Beispiel #1
0
 //CHECK THE PATHFINDER
 void AddStuffToPlayer(TroopScript player,int faction,muhClasses muhclass,Chief leader, int Attack,int Defence,int HitPoints,int Speed,int NumberOfSoldiers,  Weaponry _weapon, Armory _armor)
 {
     //	Classes ClassToSet = Classes.fromList(muhclass);
     player.Faction = faction;
     player.SetClassDONTUSETHISAREYOUSUREYOUWANTTOUSETHISYOUREALLYSHOULDNT(muhclass);
     player.SetChief(leader);
     player.SetBaseAttack(Attack);
     player.SetBaseDefence(Defence);
     player.SetBaseHitpoints(HitPoints);
     player.SetBaseSpeed(Speed);
     player.SetNumber(NumberOfSoldiers);
     player.SetWeapon(_weapon);
     player.SetArmor(_armor);
 }
Beispiel #2
0
    int Speed; //A = 30, B = 20, C = 10

    #endregion Fields

    #region Methods

    //    List<muhSkills> ClassSkills = new List<muhSkills>();
    //    List<muhSkills> ClassAdvancedSkills = new List<muhSkills>();
    public static Classes fromList(muhClasses _class)
    {
        Classes meinClass = new Classes();
        switch (_class){
        case muhClasses.Animal:
            meinClass = new Classes(){
                Attack = 38,
                Defense = 0,
                Intelligence = 1,
                Speed = 20,
                HealCost = 4,
                MaxTroopRatio = 1,
                RecruitCost = 72,
                LayoffSaving = 4,
                isPhysical = true
            };
            //no skills, they can't attack, they can only be slaughtered. Animals have no god.
            break;
        case muhClasses.Archer:

            meinClass = new Classes(){
                Attack = 40,
                Defense = 15,
                Intelligence = 30,
                Speed = 20,
                HealCost = 4,
                MaxTroopRatio = 1.5f,
                RecruitCost = 36,
                LayoffSaving = 3,
                isPhysical = true

            };
            //ClassSkills.Add(muhSkills.AccurateShots);
        //			ClassSkills.Add(muhSkills.AccurateShots);
        //			ClassSkills.Add(muhSkills.BowAttack);
        //			ClassSkills.Add(muhSkills.StrongBowAttack);
        //			ClassAdvancedSkills.Add(muhSkills.SweepingFire);
        //			ClassAdvancedSkills.Add(muhSkills.Volley);
        //			ClassAdvancedSkills.Add(muhSkills.Sharpshoot);
        //			ClassAdvancedSkills.Add(muhSkills.BowAttackPlus);

                break;
        case muhClasses.Cannon:
            meinClass = new Classes(){
                Attack = 110,
                Defense = 0,
                Intelligence = 20,
                Speed = 10,
                HealCost = 4,
                MaxTroopRatio = 1,
                RecruitCost = 120,
                LayoffSaving = 4,
                isPhysical = true,

            };
        //			ClassSkills.Add(muhSkills.CannonNormalAttack);
        //			ClassSkills.Add(muhSkills.CannonStrongAttack);
                break;
        case muhClasses.Cavalry:
            meinClass = new Classes(){
                Attack = 80,
                Defense = 35,
                Intelligence = 10,
                Speed = 30,
                HealCost = 1,
                MaxTroopRatio = 1,
                RecruitCost = 56,
                LayoffSaving = 3,
                isPhysical = true,

            };
        //			ClassSkills.Add(muhSkills.MuhFlags);
        //			ClassSkills.Add(muhSkills.CounterRange);
        //			ClassSkills.Add(muhSkills.Carry);
        //			ClassSkills.Add(muhSkills.CavalryCharge);
        //			ClassAdvancedSkills.Add(muhSkills.MuhFlags2);
        //			ClassAdvancedSkills.Add(muhSkills.CavalryCharge2);
        //			ClassAdvancedSkills.Add(muhSkills.OnRush);
        //			ClassAdvancedSkills.Add(muhSkills.FollowThrough);
                break;
        case muhClasses.Diviner:
            meinClass = new Classes(){
                Attack = 35,
                Defense = 10,
                Intelligence = 40,
                Speed = 20,
                HealCost = 4,
                MaxTroopRatio = 0.7f,
                RecruitCost = 60,
                LayoffSaving = 4,
                isPhysical = false,

