 74, 75, 76, 73 }
 
static int[] List_Body = new int[4] { 70, 72, 71, 77 }
 
static int[] List_Mind = new int[4] { 74, 75, 76, 73 }
 
static List< SourceElement.RowListElements = new List<SourceElement.Row>()
 
static List< SourceElement.RowListAttackElements = new List<SourceElement.Row>()
 
- Static Public Attributes inherited from EClass
static Core core
 

Detailed Description

Definition at line 4 of file ActMelee.cs.

Member Function Documentation

◆ Attack()

bool ActMelee.Attack ( float  dmgMulti = 1f)
inline

Definition at line 105 of file ActMelee.cs.

106 {
107 Act.CC.combatCount = 10;
108 Act.CC.LookAt(Act.TC);
110 if (Act.CC.HasCondition<ConFear>())
111 {
112 Act.CC.Say("fear", Act.CC, Act.TC);
113 if (Act.CC.IsPC)
114 {
115 EInput.Consume(consumeAxis: true);
116 }
117 return true;
118 }
120 bool intercepted = (Act.TC?.Chara?.RequestProtection(Act.CC, delegate(Chara c)
121 {
122 Act.TC = c;
123 })).GetValueOrDefault();
124 Act.TP.Set(Act.TC.pos);
125 CellEffect effect = Act.TP.cell.effect;
126 if (effect != null && effect.id == 6 && EClass.rnd(2) == 0)
127 {
128 Act.CC.PlaySound("miss");
129 Act.CC.Say("abMistOfDarkness_miss", Act.CC);
130 return true;
131 }
132 bool hasHit = false;
133 bool hasMissed = false;
134 bool usedWeapon = false;
135 bool usedTalisman = false;
136 bool maxRoll = ShouldRollMax;
137 int count = 0;
138 int dist = Act.CC.Dist(Act.TC);
139 Point orgPos = Act.TC.pos.Copy();
140 Chara cC = Act.CC;
141 Card orgTC = Act.TC;
143 bool parried = false;
144 foreach (BodySlot slot in Act.CC.body.slots)
145 {
146 _Attack(slot);
147 if (parried)
148 {
149 break;
150 }
151 }
152 if (!usedWeapon)
153 {
154 _Attack(null);
155 }
157 {
158 EClass.Wait(0.25f, Act.CC);
159 }
160 if (EClass.rnd(2) == 0)
161 {
162 Act.CC.RemoveCondition<ConInvisibility>();
163 }
164 if (orgTC.isChara && orgTC.ExistsOnMap && orgTC != cC && !orgTC.IsRestrainedResident && ACT.Melee.CanPerform(orgTC.Chara, cC))
165 {
166 if (parried)
167 {
168 new ActMeleeParry().Perform(orgTC.Chara, cC);
169 }
170 else if (AllowCounter && hasMissed && !cC.HasElement(439) && orgTC.HasElement(380))
171 {
172 orgTC.Say((orgTC.isChara && orgTC.Chara.IsHostile()) ? "counter_enemy" : "counter");
173 new ActMeleeCounter().Perform(orgTC.Chara, cC);
174 }
175 }
176 Act.TC = orgTC;
177 Act.CC = cC;
178 if (!hasHit)
179 {
180 Act.CC.PlaySound("miss");
181 }
182 return true;
183 void _Attack(BodySlot slot)
184 {
185 Act.TC = orgTC;
186 Act.TP = orgPos;
187 Thing w;
188 int splash;
189 int chaser;
190 int flurry;
191 int frustration;
192 int feint;
193 int knockback;
194 int mod_talisman;
195 if (Act.TC != null && Act.TC.IsAliveInCurrentZone)
196 {
197 w = null;
198 if (slot != null)
199 {
200 if (slot.thing == null || slot.elementId != 35 || slot.thing.source.offense.Length < 2)
201 {
202 return;
203 }
204 w = slot.thing;
205 }
206 int num = 1 + Mathf.Max(Act.CC.Evalue(666), (w != null) ? w.Evalue(666) : 0);
207 if (!UseWeaponDist || dist <= 1 || dist <= num || intercepted)
208 {
209 int num2 = GetWeaponEnc(606, addSelfEnc: false);
210 int scatter = GetWeaponEnc(607, addSelfEnc: false);
211 splash = GetWeaponEnc(608, addSelfEnc: true);
212 chaser = GetWeaponEnc(620, addSelfEnc: true);
