Beispiel #1
0
 // Attacks the unit
 public virtual void ai_attackUnit(Unit unit, BattleMap map, AttackInfo info, bool isUncontrollable)
 {
     map.attackSearch(unit.mapPos[0], unit.mapPos[1], info.range[0], info.range[1]);
     System.Threading.Thread.Sleep(1000);
     map.gstate.attackDecisionGui.open(ref info);
     System.Threading.Thread.Sleep(2500);
     game.gui.close("attack_decision");
     map.gstate.stage=	0;
     map.makeUnitAttack(map.getFullUnitID(unit.mapPos), map.getUnitX(info.defenderID), map.getUnitY(info.defenderID), ref info);
 }
Beispiel #2
0
        // Shows the range of the skill given it's id
        public override void showSkillRange(string skillID, Unit unit, ref BattleMap map)
        {
            // Variables
            int[]	range=	((hasPassive("archer")) ? new int[]{2, 2} : new int[]{1, 1});

            switch(skillID)
            {
                case "basic_attack":
                case "arm_thrust":
                case "provoke":
                case "powerbreak":
                case "magicbreak":
                case "speedbreak":
                case "mega_swing":
                    if(hasPassive("pikeman"))
                        map.attackSearchStraightLine(unit.mapPos[0], unit.mapPos[1], 2);
                    else
                        map.attackSearch(unit.mapPos[0], unit.mapPos[1], range[0], range[1]);
                    break;
                case "headbutt":
                    map.attackSearch(unit.mapPos[0], unit.mapPos[1], 1, 1);
                    break;
                case "first_aid":
                    map.healSearch(unit.mapPos[0], unit.mapPos[1], 0, 1);
                    break;
                case "rally_force":
                    map.attackSearch(unit.mapPos[0], unit.mapPos[1], 0, 0);
                    break;
            }
        }
Beispiel #3
0
 // Shows the range of the skill given it's id
 public override void showSkillRange(string skillID, Unit unit, ref BattleMap map)
 {
     switch(skillID)
     {
         case "meditation":
         case "hone_skill":
             map.attackSearch(unit.mapPos[0], unit.mapPos[1], 0, 0);
             break;
         case "basic_attack":
         case "precise_strike":
         case "sun\'s_might":
         case "serpent\'s_sting":
         case "vigilant_strike":
         case "lethal_strike":
             map.attackSearch(unit.mapPos[0], unit.mapPos[1], 1, 1);
             break;
     }
 }
Beispiel #4
0
 // Shows the range of the skill given it's id
 public virtual void showSkillRange(string skillID, Unit unit, ref BattleMap map)
 {
     if(skillID== "basic_attack")
         map.attackSearch(unit.mapPos[0], unit.mapPos[1], 1, 1);
 }
Beispiel #5
0
 // Shows the range of the skill given it's id
 public override void showSkillRange(string skillID, Unit unit, ref BattleMap map)
 {
     switch(skillID)
     {
         case "enrage":
         case "stockpile_rage":
             map.attackSearch(unit.mapPos[0], unit.mapPos[1], 0, 0);
             break;
         case "basic_attack":
         case "furious_slash":
         case "intimidate":
         case "let_loose":
         case "suicidal_slash":
         case "fury_swipes":
         case "counter_swipe":
             map.attackSearch(unit.mapPos[0], unit.mapPos[1], 1, 1);
             break;
         case "piercing_jab":	map.attackSearchStraightLine(unit.mapPos[0], unit.mapPos[1], 2);	break;
         case "raging_battlecry":	map.attackSearch(unit.mapPos[0], unit.mapPos[1], 0, 1);	break;
     }
 }
Beispiel #6
0
        // Shows the range of the skill given it's id
        public override void showSkillRange(string skillID, Unit unit, ref BattleMap map)
        {
            switch(skillID)
            {
                case "basic_attack":
                    map.attackSearch(unit.mapPos[0], unit.mapPos[1], 1, 1);
                    break;

                case "smite":
                    map.attackSearch(unit.mapPos[0], unit.mapPos[1], 1, 3);
                    break;

                case "prophetic_reap":
                    map.attackSearch(unit.mapPos[0], unit.mapPos[1], 0, 0);
                    break;

                case "mend":
                    map.healSearch(unit.mapPos[0], unit.mapPos[1], 1, 4);
                    break;

                case "rally_spirit":
                case "multicure":
                case "healing_prayer":
                    map.healSearch(unit.mapPos[0], unit.mapPos[1], 0, 0);
                    break;

                case "armor_of_god":
                    map.healSearch(unit.mapPos[0], unit.mapPos[1], 0, 1);
                    break;

                case "banish_spirits":
                case "rejuvinate":
                case "rest_in_god":
                    map.healSearch(unit.mapPos[0], unit.mapPos[1], 1, 3);
                    break;
            }
        }