            };
        //			ClassSkills.Add(muhSkills.MagicGuard);
        //			ClassSkills.Add(muhSkills.Shikigami);
        //			ClassAdvancedSkills.Add(muhSkills.Shikigami2);
        //			ClassAdvancedSkills.Add(muhSkills.MagicGuardAround);
        //			ClassAdvancedSkills.Add(muhSkills.SummonTrash);
        //			ClassAdvancedSkills.Add(muhSkills.Lightning);
            break;
        case muhClasses.FootSoldier:
            meinClass = new Classes(){
                Attack = 45,
                Defense = 20,
                Intelligence = 20,
                Speed = 20,
                HealCost = 1,
                MaxTroopRatio = 1.5f,
                RecruitCost = 24,
                LayoffSaving = 2,
                isPhysical = true,
                    };
        //			ClassSkills.Add(muhSkills.AllyGuard);
        //			ClassSkills.Add(muhSkills.FootSoldierAttack);
        //			ClassSkills.Add(muhSkills.StrongFootAttack);
        //			ClassAdvancedSkills.Add(muhSkills.AllyGuardPlus);
        //			ClassAdvancedSkills.Add(muhSkills.AllGuard);
        //			ClassAdvancedSkills.Add(muhSkills.Phalanx);
        //			ClassAdvancedSkills.Add(muhSkills.FootSoldierAttack2);
        //			ClassAdvancedSkills.Add(muhSkills.Loot);
        //			ClassAdvancedSkills.Add(muhSkills.StrongFootAttack2);
        //			ClassAdvancedSkills.Add(muhSkills.FellowTroopsRevenge);

                break;
        case muhClasses.Ice:
            meinClass = new Classes(){
                Attack = 0,
                Defense = 40,
                Intelligence = 20,
                Speed = 0,
                HealCost = 0,
                MaxTroopRatio = 999,
                RecruitCost = 0,
                LayoffSaving = 0,
                isPhysical = true,
            };
            break;
        case muhClasses.Knight:
            meinClass = new Classes(){
                Attack = 60,
                Defense = 30,
                Intelligence = 20,
                Speed = 30,
                HealCost = 1,
                MaxTroopRatio = 1,
                RecruitCost = 56,
                LayoffSaving = 3,
                isPhysical = true,

            };
        //			ClassSkills.Add(muhSkills.KnightAttack);
        //			ClassSkills.Add(muhSkills.KnightCharge);
        //			ClassAdvancedSkills.Add(muhSkills.KnightAttack2);
        //			ClassAdvancedSkills.Add(muhSkills.CleanUp);
        //			ClassAdvancedSkills.Add(muhSkills.Maim);
                break;
        case muhClasses.Mage:
            meinClass = new Classes(){
                Attack = 35,
                Defense = 10,
                Intelligence = 45,
                Speed = 10,
                HealCost = 4,
                MaxTroopRatio = 1,
                RecruitCost = 72,
                LayoffSaving = 4,
                isPhysical = false,

            };
        //			ClassSkills.Add(muhSkills.FrostDiver);
        //			ClassSkills.Add(muhSkills.FireBlast);
        //			ClassAdvancedSkills.Add(muhSkills.Icewall);
        //	//		ClassAdvancedSkills.Add(muhSkills.EnchantWeapon);
        //			ClassAdvancedSkills.Add(muhSkills.WhiteDestructionBeam);
        //			ClassAdvancedSkills.Add(muhSkills.StormGust);
                break;
        case muhClasses.Miko:
            meinClass = new Classes(){
                Attack = 35,
                Defense = 10,
                Intelligence = 10,
                Speed = 10,
                HealCost = 4,
                MaxTroopRatio = 0.7f,
                RecruitCost = 72,
                LayoffSaving = 4,
                isPhysical = true,

            };
        //			ClassSkills.Add(muhSkills.BowAttackMiko);
        //			ClassSkills.Add(muhSkills.MikoDance);
        //			ClassAdvancedSkills.Add(muhSkills.HealingMist);
        //			ClassAdvancedSkills.Add(muhSkills.MikoDancePlus);
        //			ClassAdvancedSkills.Add(muhSkills.MikoDanceQuick);
        //			ClassAdvancedSkills.Add(muhSkills.MikoStorm2);
        //			ClassAdvancedSkills.Add(muhSkills.MikoStorm);

                break;
        case muhClasses.Monk:
            meinClass = new Classes(){
                Attack = 50,
                Defense = 30,
                Intelligence = 20,
                Speed = 10,
                HealCost = 4,
                MaxTroopRatio = 1f,
                RecruitCost = 36,
                LayoffSaving = 3,
                isPhysical = true,

