Beispiel #1
0
        internal override void Cast(Character attacker, Character target)
        {
            attacker.Attack(target, Globals.ELEMENT_NATURE, Name, Power * 15);

            if (attacker is PC)
                attacker.Element = Globals.ELEMENT_NATURE;
        }
Beispiel #2
0
        //TODO: Visitor
        internal void Attack(Character attackee, int attackElement, string attackName, int bonus)
        {
            int baseDam;

            defending = false;

            if (attackElement == Globals.ELEMENT_PHYSICAL)
                baseDam = getAttack();
            else
                baseDam = getMagic();

            baseDam = (baseDam / 2) + Globals.Random(0, baseDam);

            baseDam += level * 5;

            if (attackElement == Globals.ELEMENT_PHYSICAL)
                baseDam -= defense / 2;
            else
                baseDam -= magicdefense / 2;

            baseDam -= level * 5;

            if (baseDam < 1)
                baseDam = 1;

            if (this is PC)
                baseDam += (int)(baseDam * StateCombat.strategy * 0.05f);
            else
                baseDam -= (int)(baseDam * StateCombat.strategy * 0.05f);

            attackee.Damage(attackElement, baseDam+bonus, attackName, Name, false);
        }
 internal void use(Character user, Character target)
 {
     if (Globals.IS_SET(type, Globals.TYPE_CONSUMABLE_POTION))
         target.Damage(Globals.ELEMENT_NONE, -(power * 25), user.Name, "", false);
     else if (Globals.IS_SET(type, Globals.TYPE_CONSUMABLE_ETHER))
         target.Damage(Globals.ELEMENT_NONE, -(power * 25), user.Name, "", true);
     else
         user.Attack(target, type, this.name, power * 25);
 }
Beispiel #4
0
        private void nextTurn()
        {
            curIndex++;

            if (current == MonsterList[0])
            {
                curIndex = 0;
            }

            if (curIndex > 2)
            {
                current = MonsterList[0];
                return;
            }

            current = StateHandler.GetPC(curIndex);

            if (current.Health < 1)
            {
                bool gameOver = true;
                for(int i = 0; i < 3; i++)
                {
                    if (PCBuilder.getPC(i).Health > 0)
                        gameOver = false;
                }
                if (gameOver)
                {
                    StateHandler.AddDelay();
                    Defeat();
                }
                else
                    nextTurn();
            }
            else
                cameraTarget = current;
        }
Beispiel #5
0
        public void initialize()
        {
            MediaHandler.playBGM(FSCMStrikesBackLogic.Properties.Resources.Five_Armies, "Five_Armies");

            background.model = ModelFactory.loadModel("SuperBattleCave");
            background.Scale = 3.0f;

            TurnList.Add(StateHandler.GetPC(0));
            TurnList.Add(StateHandler.GetPC(1));
            TurnList.Add(StateHandler.GetPC(2));
            for(int i=0; i<MonsterList.Length; i++)
                TurnList.Add(MonsterList[i]);

            current = StateHandler.GetPC(0);

            cameraTarget = PCBuilder.getPC(0);

            strategy = 0;

            x = 75;
            y = 50;
            z = 10;
        }
 internal virtual void Cast(Character attacker, Character target)
 {
 }