Exemple #1
0
void UpdateRollAway( float elapsedTime, CSkill* skill, CParticleSystem* ps )
{
	CPlayer* pPlayer		= CPlayer::GetInstance();
	CBattleMap* pBattleMap	= CBattleMap::GetInstance();
	CBase* character		= pBattleMap->GetCurrChar();
	CBase* target			= pBattleMap->GetCurrEnemyTarget();
	//	if the skill consists of more than one animation, this needs to happen when each one is finished
	if (skill->Trigger()) 
	{
		ps[NINJA_BLOOD].Emit(target->GetPosX(), target->GetPosY());
		ps[NINJA_BLOOD].m_bActive = true; ps[NINJA_BLOOD].m_bLoop = false;

		// FORMULA: str - def + dmg + accuracy * 1.5 + random(-5 to 5) + (QTE amt successful * 5)
		skill->DmgToRender( (int)((float)(character->GetStrength() - target->GetDefense() + 
			skill->GetDmg() + character->GetAccuracy()) * 1.5f + rand() % (5 + 4) - 5) + (skill->GetCurrAmtSuccessful() * 5) );
		target->SetHealth(target->GetHealth() - skill->DmgToRender());
		ps[NINJA_BLOOD].m_bActive = false;
		skill->Trigger(false);
	}
	/*ps[BLOOD].UpdateParticle(elapsedTime);
	ps[BLOOD].DrawParticle(CAssets::GetInstance()->aBloodParticle);*/
}