213 flurry = GetWeaponEnc(621, addSelfEnc: true);
214 frustration = GetWeaponEnc(624, addSelfEnc: true);
215 int num3 = GetWeaponEnc(622, addSelfEnc: true);
216 feint = GetWeaponEnc(623, addSelfEnc: true);
217 knockback = GetWeaponEnc(603, addSelfEnc: true);
218 mod_talisman = GetWeaponEnc(609, addSelfEnc: true);
219 List<Point> list2 = EClass._map.ListPointsInLine(Act.CC.pos, Act.TC.pos, num2 / 10 + ((num2 % 10 > EClass.rnd(10)) ? 1 : 0) + 1);
220 if (w != null)
221 {
222 if (safety)
223 {
224 if (!w.HasElement(486))
225 {
226 return;
227 }
228 num2 = (scatter = (splash = (num3 = 0)));
229 }
230 usedWeapon = true;
231 if (w.IsMeleeWithAmmo && Act.CC.IsPC && w.c_ammo <= 0 && !Act.CC.HasCondition<ConReload>())
232 {
234 }
235 }
236 AttackWithFlurry(Act.TC, Act.TP, 1f, subAttack: false);
237 if (!parried)
238 {
239 if (num2 > 0)
240 {
241 foreach (Point item in list2)
242 {
243 if (!item.Equals(orgPos))
244 {
245 Chara firstChara = item.FirstChara;
246 if (firstChara != null && firstChara.IsHostile(Act.CC))
247 {
248 AttackWithFlurry(firstChara, item, 1f, subAttack: false);
249 }
250 }
251 }
252 }
253 else if (scatter > 0)
254 {
255 Act.TP.ForeachNeighbor(delegate(Point p)
256 {
257 if (!p.Equals(orgPos))
258 {
259 Chara firstChara2 = p.FirstChara;
260 if (firstChara2 != null && firstChara2.IsHostile(Act.CC))
261 {
262 AttackWithFlurry(firstChara2, p, Mathf.Min(0.5f + 0.05f * Mathf.Sqrt(scatter), 1f + 0.01f * Mathf.Sqrt(scatter)), subAttack: true);
263 }
264 }
265 });
266 }
267 else if (num3 > 0)
268 {
269 List<Point> list = new List<Point>();
270 Act.TP.ForeachNeighbor(delegate(Point p)
271 {
272 if (!p.Equals(Act.TP))
273 {
274 list.Add(p.Copy());
275 }
276 });
277 list.Shuffle();
278 int num4 = 0;
279 for (int i = 0; i < 9 && num3 > EClass.rnd(10 + (int)Mathf.Pow(3f, i + 2)); i++)
280 {
281 num4++;
282 }
283 foreach (Point item2 in list)
284 {
285 foreach (Card item3 in item2.ListCards().Copy())
286 {
287 if (num4 <= 0 || !Act.CC.IsAliveInCurrentZone)
288 {
289 break;
290 }
291 if (item3.trait.CanBeAttacked || (item3.isChara && item3.Chara.IsHostile(Act.CC)))
292 {
293 AttackWithFlurry(item3, item2, 1f, subAttack: true);
294 if (parried)
295 {
296 break;
297 }
298 num4--;
299 }
300 }
301 }
302 }
303 }
304 count++;
305 }
306 }
307 void Attack(Card _tc, Point _tp, float mtp, bool subAttack)
308 {
309 Act.TC = _tc;
310 Act.TP = _tp;
313 {
314 int num5 = Act.TC.Evalue(437);
315 if (num5 > 0 && !Act.CC.HasElement(439))
316 {
317 int num6 = EClass.curve(5 + num5 / 3, 10, 3, 70);
318 int num7 = Act.TC.Evalue(123);
319 if (Act.TC.isChara)
320 {
321 foreach (BodySlot slot2 in Act.TC.Chara.body.slots)
322 {
323 if (slot2.thing != null && slot2.thing.HasElement(437) && Act.TC.Evalue(slot2.thing.category.skill) > num7)
324 {
325 num7 = Act.TC.Evalue(slot2.thing.category.skill);
326 }
327 }
328 }
329 num6 = num6 * 100 / (int)Mathf.Clamp((float)AttackProcess.Current.weaponSkill.Value / (float)num7 * 100f, 50f, 150f);
330 if (EClass.rnd(100) < num6)
331 {
332 Act.TC.Say((Act.TC.isChara && Act.TC.Chara.IsHostile()) ? "parry_enemy" : "parry");
333 Act.TC.PlaySound("parry");
334 parried = true;
335 return;
336 }
337 }
338 }
339 int num8 = 1;
340 if (chaser > 0)
341 {
342 for (int j = 0; j < 10; j++)
