public override void MoveSetup() { Moveset.Add(new MovesetItem(6, new Zap(true))); Moveset.Add(new MovesetItem(7, new ChargeUp(true))); Moveset.Add(new MovesetItem(25, new StaticShock(true))); Moveset.Add(new MovesetItem(33, new Lightning(true))); }
public override void MoveSetup() { Moveset.Add(new MovesetItem(6, new IronCharge(true))); Moveset.Add(new MovesetItem(8, new Forge(true))); Moveset.Add(new MovesetItem(12, new Gear(true))); Moveset.Add(new MovesetItem(16, new Slice(true))); }
public void DefineSkills(int numSkills, Skill newSkill) { Random selector = new Random(); if (numSkills > 3) { numSkills = 3; } if (numSkills <= 0) { numSkills = 1; } if (Moveset.Count == 0 && newSkill is AttackSkill) { Moveset.Add(newSkill); } else if (Moveset.Count != 0 && Moveset.Count < numSkills) { Moveset.Add(newSkill); } else if (Moveset.Count == 0 && newSkill is SupportSkill) { AttackSkill remplaceSkill = new AttackSkill("basicPunch", selector.Next(1, 11), selector.Next(0, 7)); Moveset.Add(remplaceSkill); } }
public override void MoveSetup() { Moveset.Add(new MovesetItem(6, new GrassWhip(true))); Moveset.Add(new MovesetItem(8, new Bite(true))); Moveset.Add(new MovesetItem(12, new Leech(true))); Moveset.Add(new MovesetItem(15, new Sunshine(true))); }
public override void MoveSetup() { Moveset.Add(new MovesetItem(8, new Headbutt(true))); Moveset.Add(new MovesetItem(13, new Lullaby(true))); Moveset.Add(new MovesetItem(16, new PsychicBlast(true))); //Moveset.Add(new MovesetItem(22, new Karma(true))); }
public override void MoveSetup() { Moveset.Add(new MovesetItem(8, new Bite(true))); Moveset.Add(new MovesetItem(13, new Roundhouse(true))); Moveset.Add(new MovesetItem(16, new SeismicChop(true))); Moveset.Add(new MovesetItem(22, new Meditate(true))); }
public override void MoveSetup() { Moveset.Add(new MovesetItem(13, new Gust(true))); Moveset.Add(new MovesetItem(19, new Bite(true))); Moveset.Add(new MovesetItem(23, new EvasiveManeuvers(true))); Moveset.Add(new MovesetItem(32, new DiveBomb(true))); }
public override void MoveSetup() { Moveset.Add(new MovesetItem(8, new Headbutt(true))); Moveset.Add(new MovesetItem(13, new Disarm(true))); Moveset.Add(new MovesetItem(16, new Teleport(true))); Moveset.Add(new MovesetItem(22, new NetherPunch(true))); }
// Start is called before the first frame update void Start() { //Make some moves here. TODO: Will implement reading from text Moveset move0 = new Moveset("Empty", "Empty", "Empty", "Empty", 0, 0); Moveset move1 = new Moveset("Blaze", "Fire", "Enemy", "Health", 5.0f, 5.0f); Moveset move2 = new Moveset("Pound", "Normal", "Enemy", "Health", 5.0f, 3.0f); Moveset move3 = new Moveset("Bless", "Normal", "Self", "Health", 20.0f, 10.0f); Moveset move4 = new Moveset("Fire Dance", "Fire", "Enemy", "Health", 3.0f, 5.0f); Moveset move5 = new Moveset("Fullever Blaze", "Fire", "Enemy", "Health", 12.0f, 10.0f); Moveset move6 = new Moveset("One For All", "Normal", "Enemy", "Health", 15.0f, 17.0f); Moveset move7 = new Moveset("Ice Wall", "Water", "Enemy", "Health", 3.0f, 5.0f); Moveset move8 = new Moveset("Tidal Wave", "Water", "Enemy", "Health", 12.0f, 10.0f); Moveset move9 = new Moveset("Ice Shot", "Water", "Enemy", "Health", 6.0f, 5.0f); Moveset move10 = new Moveset("Water Whip", "Water", "Enemy", "Health", 3.0f, 2.0f); Moveset move11 = new Moveset("Fire Blast", "Fire", "Enemy", "Health", 6.0f, 5.0f); Moveset move12 = new Moveset("Earth Tomb", "Earth", "Enemy", "Defence", 3.0f, 5.0f); Moveset move13 = new Moveset("Plate Shot", "Earth", "Enemy", "Health", 6.0f, 5.0f); Moveset move14 = new Moveset("Rock Barrage", "Earth", "Enemy", "Health", 3.0f, 2.0f); Moveset move15 = new Moveset("Full Earthquake", "Earth", "Enemy", "Health", 12.0f, 10.0f); Moveset move16 = new Moveset("Fury Wind", "Wind", "Enemy", "Health", 3.0f, 2.0f); Moveset move17 = new Moveset("Air Bubble", "Wind", "Enemy", "Health", 3.0f, 5.0f); Moveset