MinotaurGuard.ts 1.4 KB

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  1. ///<reference path="../Rooms/Forest/Maze/People/MinotaurGuard.ts"/>
  2. // (new CombatDescription("Minotaur Attacks"))
  3. // .setDescriptionFunction((actor, target, weapons, markers) => {
  4. // let say = new Say();
  5. //
  6. // if (markers.includes(CombatHit.MISS)) {
  7. // say.add("The minotaur heaves his heavy punches at you, but you narrowly avoid it.");
  8. // } else if (markers.includes(CombatHit.HIT)) {
  9. // say.add("The minotaur punches you with ease.");
  10. // } else if (markers.includes(CombatHit.CRITICAL)) {
  11. // say.add("The minotaur punches you in the gut. Ouch, you felt that HARD.");
  12. // }
  13. //
  14. // say.add(" ");
  15. //
  16. // if (markers.includes(CombatResult.KILLED)) {
  17. // say.add("YOU ARE DEAD.");
  18. // } else if (markers.includes(CombatResult.KNOCKED_OFF)) {
  19. // say.add("You lose consciousness.");
  20. // } else if (markers.includes(CombatResult.KNOCKED)) {
  21. // say.add("You are knocked to the ground!");
  22. // }
  23. //
  24. // return say;
  25. // })
  26. // .addUnit()
  27. // .setActor(MinotaurGuard)
  28. // .setTarget(WorldState.player)
  29. // .setWeapon(Thing)
  30. // .addMarker(AdaptiveDifferential.FULLYADAPTIVE(CombatHit.MISS, CombatHit.HIT, CombatHit.CRITICAL))
  31. // .addMarker(AdaptiveDifferential.FULLYADAPTIVE(CombatResult.KNOCKED, CombatResult.KILLED, CombatResult.KNOCKED_OFF))
  32. // ;