343 {
344 if (chaser > EClass.rnd(4 + (int)Mathf.Pow(4f, j + 2)))
345 {
346 num8++;
347 }
348 }
349 }
350 bool flag = false;
351 for (int k = 0; k < num8; k++)
352 {
354 {
355 break;
356 }
358 {
359 break;
360 }
361 if (k > 0)
362 {
363 Act.CC.Say("attack_chaser");
364 }
365 flag = AttackProcess.Current.Perform(count, hasHit, dmgMulti * mtp * BaseDmgMTP, maxRoll, subAttack);
366 if (!flag && frustration > 0 && !Act.TC.HasElement(439) && 10f + 2f * Mathf.Sqrt(frustration) > (float)EClass.rnd(100))
367 {
368 AttackProcess.Current.critFury = true;
369 flag = AttackProcess.Current.Perform(count, hasHit, dmgMulti * mtp, maxRoll, subAttack);
370 AttackProcess.Current.critFury = false;
371 }
373 {
374 break;
375 }
376 }
377 if (flag)
378 {
379 hasHit = true;
380 }
381 else
382 {
383 hasMissed = true;
384 }
385 Act.TC = _tc;
386 Act.TP = _tp;
387 if (w != null && w.c_ammo > 0 && !Act.CC.HasCondition<ConReload>() && !safety)
388 {
389 bool flag2 = true;
390 TraitAmmo traitAmmo = ((w.ammoData == null) ? null : (w.ammoData.trait as TraitAmmo));
391 if (traitAmmo != null && traitAmmo is TraitAmmoTalisman traitAmmoTalisman)
392 {
393 flag2 = false;
394 if (flag && !usedTalisman && Act.TC != null && Act.TC.IsAliveInCurrentZone)
395 {
396 Act act = Act.CC.elements.GetElement(traitAmmoTalisman.owner.refVal)?.act ?? ACT.Create(traitAmmoTalisman.owner.refVal);
397 Act.powerMod = traitAmmo.owner.encLV;
398 if (act.Perform(Act.CC, Act.TC, Act.TP))
399 {
400 usedTalisman = true;
401 flag2 = true;
402 if (mod_talisman > 0 && Mathf.Min(10f + Mathf.Sqrt(mod_talisman) * 5f, 90f) > (float)EClass.rnd(100))
403 {
404 flag2 = false;
405 }
406 int spellExp = Act.CC.elements.GetSpellExp(Act.CC, act, 200);
407 Act.CC.ModExp(act.id, spellExp);
408 }
409 Act.powerMod = 100;
410 }
411 }
412 if (flag2)
413 {
414 w.c_ammo--;
415 if (w.ammoData != null)
416 {
417 w.ammoData.Num = w.c_ammo;
418 }
419 if (w.c_ammo <= 0)
420 {
421 w.c_ammo = 0;
422 w.ammoData = null;
423 }
425 }
426 }
427 Act.TC = _tc;
429 {
431 if (feint > 0 && 10f + 4f * Mathf.Sqrt(feint) > (float)EClass.rnd(100))
432 {
433 Act.TC.Chara.AddCondition<ConSupress>(100 + 5 * (int)Mathf.Sqrt(feint));
434 }
435 }
436 if (splash > 0)
437 {
438 Act.TP.ForeachNeighbor(delegate(Point p)
439 {
440 if (p.Equals(Act.TP) || p.Equals(Act.CC.pos))
441 {
442 return;
443 }
444 if (!p.IsBlocked)
445 {
446 p.PlayEffect("smoke_shockwave");
447 p.Copy().Animate(AnimeID.QuakeMini, animeBlock: true);
448 }
449 foreach (Card item4 in p.ListCards())
450 {
451 if ((item4.trait.CanBeAttacked || (item4.isChara && item4.Chara.IsHostile(Act.CC))) && !item4.HasElement(430))
452 {
453 int rawDamage2 = AttackProcess.Current.GetRawDamage(0.1f + 0.05f * Mathf.Sqrt(splash), crit: false, maxRoll: false);
454 rawDamage2 = item4.ApplyProtection(rawDamage2);
455 item4.DamageHP(rawDamage2, 0, 100, AttackSource.Shockwave, Act.CC);
456 }
457 }
458 });
459 }
460 if (Act.TC.isChara && !Act.TC.HasCondition<ConGravity>() && Act.TC.ExistsOnMap && knockback > 0 && knockback * 2 + 15 > EClass.rnd(100) && !Act.TC.isRestrained)
461 {
463 bool flag3 = Act.CC.id == "tsunami";
464 if (num9 == Card.MoveResult.Success)
465 {
466 Act.TC.renderer.SetFirst(first: true);
467 Act.TC.PlaySound("wave_hit_small");
