Beispiel #1
0
    public static HeroEnemy GenarateHeroAdvanced()
    {
        HeroEnemy hE = new HeroEnemy();

        hE.nameHeroEnemy                        = "Труп";
        hE.PARAMS[ARENA_ENEMY_EXP]              = 15;
        hE.PARAMS[ARENA_ENEMY_LEVEL]            = 15;
        hE.PARAMS[ARENA_ENEMY_VIP_EXP]          = 15;
        hE.PARAMS[ARENA_ENEMY_VIP_LEVEL]        = 15;
        hE.PARAMS[ARENA_ENEMY_HP]               = 15;
        hE.PARAMS[ARENA_ENEMY_MANA]             = 15;
        hE.PARAMS[ARENA_ENEMY_DAMAGE]           = 15;
        hE.PARAMS[ARENA_ENEMY_DAMAGE_ICE]       = 15;
        hE.PARAMS[ARENA_ENEMY_DAMAGE_FIRE]      = 15;
        hE.PARAMS[ARENA_ENEMY_DAMAGE_ELECTRIC]  = 15;
        hE.PARAMS[ARENA_ENEMY_STRENGTH]         = 15;
        hE.PARAMS[ARENA_ENEMY_AGILITY]          = 15;
        hE.PARAMS[ARENA_ENEMY_INTELLECT]        = 15;
        hE.PARAMS[ARENA_ENEMY_DEFENSE_HEAD]     = 15;
        hE.PARAMS[ARENA_ENEMY_DEFENSE_TORS]     = 15;
        hE.PARAMS[ARENA_ENEMY_DEFENSE_PANTS]    = 15;
        hE.PARAMS[ARENA_ENEMY_DEFENSE_BOTS]     = 15;
        hE.PARAMS[ARENA_ENEMY_DEFENSE_ICE]      = 15;
        hE.PARAMS[ARENA_ENEMY_DEFENSE_FIRE]     = 15;
        hE.PARAMS[ARENA_ENEMY_DEFENSE_ELECTRIC] = 15;
        hE.PARAMS[ARENA_ENEMY_AP_ATTACK]        = 15;
        hE.PARAMS[ARENA_ENEMY_AP_DEFENSE]       = 15;
        hE.PARAMS[ARENA_ENEMY_EVASION]          = 15;
        hE.PARAMS[ARENA_ENEMY_BLOCK]            = 15;
        hE.PARAMS[ARENA_ENEMY_ACCURACY]         = 15;
        hE.PARAMS[ARENA_ENEMY_CRIT_DAMAGE]      = 15;
        hE.PARAMS[ARENA_ENEMY_CRIT_CHANGE]      = 15;
        hE.PARAMS[ARENA_ENEMY_PARRY]            = Hero.PARAMS[ARENA_HERO_PARRY] + Mathf.RoundToInt(Random.Range(Hero.PARAMS[ARENA_HERO_HP] / -5, Hero.PARAMS[ARENA_HERO_HP] / 10));

        hE.PARAMS[ARENA_ENEMY_HP_CURRENT]               = hE.PARAMS[ARENA_ENEMY_HP];
        hE.PARAMS[ARENA_ENEMY_MANA_CURRENT]             = hE.PARAMS[ARENA_ENEMY_MANA];
        hE.PARAMS[ARENA_ENEMY_DAMAGE_CURRENT]           = hE.PARAMS[ARENA_ENEMY_DAMAGE];
        hE.PARAMS[ARENA_ENEMY_DAMAGE_ICE_CURRENT]       = hE.PARAMS[ARENA_ENEMY_DAMAGE_ICE];
        hE.PARAMS[ARENA_ENEMY_DAMAGE_FIRE_CURRENT]      = hE.PARAMS[ARENA_ENEMY_DAMAGE_FIRE];
        hE.PARAMS[ARENA_ENEMY_DAMAGE_ELECTRIC_CURRENT]  = hE.PARAMS[ARENA_ENEMY_DAMAGE_ELECTRIC];
        hE.PARAMS[ARENA_ENEMY_STRENGTH_CURRENT]         = hE.PARAMS[ARENA_ENEMY_STRENGTH];
        hE.PARAMS[ARENA_ENEMY_AGILITY_CURRENT]          = hE.PARAMS[ARENA_ENEMY_AGILITY];
        hE.PARAMS[ARENA_ENEMY_INTELLECT_CURRENT]        = hE.PARAMS[ARENA_ENEMY_INTELLECT];
        hE.PARAMS[ARENA_ENEMY_DEFENSE_HEAD_CURRENT]     = hE.PARAMS[ARENA_ENEMY_DEFENSE_HEAD];
        hE.PARAMS[ARENA_ENEMY_DEFENSE_TORS_CURRENT]     = hE.PARAMS[ARENA_ENEMY_DEFENSE_TORS];
        hE.PARAMS[ARENA_ENEMY_DEFENSE_PANTS_CURRENT]    = hE.PARAMS[ARENA_ENEMY_DEFENSE_PANTS];
        hE.PARAMS[ARENA_ENEMY_DEFENSE_BOTS_CURRENT]     = hE.PARAMS[ARENA_ENEMY_DEFENSE_BOTS];
        hE.PARAMS[ARENA_ENEMY_DEFENSE_ICE_CURRENT]      = hE.PARAMS[ARENA_ENEMY_DEFENSE_ICE];
        hE.PARAMS[ARENA_ENEMY_DEFENSE_FIRE_CURRENT]     = hE.PARAMS[ARENA_ENEMY_DEFENSE_FIRE];
        hE.PARAMS[ARENA_ENEMY_DEFENSE_ELECTRIC_CURRENT] = hE.PARAMS[ARENA_ENEMY_DEFENSE_ELECTRIC];
        hE.PARAMS[ARENA_ENEMY_AP_ATTACK_CURRENT]        = hE.PARAMS[ARENA_ENEMY_AP_ATTACK];
        hE.PARAMS[ARENA_ENEMY_AP_DEFENSE_CURRENT]       = hE.PARAMS[ARENA_ENEMY_AP_DEFENSE];
        hE.PARAMS[ARENA_ENEMY_EVASION_CURRENT]          = hE.PARAMS[ARENA_ENEMY_EVASION];
        hE.PARAMS[ARENA_ENEMY_BLOCK_CURRENT]            = hE.PARAMS[ARENA_ENEMY_BLOCK];
        hE.PARAMS[ARENA_ENEMY_ACCURACY_CURRENT]         = hE.PARAMS[ARENA_ENEMY_ACCURACY];
        hE.PARAMS[ARENA_ENEMY_CRIT_DAMAGE_CURRENT]      = hE.PARAMS[ARENA_ENEMY_CRIT_DAMAGE];
        hE.PARAMS[ARENA_ENEMY_CRIT_CHANGE_CURRENT]      = hE.PARAMS[ARENA_ENEMY_CRIT_CHANGE];
        hE.PARAMS[ARENA_ENEMY_PARRY_CURRENT]            = hE.PARAMS[ARENA_ENEMY_PARRY];

        return(hE);
    }
Beispiel #2
0
 void CreateEnemy()
 {
     enemy = CreateHeroEnemy.GenarateHero();
 }