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@@ -1,32 +1,32 @@
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///<reference path="../Rooms/Forest/Maze/People/MinotaurGuard.ts"/>
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-(new CombatDescription("Minotaur Attacks"))
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- .setDescriptionFunction((actor, target, weapons, markers) => {
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- let say = new Say();
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-
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- if (markers.includes(CombatHit.MISS)) {
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- say.add("The minotaur heaves his heavy punches at you, but you narrowly avoid it.");
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- } else if (markers.includes(CombatHit.HIT)) {
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- say.add("The minotaur punches you with ease.");
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- } else if (markers.includes(CombatHit.CRITICAL)) {
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- say.add("The minotaur punches you in the gut. Ouch, you felt that HARD.");
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- }
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-
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- say.add(" ");
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-
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- if (markers.includes(CombatResult.KILLED)) {
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- say.add("YOU ARE DEAD.");
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- } else if (markers.includes(CombatResult.KNOCKED_OFF)) {
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- say.add("You lose consciousness.");
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- } else if (markers.includes(CombatResult.KNOCKED)) {
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- say.add("You are knocked to the ground!");
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- }
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-
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- return say;
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- })
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- .addUnit()
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- .setActor(MinotaurGuard)
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- .setTarget(WorldState.player)
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- .setWeapon(Thing)
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- .addMarker(AdaptiveDifferential.FULLYADAPTIVE(CombatHit.MISS, CombatHit.HIT, CombatHit.CRITICAL))
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- .addMarker(AdaptiveDifferential.FULLYADAPTIVE(CombatResult.KNOCKED, CombatResult.KILLED, CombatResult.KNOCKED_OFF))
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-;
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+// (new CombatDescription("Minotaur Attacks"))
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+// .setDescriptionFunction((actor, target, weapons, markers) => {
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+// let say = new Say();
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+//
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+// if (markers.includes(CombatHit.MISS)) {
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+// say.add("The minotaur heaves his heavy punches at you, but you narrowly avoid it.");
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+// } else if (markers.includes(CombatHit.HIT)) {
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+// say.add("The minotaur punches you with ease.");
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+// } else if (markers.includes(CombatHit.CRITICAL)) {
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+// say.add("The minotaur punches you in the gut. Ouch, you felt that HARD.");
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+// }
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+//
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+// say.add(" ");
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+//
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+// if (markers.includes(CombatResult.KILLED)) {
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+// say.add("YOU ARE DEAD.");
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+// } else if (markers.includes(CombatResult.KNOCKED_OFF)) {
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+// say.add("You lose consciousness.");
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+// } else if (markers.includes(CombatResult.KNOCKED)) {
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+// say.add("You are knocked to the ground!");
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+// }
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+//
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+// return say;
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+// })
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+// .addUnit()
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+// .setActor(MinotaurGuard)
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+// .setTarget(WorldState.player)
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+// .setWeapon(Thing)
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+// .addMarker(AdaptiveDifferential.FULLYADAPTIVE(CombatHit.MISS, CombatHit.HIT, CombatHit.CRITICAL))
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+// .addMarker(AdaptiveDifferential.FULLYADAPTIVE(CombatResult.KNOCKED, CombatResult.KILLED, CombatResult.KNOCKED_OFF))
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+// ;
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