468 if (flag3)
469 {
470 Act.TC.Chara.AddCondition<ConParalyze>(20, force: true);
471 Act.TC.Chara.AddCondition<ConSuffocation>(100, force: true);
472 }
473 }
474 else if (flag3)
475 {
476 Act.TC.PlaySound("wave_hit");
477 Act.TC.pos.PlayEffect("wave_hit");
478 Act.TC.Chara.AddCondition<ConSuffocation>(200, force: true);
479 if (!Act.TC.HasElement(430))
480 {
481 int rawDamage = AttackProcess.Current.GetRawDamage(1f, crit: false, maxRoll: false);
482 rawDamage = Act.TC.ApplyProtection(rawDamage);
483 Act.TC.DamageHP(rawDamage, 0, 100, AttackSource.Shockwave, Act.CC);
484 }
485 Act.CC.Die();
486 }
487 }
488 }
489 void AttackWithFlurry(Card _tc, Point _tp, float mtp, bool subAttack)
490 {
491 int num10 = 1;
492 if (flurry > 0)
493 {
494 for (int l = 0; l < 10 && flurry > EClass.rnd(25 + (int)Mathf.Pow(5f, l + 2)); l++)
495 {
496 num10++;
497 }
498 }
499 for (int m = 0; m < num10; m++)
500 {
502 {
503 break;
504 }
505 if (!_tc.IsAliveInCurrentZone)
506 {
507 break;
508 }
509 if (m > 0)
510 {
511 Act.CC.Say(Act.CC.IsHostile() ? "attack_flurry_enemy" : "attack_flurry");
512 }
513 Attack(_tc, _tp, mtp, subAttack);
514 if (parried)
515 {
516 break;
517 }
518 }
519 }
520 int GetWeaponEnc(int ele, bool addSelfEnc)
521 {
522 return AttackProcess.GetWeaponEnc(Act.CC, w, ele, addSelfEnc);
523 }
524 }
525 }
AnimeID
Definition: AnimeID.cs:2
AttackSource
Definition: AttackSource.cs:2
Definition: ACT.cs:6
static Act Create(int id)
Definition: ACT.cs:36
static ActMelee Melee
Definition: ACT.cs:15
virtual bool ShouldRollMax
Definition: ActMelee.cs:10
override bool CanPerform()
Definition: ActMelee.cs:73
virtual bool AllowCounter
Definition: ActMelee.cs:6
override bool Perform()
Definition: ActMelee.cs:97
virtual float BaseDmgMTP
Definition: ActMelee.cs:12
virtual bool AllowParry
Definition: ActMelee.cs:8
virtual bool UseWeaponDist
Definition: ActMelee.cs:14
static bool TryReload(Thing weapon, Thing ammo=null)
Definition: ActRanged.cs:341
Definition: ACT.cs:62
virtual bool Perform()
Definition: ACT.cs:266
static Card TC
Definition: ACT.cs:79
static Point TP
Definition: ACT.cs:81
static Chara CC
Definition: ACT.cs:77
void Prepare(Chara _CC, Thing _weapon, Card _TC=null, Point _TP=null, int _attackIndex=0, bool _isThrow=false)
bool Perform(int count, bool hasHit, float dmgMulti=1f, bool maxRoll=false, bool subAttack=false)
static AttackProcess Current
Definition: AttackProcess.cs:8
int GetRawDamage(float dmgMulti, bool crit, bool maxRoll)
static int GetWeaponEnc(Chara CC, Thing w, int ele, bool addSelfEnc=false)
int elementId
Definition: BodySlot.cs:6
Thing thing
Definition: BodySlot.cs:8
void PlayAnime(AnimeID id, bool force)
virtual void NextFrame()
virtual void SetFirst(bool first, Vector3 pos)
Definition: Card.cs:11
bool IsPCFactionOrMinion
Definition: Card.cs:2234
virtual Chara Chara
Definition: Card.cs:2032
ElementContainerCard elements
Definition: Card.cs:39
int c_ammo
Definition: Card.cs:1435
bool IsRestrainedResident
Definition: Card.cs:2220
void DamageHP(int dmg, AttackSource attackSource=AttackSource.None, Card origin=null)
Definition: Card.cs:3961
bool HasElement(int ele, int req=1)
Definition: Card.cs:5725
bool isRestrained
Definition: Card.cs:552
