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