Documentation
¶
Index ¶
- Constants
- Variables
- func GetBuffByFieldObjActType(at FieldObjActType) []statusoptype.OpArg
- type FieldObjActType
- func (v FieldObjActType) AutoTrigger() bool
- func (v FieldObjActType) Color24() htmlcolors.Color24
- func (e FieldObjActType) CommentString() string
- func (v FieldObjActType) MustCharPlaceable() bool
- func (v FieldObjActType) NeedTANoti() bool
- func (v FieldObjActType) Rune() string
- func (v FieldObjActType) SkipThisTurnAct() bool
- func (e FieldObjActType) String() string
- func (v FieldObjActType) TrapNoti() bool
- func (v FieldObjActType) TriggerRate() float64
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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