virtual bool IsDisabled
Definition: Card.cs:2073
SoundSource PlaySound(string id, float v=1f, bool spatial=true)
Definition: Card.cs:5939
Thing ammoData
Definition: Card.cs:1759
bool ExistsOnMap
Definition: Card.cs:2047
Point pos
Definition: Card.cs:57
virtual int ApplyProtection(int dmg, int mod=100)
Definition: Card.cs:3936
Trait trait
Definition: Card.cs:51
int encLV
Definition: Card.cs:312
virtual bool IsAliveInCurrentZone
Definition: Card.cs:2089
MoveResult
Definition: Card.cs:13
virtual bool isChara
Definition: Card.cs:2045
int Evalue(int ele)
Definition: Card.cs:2533
int Dist(Card c)
Definition: Card.cs:7404
void ModExp(string alias, int a)
Definition: Card.cs:2610
SourceCategory.Row category
Definition: Card.cs:2011
CardRenderer renderer
Definition: Card.cs:59
void Say(string lang, string ref1=null, string ref2=null)
Definition: Card.cs:6586
CellEffect effect
Definition: Cell.cs:94
List< BodySlot > slots
Definition: CharaBody.cs:8
Definition: Chara.cs:10
override bool IsAliveInCurrentZone
Definition: Chara.cs:559
CharaBody body
Definition: Chara.cs:94
MoveResult TryMoveFrom(Point p)
Definition: Chara.cs:2625
Condition AddCondition(string id, int p=100, bool force=false)
Definition: Chara.cs:8897
override bool IsPC
Definition: Chara.cs:610
bool RequestProtection(Chara attacker, Action< Chara > action)
Definition: Chara.cs:8077
bool HasCondition(string alias)
Definition: Chara.cs:9054
override void Die(Element e=null, Card origin=null, AttackSource attackSource=AttackSource.None, Chara originalTarget=null)
Definition: Chara.cs:5132
void DoHostileAction(Card _tg, bool immediate=false)
Definition: Chara.cs:6121
bool IsHostile()
Definition: Chara.cs:6298
override void LookAt(Card c)
Definition: Chara.cs:3474
new GameConfig game
Definition: CoreConfig.cs:604
CoreConfig config
Definition: Core.cs:70
Definition: EClass.cs:5
static int curve(int a, int start, int step, int rate=75)
Definition: EClass.cs:68
static Core core
Definition: EClass.cs:6
static void Wait(float a, Card c)
Definition: EClass.cs:102
static Map _map
Definition: EClass.cs:18
static int rnd(long a)
Definition: EClass.cs:58
Definition: EInput.cs:8
static void Consume(int _skipFrame)
Definition: EInput.cs:656
int GetSpellExp(Chara c, Element e, int costMod=100)
Element GetElement(string alias)
int id
Definition: ELEMENT.cs:250
Act act
Definition: ELEMENT.cs:394
static void SetDirty(Thing t)
List< Point > ListPointsInLine(Point center, Point to, int radius)
Definition: Map.cs:2326
Definition: Point.cs:9
List< Card > ListCards(bool includeMasked=false)
Definition: Point.cs:1035
Point Copy()
Definition: Point.cs:479
Point Set(int _x, int _z)
Definition: Point.cs:491
void ForeachNeighbor(Action< Point > action, bool diagonal=true)
Definition: Point.cs:1381
bool IsBlocked
Definition: Point.cs:351
bool Equals(int _x, int _z)
Definition: Point.cs:944
Effect PlayEffect(string id)
Definition: Point.cs:1232
Cell cell
Definition: Point.cs:51
void Animate(AnimeID id, bool animeBlock=false)
Definition: Point.cs:1286
Definition: Thing.cs:8
SourceThing.Row source
Definition: Thing.cs:11
bool IsMeleeWithAmmo
Definition: Thing.cs:20
virtual bool CanBeAttacked
Definition: Trait.cs:164
Card owner
Definition: Trait.cs:27

