public Winner_Loser Judgement(Judge Enemy)
        {
            Winner_Loser winner = Judgement_Base(Enemy);

            winner.Add_Value(-2, -1, 0, 0, 20, 0);
            return(winner);
        }
Beispiel #2
0
        public Winner_Loser Judgement(Judge Enemy)
        {
            Winner_Loser winner = Judgement_Base(Enemy);

            if (winner.Result == "魔力勝ち" || winner.Result == "相性勝ち")
            {
                winner.Add_Value(0, 0, 0, 0, 0, Damage);
            }
            return(winner);
        }
Beispiel #3
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        public Winner_Loser Judgement(Judge Enemy)
        {
            Winner_Loser winner = Judgement_Base(Enemy);

            if (winner.Result == "斬撃")
            {
                winner.Add_Value(0, 0, 0, 1, 0, 0);
            }
            return(winner);
        }
Beispiel #4
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        public Winner_Loser Judgement(Judge Enemy)
        {
            Winner_Loser winner = Judgement_Base(Enemy);

            if (winner.Result == "魔力負け")
            {
                winner = new Peneration_Lose();
            }
            return(winner);
        }
Beispiel #5
0
 public Battle update()
 {
     First  = BattleState.First_Player.determ.win_or_lose(BattleState.Second_Player.determ);
     Second = BattleState.Second_Player.determ.win_or_lose(BattleState.First_Player.determ);
     First.Win_Lose_Process(BattleState.First_Player, BattleState.Second_Player);
     Second.Win_Lose_Process(BattleState.Second_Player, BattleState.First_Player);
     stage();
     animation = new two_flag();
     animation.init();
     first.GetComponent <Active_Result>().init(animation, 0, First.Result, determ[0]);
     second.GetComponent <Active_Result>().init(animation, 1, Second.Result, determ[1]);
     return(new Wait_anim(new Damage_stage(new Finish_Check(new Next_Prepare(new Next_Prepare(new Enhance_Excution(), BattleState.Second_Player), BattleState.First_Player))), animation as inter_Animation));
 }