Example #1
0
    /**
     * public void GetDirectHealing(SkeletonSkill skill)
     **/

    public int GetDirectHealing(SkeletonSkill skill)
    {
        int damageToHeal = 0;

        switch (skill.multiplyFactor)
        {
        case SkeletonSkill.MultiplyFactor.FACTOR_ATTACK:
            damageToHeal = this.attack * skill.multiplier;
            break;

        case SkeletonSkill.MultiplyFactor.FACTOR_SPECIAL_ATTACK:
            damageToHeal = this.specialAttack * skill.multiplier;
            break;

        case SkeletonSkill.MultiplyFactor.FACTOR_HP:
            damageToHeal = this.maxHp * skill.multiplier;
            break;

        case SkeletonSkill.MultiplyFactor.FACTOR_DEFENSE:
            damageToHeal = this.defense * skill.multiplier;
            break;

        case SkeletonSkill.MultiplyFactor.FACTOR_SPECIAL_DEFENSE:
            damageToHeal = this.specialDefense * skill.multiplier;
            break;
        }

        return(damageToHeal);
    }
Example #2
0
    /**
     * public void TakeDamage(int damage)
     **/

    public void TakeDamageAndApplyDebuff(int damage, SkeletonSkill skill)
    {
        //100 * 100 / (100 + 400)1

        int damageToDeal = 0;

        double physicalDmgReduceFactor = 1000 / (1100 + 3.5 * this.defense);
        double specialDmgReduceFactor  = 1000 / (1100 + 3.5 * this.defense);

        switch (skill.type)
        {
        case SkeletonSkill.SkillType.TYPE_DAMAGE:
            damageToDeal = (int)(damage * physicalDmgReduceFactor);

            break;

        case SkeletonSkill.SkillType.TYPE_SPECIAL_DAMAGE:
            damageToDeal = (int)(damage * specialDmgReduceFactor);
            break;
        }

        int headshotCalculation = Random.Range(1, 100);

        if (headshotCalculation <= headshotProb)
        {
            Debug.Log("Damage is headshot !" + " Value was " + headshotCalculation + " - " + headshotProb);

            if (headshotResistance > 75)
            {
                headshotResistance = 75;
            }
            int headshotResistCalculation = Random.Range(1, 100);

            if (headshotResistCalculation <= headshotResistance)
            {
                Debug.Log("Headshot resisted ! No extra damage will be dealt" + " Value was " + headshotResistCalculation + " - " + evation);
            }
            else
            {
                Debug.Log("Couldn't resist headshot");
                damageToDeal *= 2;
            }
        }

        if (evation > 20)
        {
            evation = 20;
        }

        int evadeCalculation = Random.Range(1, 100);

        if (evadeCalculation <= evation)
        {
            Debug.Log("Damage evaded !" + " Value was " + evadeCalculation + " - " + evation);
            //if damage is evaded do not add debuffs
            return;
        }
        else
        {
            Debug.Log("Damage took is : " + damageToDeal);
            hp -= damageToDeal;
        }

        //todo calculate debuff changes and apply

        int triggerChangeCalculation = Random.Range(1, 100);

        if (triggerChangeCalculation <= skill.triggerChance)
        {
            buffsList.RemoveAll(buff => buff.effect == skill.effect);
            this.buffsList.Add(new Buff(skill.effect, skill.duration));
        }

        switch (skill.effect)
        {
        case SkeletonSkill.SkillEffect.ATTACK_DOWN:
            Debug.Log("Attack down for " + skill.duration);
            break;

        case SkeletonSkill.SkillEffect.DEFENSE_DOWN:
            Debug.Log("DEFENSE_DOWN for " + skill.duration);
            break;

        case SkeletonSkill.SkillEffect.STUN:
            Debug.Log("STUN for " + skill.duration);
            break;

        case SkeletonSkill.SkillEffect.SLEEP:
            Debug.Log("SLEEP for " + skill.duration);
            break;

        case SkeletonSkill.SkillEffect.VIRUS:
            Debug.Log("VIRUS for " + skill.duration);
            break;
        }
    }