References EClass._map, Element.act, Chara.AddCondition(), AllowCounter, AllowParry, Point.Animate(), Card.ApplyProtection(), Attack, BaseDmgMTP, Chara.body, Card.c_ammo, Trait.CanBeAttacked, CanPerform(), Card.category, Act.CC, Point.cell, Card.Chara, Core.config, EInput.Consume(), Point.Copy(), EClass.core, ACT.Create(), AttackProcess.Current, EClass.curve(), Card.DamageHP(), Chara.Die(), Card.Dist(), Chara.DoHostileAction(), Cell.effect, BodySlot.elementId, Card.elements, Card.encLV, Point.Equals(), Card.Evalue(), Point.ForeachNeighbor(), CoreConfig.game, ElementContainer.GetElement(), AttackProcess.GetRawDamage(), ElementContainer.GetSpellExp(), AttackProcess.GetWeaponEnc(), Chara.HasCondition(), Card.HasElement(), CellEffect.id, Element.id, Card.IsAliveInCurrentZone, Chara.IsAliveInCurrentZone, Point.IsBlocked, Card.isChara, Card.IsDisabled, Chara.IsHostile(), Thing.IsMeleeWithAmmo, Chara.IsPC, Card.IsPCFactionOrMinion, Card.isRestrained, Card.IsRestrainedResident, item, Point.ListCards(), Map.ListPointsInLine(), Chara.LookAt(), ACT.Melee, Card.ModExp(), CardRenderer.NextFrame(), Trait.owner, Act.Perform(), Perform(), AttackProcess.Perform(), CardRenderer.PlayAnime(), Point.PlayEffect(), Card.PlaySound(), Card.pos, AttackProcess.Prepare(), Card.renderer, Chara.RequestProtection(), EClass.rnd(), safety, Card.Say(), Point.Set(), LayerInventory.SetDirty(), CardRenderer.SetFirst(), ShouldRollMax, CharaBody.slots, Thing.source, Act.TC, BodySlot.thing, Act.TP, Card.trait, Chara.TryMoveFrom(), ActRanged.TryReload(), UseWeaponDist, EClass.Wait(), and CoreConfig.GameConfig.waitOnMelee.