            };
        //			ClassSkills.Add(muhSkills.GuardCancel);
        //			ClassSkills.Add(muhSkills.MonkCharge);
        //			ClassSkills.Add(muhSkills.TenshiDivineTrash);
        //			ClassSkills.Add(muhSkills.Meditate);
        //			ClassSkills.Add(muhSkills.Depoison);
        //			ClassAdvancedSkills.Add(muhSkills.TenshiDivineTrash2);
        //			ClassAdvancedSkills.Add(muhSkills.Meditate2);
        //			ClassAdvancedSkills.Add(muhSkills.ConvertAction);
        //			ClassAdvancedSkills.Add(muhSkills.ConvertAction2);
        //			ClassAdvancedSkills.Add(muhSkills.MonkChargePlus);
        //			ClassAdvancedSkills.Add(muhSkills.Overtime);
        //			ClassAdvancedSkills.Add(muhSkills.Overtime2);
                break;
        case muhClasses.Musketeer:
            meinClass = new Classes(){
                Attack = 130,
                Defense = 0,
                Intelligence = 10,
                Speed = 30,
                HealCost = 4,
                MaxTroopRatio = 0.7f,
                RecruitCost = 120,
                LayoffSaving = 4,
                isPhysical = true,

            };
        //			ClassSkills.Add(muhSkills.Bait);
        //			ClassSkills.Add(muhSkills.Shoot);
        //			ClassSkills.Add(muhSkills.PenetrationShoot);
        //			ClassAdvancedSkills.Add(muhSkills.AimAndShoot);
        //			ClassAdvancedSkills.Add(muhSkills.PenetrationShoot2);
        //
                break;
        case muhClasses.Ninja:
            meinClass = new Classes(){
                Attack = 38,
                Defense = 15,
                Intelligence = 20,
                Speed = 40,
                HealCost = 4,
                MaxTroopRatio = 0.7f,
                RecruitCost = 60,
                LayoffSaving = 4,
                isPhysical = true,

            };
        //			ClassSkills.Add(muhSkills.Shuriken);
        //			ClassSkills.Add(muhSkills.Poison);
        //			ClassSkills.Add(muhSkills.AnkleSnare);
        //			ClassAdvancedSkills.Add(muhSkills.BattlegroundPreparation);
        //			ClassAdvancedSkills.Add(muhSkills.HalveEnergy);
        //			ClassAdvancedSkills.Add(muhSkills.Shuriken2);
        //			ClassAdvancedSkills.Add(muhSkills.ChinkChinkShuriken);
        //			ClassAdvancedSkills.Add(muhSkills.SonicShuriken);
        //			ClassAdvancedSkills.Add(muhSkills.Assassinate);
                break;
        case muhClasses.Tactician:
            meinClass = new Classes(){
                Attack = 38,
                Defense = 10,
                Intelligence = 20,
                Speed = 10,
                HealCost = 4,
                MaxTroopRatio = 1,
                RecruitCost = 48,
                LayoffSaving = 4,
                isPhysical = true,

                            };
        //			ClassSkills.Add(muhSkills.BattleStrategy);
        //			ClassSkills.Add(muhSkills.CrossbowAttack);
        //			ClassSkills.Add(muhSkills.RemoveBuffs);
        //			ClassAdvancedSkills.Add(muhSkills.BattleStrategy2)		;
        //			ClassAdvancedSkills.Add(muhSkills.BattleStrategy3)	;
        //			ClassAdvancedSkills.Add(muhSkills.CrossbowAttackPlus)	;
        //			ClassAdvancedSkills.Add(muhSkills.RemoveBuffsAround)	;
        //			ClassAdvancedSkills.Add(muhSkills.RemoveBuffsRanged)	;
        //			ClassAdvancedSkills.Add(muhSkills.AdvanceTime)			;
        //			ClassAdvancedSkills.Add(muhSkills.AdvanceTime2)			;
        //			ClassAdvancedSkills.Add(muhSkills.BattleRatingDown)			;
        //			ClassAdvancedSkills.Add(muhSkills.BattleRatingDown2)	;
        //			ClassAdvancedSkills.Add(muhSkills.AccurateShots)	;
                break;
        case muhClasses.Warrior:
            meinClass = new Classes(){
                Attack = 60,
                Defense = 30,
                Intelligence = 20,
                Speed = 20,
                HealCost = 4,
                MaxTroopRatio = 1,
                RecruitCost = 48,
                LayoffSaving = 4,
                isPhysical = true,

                //add a method to upgrade skills, add a list of skills they can learn, add the loop in troop to add the class skills

            };
        //			ClassSkills.Add(muhSkills.Charge);
        //			ClassSkills.Add(muhSkills.WarriorAttack);
        //			ClassSkills.Add(muhSkills.FullPowerCharge);
        //			ClassAdvancedSkills.Add(muhSkills.WarriorAttack2);
        //			ClassAdvancedSkills.Add(muhSkills.GuardBreak);
        //			ClassAdvancedSkills.Add(muhSkills.ShoutingCharge);
        //			ClassAdvancedSkills.Add(muhSkills.SideAttack);
        //			ClassAdvancedSkills.Add(muhSkills.CarefulAttack);
        //			ClassAdvancedSkills.Add(muhSkills.QuickAttack);
        //			ClassAdvancedSkills.Add(muhSkills.LightAttack);
        //			ClassAdvancedSkills.Add(muhSkills.FullPowerCharge2);
        //			ClassAdvancedSkills.Add(muhSkills.GambleCharge);
        //			ClassAdvancedSkills.Add(muhSkills.GambleChargeLove);

                break;
        case muhClasses.Yogurt:
            meinClass = new Classes(){
                Attack = 60,
                Defense = 30,
                Intelligence = 20,
                Speed = 20,
                HealCost = 4,
                MaxTroopRatio = 1,
                RecruitCost = 48,
                LayoffSaving = 4,
                isPhysical = true,