move18 = new Moveset("Air Sphere Shot", "Wind", "Enemy", "Health", 6.0f, 5.0f); Moveset move19 = new Moveset("Wind Tunnel Blast", "Wind", "Enemy", "Health", 12.0f, 10.0f); Moveset move20 = new Moveset("Fist Barrage", "Normal", "Enemy", "Health", 3.0f, 2.0f); // Add to List first move_list.Add(move0); move_list.Add(move1); move_list.Add(move2); move_list.Add(move3); move_list.Add(move4); move_list.Add(move5); move_list.Add(move6); move_list.Add(move7); move_list.Add(move8); move_list.Add(move9); move_list.Add(move10); move_list.Add(move11); move_list.Add(move12); move_list.Add(move13); move_list.Add(move14); move_list.Add(move15); move_list.Add(move16); move_list.Add(move17); move_list.Add(move18); move_list.Add(move19); move_list.Add(move20); //After making the moves add to dictionary foreach (Moveset m in move_list) { move_dictionary.Add(m.GetMoveName(), m); } load_status = true; }
public override void MoveSetup() { Moveset.Add(new MovesetItem(8, new Crave(true))); Moveset.Add(new MovesetItem(13, new Forgiveness(true))); Moveset.Add(new MovesetItem(16, new SparkleStrike(true))); Moveset.Add(new MovesetItem(22, new Wish(true))); //Moveset.Add(new MovesetItem(30, new Sunshine(true))); //Moveset.Add(new MovesetItem(30, new Heatwave(true))); }
public static string Grade(int pokeId, int move1, int move2) { Moveset ms = pokems[pokeId - 1].Find(move1, move2); if (ms != null) { return("O:" + ms.offense_grade + " D:" + ms.defense_grade); } return("O:" + move1 + " D:" + move2); }
// Select the next attack based on the current action and input (Melee / Magic) // Return the current action if there is no match or if there is no moveset // Note: The time complexity of this algorithm is O(n^4), but since the move size is typically less than 15 moves (<1 ms runtime), it should be okay public bool ChooseMove(PlayerInput.Action moveType) { foreach (Moveset moveset in movesets) { if (moveset == null) { continue; } // Moveset: Melee, Magic or Utility? if (moveType == moveset.moveType) { foreach (Move move in moveset.moves) { bool skip = false; // Iterate through each equipped move's transitions to find one that matches the current action foreach (string transition in move.canTransitionFrom) { // If a valid transition matches the current action, return the corresponding move if (transition == playerStateName) { if (InCorrectPosition(move)) { selectedMoveset = moveset; selectedMove = move; return(true); } } } if (move.canTransitionFrom[0] == "All") { // Exceptions to any transitions foreach (string nonTransition in move.cannotTransitionFrom) { if (nonTransition == playerStateName) { skip = true; break; } } if (!skip && InCorrectPosition(move)) { selectedMoveset = moveset; selectedMove = move; return(true); } } } } } return(false); }
private void AddFieldMovesToActions(PartyPokemon pkmn, int index) { void Add(PBEMove move, Action command) { string str = PBELocalizedString.GetMoveName(move).English; _textChoices.Add(new TextGUIChoice(str, command, fontColors: Font.DefaultBlue_I)); } Moveset moves = pkmn.Moveset; if (moves.Contains(PBEMove.Surf)) { Add(PBEMove.Surf, () => Action_FieldSurf(index)); } }
static void Main(string[] args) { Fighter player1 = new Pirate.PirateFighter(500, 300, 400, 20); Fighter player2 = new Barbarian.BarbarianFighter(700, 250, 300, 15); Console.WriteLine("Health: " + player1.Health.ToString() + '\n' + "Speed: " + player1.Speed.ToString()); Moveset moveset = new Moveset(player1.Speed); moveset.Push(new Tuple <Move, Fighter>(player1.AvailableMoves[0], player2)); moveset.Push(new Tuple <Move, Fighter>(player1.AvailableMoves[1], player2)); player1.ProcessMoveset(moveset); Console.WriteLine('\n'); Console.WriteLine("Health: " + player1.Health.ToString() + '\n' + "Speed: " + player1.Speed.ToString()); Console.WriteLine("Health: " + player2.Health.ToString() + '\n' + "Speed: " + player2.Speed.ToString()); Console.Read(); }
public void populatePanel() { Moveset moveset = TurnOrder.getActiveCharacter().GetComponent <CombatCharacterController>().moveset; List <GameObject> children = (from Transform child in this.gameObject.transform select child.gameObject).ToList(); children.ForEach(Object.Destroy); //for some reason, destroying the object does not set the childCount immediately. So I'm using DetachChildren which resets the childcount to 0. this.gameObject.transform.DetachChildren(); foreach (KeyValuePair <string, Dictionary <string, BaseAbility> > jobSelection in moveset.movelist) { string menuJobTab = jobSelection.Key; GameObject button = GameObject.Instantiate(Resources.Load("Prefabs/UI/ActionSelectionButton") as GameObject, this.gameObject.transform); button.name = menuJobTab; button.GetComponentInChildren <Text>().text = menuJobTab; } this.gameObject.GetComponent <PanelManager>().resizePanel(); }
public override void MoveSetup() { Moveset.Add(new MovesetItem(19, new IceFang(true))); Moveset.Add(new MovesetItem(23, new FrostBreath(true))); Moveset.Add(new MovesetItem(32, new MeteorStrike(true))); }
public override void MoveSetup() { Moveset.Add(new MovesetItem(6, new Singe(true))); Moveset.Add(new MovesetItem(8, new Curl(true))); Moveset.Add(new MovesetItem(12, new FlameSpin(true))); }
public Attack(GameObject _target, Moveset _move) { this.state_name = "Attack"; this.target = _target; this.move = _move; }
public Fox() { Name = "Fox"; Moveset.Add(new Move(MoveType.NeutralAttack, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.ForwardTilt, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.UpTilt, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.DownTilt, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.DashAttack, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.ForwardSmash, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.UpSmash, "Flip Kick", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.DownSmash, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.NeutralAerial, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.ForwardAerial, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.BackAerial, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.UpAerial, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.DownAerial, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.Grab, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.Pummel, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.ForwardThrow, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.BackThrow, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.UpThrow, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.DownThrow, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.FloorAttackFront, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.FloorAttackBack, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.EdgeAttackFast, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.EdgeAttackSlow, "", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.NeutralSpecial, "Blaster", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.SideSpecial, "Fox Illusion", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.UpSpecial, "Fire Fox", "", new List <Int32>() { 4, 4, 1 })); Moveset.Add(new Move(MoveType.DownSpecial, "Reflector", "", new List <Int32>() { 4, 4, 1 })); }
public override void MoveSetup() { Moveset.Add(new MovesetItem(5, new Poke(true))); Moveset.Add(new MovesetItem(7, new Curl(true))); Moveset.Add(new MovesetItem(15, new Drowsy(true))); }
public override void MoveSetup() { Moveset.Add(new MovesetItem(7, new Drench(true))); Moveset.Add(new MovesetItem(25, new Torrent(true))); Moveset.Add(new MovesetItem(33, new HydroJet(true))); }
private unsafe void DrawMovesPage(uint *bmpAddress, int bmpWidth, int bmpHeight) { const float winX = 0.08f; const float winY = 0.15f; const float winW = 0.75f - winX; const float winH = 0.9f - winY; const float moveColX = winX + 0.03f; const float moveTextX = moveColX + 0.02f; const float moveColW = 0.69f - winX; const float itemSpacingY = winH / (PkmnConstants.NumMoves + 0.75f); const float moveX = 0.21f; const float moveY = 0.03f; const float ppX = 0.12f; const float ppNumX = 0.35f; const float ppY = itemSpacingY / 2; const float cancelY = winY + moveY + (PkmnConstants.NumMoves * itemSpacingY); RenderUtils.FillRoundedRectangle(bmpAddress, bmpWidth, bmpHeight, winX, winY, winX + winW, winY + winH, 15, RenderUtils.Color(250, 128, 120, 255)); Font moveFont = Font.Default; uint[] moveColors = Font.DefaultWhite_DarkerOutline_I; uint[] ppColors = Font.DefaultBlack_I; void Place(int i, PBEMove move, int pp, int maxPP) { PBEMoveData mData = PBEMoveData.Data[move]; float x = moveTextX; float y = winY + moveY + (i * itemSpacingY); string str = PBELocalizedString.GetTypeName(mData.Type).English; moveFont.DrawString(bmpAddress, bmpWidth, bmpHeight, x, y, str, moveColors); x += moveX; str = PBELocalizedString.GetMoveName(move).English; moveFont.DrawString(bmpAddress, bmpWidth, bmpHeight, x, y, str, moveColors); x = moveTextX + ppX; y += ppY; str = "PP"; moveFont.DrawString(bmpAddress, bmpWidth, bmpHeight, x, y, str, ppColors); x = moveTextX + ppNumX; str = string.Format("{0}/{1}", pp, maxPP); moveFont.MeasureString(str, out int strW, out _); moveFont.DrawString(bmpAddress, bmpWidth, bmpHeight, RenderUtils.GetCoordinatesForCentering(bmpWidth, strW, x), (int)(bmpHeight * y), str, ppColors); DrawSelection(i); } void DrawSelection(int i) { if (_selectingMove != i) { return; } float x = moveColX; float y = winY + moveY + (i * itemSpacingY); float w = moveColW; float h = i == PkmnConstants.NumMoves ? itemSpacingY / 2 : itemSpacingY; RenderUtils.DrawRoundedRectangle(bmpAddress, bmpWidth, bmpHeight, x, y, x + w, y + h, 5, RenderUtils.Color(48, 180, 255, 200)); } // Moves if (_pPkmn is not null) { Moveset moves = _pPkmn.Moveset; for (int m = 0; m < PkmnConstants.NumMoves; m++) { Moveset.MovesetSlot slot = moves[m]; PBEMove move = slot.Move; if (move == PBEMove.None) { continue; } int pp = slot.PP; int maxPP = PBEDataUtils.CalcMaxPP(move, slot.PPUps, PkmnConstants.PBESettings); Place(m, move, pp, maxPP); } } else if (_pcPkmn is not null) { BoxMoveset moves = _pcPkmn.Moveset; for (int m = 0; m < PkmnConstants.NumMoves; m++) { BoxMoveset.BoxMovesetSlot slot = moves[m]; PBEMove move = slot.Move; if (move == PBEMove.None) { continue; } int maxPP = PBEDataUtils.CalcMaxPP(move, slot.PPUps, PkmnConstants.PBESettings); Place(m, move, maxPP, maxPP); } } else { PBEBattlePokemon bPkmn = _bPkmn.Pkmn; PBEBattleMoveset moves = bPkmn.Status2.HasFlag(PBEStatus2.Transformed) ? bPkmn.TransformBackupMoves : bPkmn.Moves; for (int m = 0; m < PkmnConstants.NumMoves; m++) { PBEBattleMoveset.PBEBattleMovesetSlot slot = moves[m]; PBEMove move = slot.Move; if (move == PBEMove.None) { continue; } int pp = slot.PP; int maxPP = slot.MaxPP; Place(m, move, pp, maxPP); } } // Cancel or new move if (_learningMove != PBEMove.None) { uint[] learnColors = Font.DefaultBlue_I; PBEMoveData mData = PBEMoveData.Data[_learningMove]; float x = moveTextX; string str = PBELocalizedString.GetTypeName(mData.Type).English; moveFont.DrawString(bmpAddress, bmpWidth, bmpHeight, x, cancelY, str, learnColors); x += moveX; str = PBELocalizedString.GetMoveName(_learningMove).English; moveFont.DrawString(bmpAddress, bmpWidth, bmpHeight, x, cancelY, str, learnColors); DrawSelection(PkmnConstants.NumMoves); } else { if (_selectingMove != -1) { string str = "Cancel"; moveFont.DrawString(bmpAddress, bmpWidth, bmpHeight, moveTextX, cancelY, str, moveColors); DrawSelection(PkmnConstants.NumMoves); } } }
public override void MoveSetup() { Moveset.Add(new MovesetItem(13, new Harden(true))); Moveset.Add(new MovesetItem(16, new RockFall(true))); Moveset.Add(new MovesetItem(22, new BoulderSlam(true))); }