◆ CanPerform()

override bool ActMelee.CanPerform ( )
inlinevirtual

Reimplemented from Act.

Reimplemented in ActRush.

Definition at line 73 of file ActMelee.cs.

74 {
75 if (Act.TC == null || !Act.TC.IsAliveInCurrentZone)
76 {
77 return false;
78 }
80 {
81 return false;
82 }
83 if (PerformDistance == 1)
84 {
86 {
87 return false;
88 }
89 }
90 else if (!Act.CC.CanSeeLos(Act.TC))
91 {
92 return false;
93 }
94 return base.CanPerform();
95 }
override int PerformDistance
Definition: ActMelee.cs:17
bool CanSeeLos(Card c, int dist=-1)
Definition: Chara.cs:1232
bool CanInteractTo(Card c)
Definition: Chara.cs:2464

References Chara.CanInteractTo(), Chara.CanSeeLos(), Act.CC, Card.Dist(), Card.IsAliveInCurrentZone, PerformDistance, Act.TC, and UseWeaponDist.

Referenced by Attack(), and ActMultihit.CanPerform().

◆ GetCursorIcon()

override CursorInfo ActMelee.GetCursorIcon ( Card  c)
inlinevirtual

Reimplemented from Act.

Definition at line 59 of file ActMelee.cs.

60 {
61 if (!HideHint(c))
62 {
64 }
65 return null;
66 }
bool HideHint(Card c)
Definition: ActMelee.cs:32
static CursorInfo IconMelee

References HideHint(), and CursorSystem.IconMelee.

◆ GetHintText()

override string ActMelee.GetHintText ( string  str = "")
inlinevirtual

Reimplemented from Act.

Definition at line 45 of file ActMelee.cs.

46 {
47 return "";
48 }

◆ GetTextSmall()

override string ActMelee.GetTextSmall ( Card  c)
inlinevirtual

Reimplemented from Act.

Definition at line 50 of file ActMelee.cs.

51 {
52 if (!HideHint(c))
53 {
54 return base.GetTextSmall(c);
55 }
56 return null;
57 }

References HideHint().

◆ HideHint()

bool ActMelee.HideHint ( Card  c)
inline

Definition at line 32 of file ActMelee.cs.

33 {
34 if (!EClass.pc.isBlind && c != null)
35 {
36 if (c.isChara)
37 {
38 return !EClass.pc.CanSee(c);
39 }
40 return false;
41 }
42 return true;
43 }
bool CanSee(Card c)
Definition: Chara.cs:1200
bool isBlind
Definition: Chara.cs:130
static Chara pc
Definition: EClass.cs:14

References Chara.CanSee(), Chara.isBlind, Card.isChara, and EClass.pc.

Referenced by GetCursorIcon(), GetTextSmall(), and ShowMouseHint().

◆ Perform()

override bool ActMelee.Perform ( )
inlinevirtual

Reimplemented from Act.

Reimplemented in ActRush.

Definition at line 97 of file ActMelee.cs.

98 {
99 Act.CurrentAct = this;
100 bool result = Attack();
101 Act.CurrentAct = null;
102 return result;
103 }

References Attack.

Referenced by Attack(), AI_PracticeDummy.CreateProgress(), TraitTrainingDummy.IdleUse(), ActMultihit.Perform(), and ActSwarm.Perform().

◆ ShowMouseHint()

override bool ActMelee.ShowMouseHint ( Card  c)
inlinevirtual

Reimplemented from Act.

Definition at line 68 of file ActMelee.cs.

69 {
70 return !HideHint(c);
71 }

References HideHint().

Property Documentation

◆ AllowCounter

virtual bool ActMelee.AllowCounter
get

Definition at line 6 of file ActMelee.cs.

Referenced by Attack().

◆ AllowParry

virtual bool ActMelee.AllowParry
get

Definition at line 8 of file ActMelee.cs.

Referenced by Attack().

◆ BaseDmgMTP

virtual float ActMelee.BaseDmgMTP
get

Definition at line 12 of file ActMelee.cs.

Referenced by Attack().

◆ CanPressRepeat

override bool ActMelee.CanPressRepeat
get

Definition at line 30 of file ActMelee.cs.

◆ PerformDistance

override int ActMelee.PerformDistance
get

Definition at line 16 of file ActMelee.cs.

17 {
18 get
19 {
20 if (Act.CC != null)
21 {
22 return Act.CC.body.GetMeleeDistance();
23 }
24 return 1;
25 }
26 }
int GetMeleeDistance()
Definition: CharaBody.cs:420

Referenced by CanPerform().

◆ ResetAxis

override bool ActMelee.ResetAxis
get

Definition at line 28 of file ActMelee.cs.

◆ ShouldRollMax

virtual bool ActMelee.ShouldRollMax
get

Definition at line 10 of file ActMelee.cs.

Referenced by Attack().

◆ UseWeaponDist

virtual bool ActMelee.UseWeaponDist
get

Definition at line 14 of file ActMelee.cs.

Referenced by Attack(), and CanPerform().


The documentation for this class was generated from the following file: