private void ManualSelectAllFriends(SubAbility subAb, Type requesterType) { List <GameObject> objectsForSelection; objectsForSelection = objectsInBattle.GetFriendsOfType(requesterType); StartManualSelection(subAb, OneGroupSelection, objectsForSelection); }
private void AutoSelectAllEnemies(SubAbility subAb, Type requesterType) { List <GameObject> objectsForSelection; objectsForSelection = objectsInBattle.GetEnemiesOfType(requesterType); StartAutoSelection(subAb, AIOneGroupSelection, objectsForSelection); }
private void AutoSelectEnemy(SubAbility subAb, Type requesterType) { List <GameObject> objectsForSelection; objectsForSelection = objectsInBattle.GetEnemiesOfType(requesterType); StartAutoSelection(subAb, AISingleRandomSelection, objectsForSelection); }
public Draugr() : base("Draugr") { HealthPoints = 2; SubAbility fiveDamageWithStun = new SubAbility(true, true, 5, 0, 1, SpecialConditionType.TurnLoss); Abilities.Add(new Ability("Ancient Nord Warhammer", "Does 5 damage and stuns for 1 turn.", new List<SubAbility> {fiveDamageWithStun})); }
public Goblin() : base("Goblin") { HealthPoints = 4; SubAbility fiveTrueDamage = new SubAbility(true, true, 5, 0, isTrueDamage:true); Abilities.Add(new Ability("Spear", "Does 5 true damage.", new List<SubAbility> {fiveTrueDamage})); }
public BeaverX() : base("Beaver X") { HealthPoints = 3; SubAbility fourDamageAndDestroyItem = new SubAbility(true, true, 4, 0, specialConditionType:SpecialConditionType.DestroyAllItems); Abilities.Add(new Ability("Cut Down", "Destroy an item and deal 4 damage to it's owner.", new List<SubAbility> {fourDamageAndDestroyItem})); }
public Pidgey() : base("Pidgey") { HealthPoints = 5; SubAbility threeDamage = new SubAbility(true, true, 3, 0); Abilities.Add(new Ability("Peck", "Does 3 damage.", new List<SubAbility> {threeDamage})); }
public Treecko() : base("Treecko") { HealthPoints = 3; SubAbility twoDamageWithCrit = new SubAbility(true, true, 2, 0, subAbilityChanceToCrit:.35, critAmount:7); Abilities.Add(new Ability("Bullet Seed", "Does 2 damage, 35% chance to crit.", new List<SubAbility> {twoDamageWithCrit})); }
public Imp() : base("Imp") { HealthPoints = 3; SubAbility twoDamage = new SubAbility(true, true, 2, 0); //TODO:Finish Imp, Passive ability missing Abilities.Add(new Ability("", "", new List<SubAbility> {})); }
private void ManualSelectEnemy(SubAbility subAb, Type requesterType) { List <GameObject> objectsForSelection; objectsForSelection = objectsInBattle.GetEnemiesOfType(requesterType); curSecondarySelection = objectsForSelection[defaultFirstObject]; //This seems like a bad side effect. Any way to integrate this with the rest of what is going on view.Highlight(curSecondarySelection, secondaryCursor); StartManualSelection(subAb, SecondarySelection, objectsForSelection); }
public SectorRating(Ability ability, SubAbility sub) { if (ability == Ability.NonExistent) { Value = 0; } Value = ((uint)ability - 1) * 4 + (uint)sub; }
public Popo() : base("Popo") { HealthPoints = 6; SubAbility fourDamage = new SubAbility(true, true, 4, 0); //TODO: Ability Missing, Finish Popo Abilities.Add(new Ability("Ice Cube", "Does 4 damage.", new List<SubAbility> { fourDamage })); }
public ShadowPaw() : base("Shadow Paw") { HealthPoints = 1; SubAbility sixDamageWithBleed = new SubAbility(true, true, 6, 0, specialConditionType:SpecialConditionType.Bleed); SubAbility stun = new SubAbility(true, true, 0, 0, 2, SpecialConditionType.TurnLoss); Abilities.Add(new Ability("Claw", "Does 6 damage. Causes bleed.", new List<SubAbility> {sixDamageWithBleed})); Abilities.Add(new Ability("Bash", "Stun for two turns.", new List<SubAbility> {stun})); }