                //add a method to upgrade skills, add a list of skills they can learn, add the loop in troop to add the class skills

            };

            break;
        }
        return meinClass;
    }
Beispiel #3
0
 public void SetClassDONTUSETHISAREYOUSUREYOUWANTTOUSETHISYOUREALLYSHOULDNT(muhClasses classy)
 {
     myClass = classy;
 }
Beispiel #4
0
    public static List<muhSkills> GetBaseClassSkills(muhClasses _class)
    {
        List<muhSkills> ClassSkills = new List<muhSkills>();
        //	Debug.LogError (GameManager.instance.playerTurns[GameManager.instance.PlayerTurnIndex]);
        //		Debug.Log("player:"+GameManager.instance.playerTurns[GameManager.instance.PlayerTurnIndex].GetChief().GetName()+"has the class"+_class);
        switch (_class)
        {
        case muhClasses.Animal:
            ClassSkills.Add(muhSkills.AnimalBite);
            break;
        case muhClasses.Archer:
            ClassSkills.Add(muhSkills.AccurateShots);
            ClassSkills.Add(muhSkills.BowAttack);
            ClassSkills.Add(muhSkills.StrongBowAttack);
            ClassSkills.Add(muhSkills.Carry);
            break;
        case muhClasses.Cannon:
            ClassSkills.Add(muhSkills.CannonNormalAttack);
            ClassSkills.Add(muhSkills.CannonStrongAttack);
            break;
        case muhClasses.Cavalry:
            ClassSkills.Add(muhSkills.MuhFlags);
            ClassSkills.Add(muhSkills.CounterRange);
            ClassSkills.Add(muhSkills.Carry);
            ClassSkills.Add(muhSkills.CavalryCharge);
            break;
        case muhClasses.Diviner:
            ClassSkills.Add(muhSkills.MagicGuard);
            ClassSkills.Add(muhSkills.Shikigami);
            break;
        case muhClasses.FootSoldier:
            ClassSkills.Add(muhSkills.AllyGuard);
            ClassSkills.Add(muhSkills.FootSoldierAttack);
            ClassSkills.Add(muhSkills.StrongFootAttack);
            break;
        case muhClasses.Knight:
            ClassSkills.Add(muhSkills.KnightAttack);
            ClassSkills.Add(muhSkills.KnightCharge);
            break;
        case muhClasses.Mage:
            ClassSkills.Add(muhSkills.FrostDiver);
            ClassSkills.Add(muhSkills.FireBlast);
            break;
        case muhClasses.Miko:
            ClassSkills.Add(muhSkills.BowAttackMiko);
            ClassSkills.Add(muhSkills.MikoDance);
            break;
        case muhClasses.Monk:
            ClassSkills.Add(muhSkills.GuardCancel);
            ClassSkills.Add(muhSkills.MonkCharge);
            ClassSkills.Add(muhSkills.TenshiDivineTrash);
            ClassSkills.Add(muhSkills.Meditate);
            ClassSkills.Add(muhSkills.Depoison);
            break;
        case muhClasses.Musketeer:
            ClassSkills.Add(muhSkills.Bait);
            ClassSkills.Add(muhSkills.Shoot);
            ClassSkills.Add(muhSkills.PenetrationShoot);
            break;
        case muhClasses.Ninja:
            ClassSkills.Add(muhSkills.Shuriken);
            ClassSkills.Add(muhSkills.Poison);
            ClassSkills.Add(muhSkills.AnkleSnare);
            break;
        case muhClasses.Tactician:
            ClassSkills.Add(muhSkills.BattleStrategy);
            ClassSkills.Add(muhSkills.CrossbowAttack);
            ClassSkills.Add(muhSkills.RemoveBuffs);
            break;
        case muhClasses.Warrior:
            ClassSkills.Add(muhSkills.Charge);
            ClassSkills.Add(muhSkills.WarriorAttack);
            ClassSkills.Add(muhSkills.FullPowerCharge);
            ClassSkills.Add(muhSkills.Carry);
            ClassSkills.Add(muhSkills.Icewall);
            ClassSkills.Add (muhSkills.Sharpshoot);
            break;
        default:

            break;
        }

        return ClassSkills;
    }