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); }
void CreateEnemy() { enemy = CreateHeroEnemy.GenarateHero(); }