fieldobjacttype

package
v0.0.0-...-d7572e3 Latest Latest
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Published: Mar 14, 2022 License: Apache-2.0 Imports: 4 Imported by: 0

Documentation

Index

Constants

View Source
const (
	None FieldObjActType = iota //
	//
	//  move ao position
	PortalInOut     // portal in/out
	PortalIn        // portal oneway
	PortalOut       // portal out only
	PortalAutoIn    // portal auto in oneway
	RecycleCarryObj // recycle carryobj to money
	Teleport        // teleport somewhere
	//
	//  change ao attrib
	ForgetFloor    // forget current floor
	ForgetOneFloor // forget some floor you visited
	AlterFaction   // change faction randomly
	AllFaction     // rotate all faction
	//
	//  damage ao
	Bleeding // hp damage
	Chilly   // sp damage
	//
	//  affect condition
	Blind     // sight 0
	Invisible // other cannot see you
	Burden    // overload limit reduced
	Float     // float in air
	Greasy    // greasy body
	Drunken   // random direction
	Sleepy    // cannot act
	Contagion // make contagion other, die or heal randomly
	Slow      // act need turn doubled
	Haste     // act need turn halfed
	//
	//  make moving dangerobj
	RotateLineAttack // rotate line of dangerobj
	Mine             // explode on trigger

	FieldObjActType_Count int = iota
)

Variables

View Source
var ClientData = [FieldObjActType_Count]struct {
	ActOn bool
	Text  string
}{
	None:             {true, ""},
	PortalInOut:      {true, "portal in/out"},
	PortalIn:         {true, "portal oneway"},
	PortalOut:        {true, "portal out only"},
	PortalAutoIn:     {false, "portal auto in oneway"},
	RecycleCarryObj:  {true, "recycle carryobj to money"},
	Teleport:         {false, "teleport somewhere"},
	ForgetFloor:      {false, "forget current floor"},
	ForgetOneFloor:   {false, "forget some floor you visited"},
	AlterFaction:     {false, "change faction randomly"},
	AllFaction:       {false, "rotate all faction"},
	Bleeding:         {false, "hp damage"},
	Chilly:           {false, "sp damage"},
	Blind:            {false, "sight 0"},
	Invisible:        {false, "other cannot see you"},
	Burden:           {false, "overload limit reduced"},
	Float:            {false, "float in air"},
	Greasy:           {false, "greasy body"},
	Drunken:          {false, "random direction"},
	Sleepy:           {false, "cannot act"},
	Contagion:        {false, "make contagion other, die or heal randomly"},
	RotateLineAttack: {false, "rotate line of dangerobj"},
	Mine:             {false, "explode on step"},
}

try act on fieldobj

Functions

func GetBuffByFieldObjActType

func GetBuffByFieldObjActType(at FieldObjActType) []statusoptype.OpArg

Types

type FieldObjActType

type FieldObjActType uint8

func String2FieldObjActType

func String2FieldObjActType(s string) (FieldObjActType, bool)

func (FieldObjActType) AutoTrigger

func (v FieldObjActType) AutoTrigger() bool

func (FieldObjActType) Color24

func (v FieldObjActType) Color24() htmlcolors.Color24

func (FieldObjActType) CommentString

func (e FieldObjActType) CommentString() string

func (FieldObjActType) MustCharPlaceable

func (v FieldObjActType) MustCharPlaceable() bool

func (FieldObjActType) NeedTANoti

func (v FieldObjActType) NeedTANoti() bool

func (FieldObjActType) Rune

func (v FieldObjActType) Rune() string

func (FieldObjActType) SkipThisTurnAct

func (v FieldObjActType) SkipThisTurnAct() bool

func (FieldObjActType) String

func (e FieldObjActType) String() string

func (FieldObjActType) TrapNoti

func (v FieldObjActType) TrapNoti() bool

func (FieldObjActType) TriggerRate

func (v FieldObjActType) TriggerRate() float64

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