public DrMario() : base("Dr. Mario") { HealthPoints = 6; SubAbility threeDamageOrHeal = new SubAbility(true, true, 3, 3); SubAbility freezeEnemy = new SubAbility(false, true, 0, 0, specialConditionType : SpecialConditionType.Freeze); Abilities.Add(new Ability("Pill", "Does 3 damage or healing.", new List<SubAbility>{threeDamageOrHeal})); Abilities.Add(new Ability("Chill", "Freeze an enemy.", new List<SubAbility> {freezeEnemy})); }
public Sasquatch() : base("Sasquatch") { HealthPoints = 6; SubAbility stun = new SubAbility(true, true, 0, 0, 2, SpecialConditionType.TurnLoss); SubAbility sevenDamage = new SubAbility(true, true, 7, 0); Abilities.Add(new Ability("Fear", "Stun for 2 turns.", new List<SubAbility> {stun})); Abilities.Add(new Ability("Bonk", "Does 7 damage.", new List<SubAbility> {sevenDamage})); }
public CaptainFalcon() : base("Captain Falcon") { HealthPoints = 8; SubAbility sixDamage = new SubAbility(false, true, 6, 0); SubAbility invulnerability = new SubAbility(true, false, 0, 0, 2, SpecialConditionType.Invulnerability); Abilities.Add(new Ability("Falcon Punch!", "Does 6 damage.", new List<SubAbility>{sixDamage})); Abilities.Add(new Ability("Big Blue", "Make one of your monsters invulnerable for two turns.", new List<SubAbility> { invulnerability })); }
public Boots() : base("Boots") { HealthPoints = 5; SubAbility oneDamageWithDisorient = new SubAbility(true, true, 1, 0, specialConditionType: SpecialConditionType.Disorient); SubAbility threeDamage = new SubAbility(true, true, 3, 0); Abilities.Add(new Ability("Bad Manner", "Does 1 damage and disorients an enemy.", new List<SubAbility> {oneDamageWithDisorient})); Abilities.Add(new Ability("Smack", "Does 3 damage.", new List<SubAbility> {threeDamage})); }
public Grizzly() : base("Grizzly") { HealthPoints = 9; SubAbility sixDamageWithBleed = new SubAbility(true, true, 6, 0, specialConditionType:SpecialConditionType.Bleed); SubAbility healSelf = new SubAbility(true, false, 0, 9); Abilities.Add(new Ability("Maul", "Does 6 damage and causes bleed.", new List<SubAbility> {sixDamageWithBleed})); Abilities.Add(new Ability("Sleep", "Heal Grizzly for full.", new List<SubAbility> {healSelf})); }
public Hedwig() : base("Hedwig") { HealthPoints = 4; SubAbility oneDamage = new SubAbility(true, true, 1, 0); //SubAbility = new SubAbility(); //TODO:Ability Missing, Finish Hedwig Abilities.Add(new Ability("Scratch", "Does 1 damage.", new List<SubAbility> {oneDamage})); Abilities.Add(new Ability("", "", new List<SubAbility> {})); }
public LightArcanine() : base("Light Arcanine") { HealthPoints = 11; SubAbility sixDamageWithBurn = new SubAbility(true, true, 6, 0, specialConditionType:SpecialConditionType.Burn); SubAbility fourDamage = new SubAbility(true, true, 4, 0); SubAbility stun = new SubAbility(true, true, 0, 0, 1, SpecialConditionType.TurnLoss); Abilities.Add(new Ability("Will-O-Wisp", "Does 6 damage and burns the target", new List<SubAbility> {sixDamageWithBurn})); Abilities.Add(new Ability("Bite", "Does 4 Damage and stuns for 1 turn", new List<SubAbility> {fourDamage, stun})); }
public ChesterSourmonkey() : base("Chester Sourmonkey") { HealthPoints = 8; SubAbility fourDamageCannotMiss = new SubAbility(true, true, 4, 0, subAbilityChanceToFail: 0); SubAbility eightDamage = new SubAbility(true, true, 8, 0); SubAbility chanceToFail = new SubAbility(true, true, 8, 0, subAbilityChanceToFail: .5); SubAbility stun = new SubAbility(true, true, 0, 0, 2, SpecialConditionType.TurnLoss); Abilities.Add(new Ability("Seltzer Bottle", "Does 4 damage. Cannot miss.", new List<SubAbility> {fourDamageCannotMiss})); Abilities.Add(new Ability("Anvil", "50% chance to do 8 damage and stun for 2 turns.", new List<SubAbility> {eightDamage, chanceToFail, stun})); }
private void ManualSelectAllFriendsButCurrent(SubAbility subAb, Type requesterType)//TODO: maybe Just make this a call back rather than passing the whole sub ability { List <GameObject> objectsForSelection; objectsForSelection = new List <GameObject>(objectsInBattle.GetFriendsOfType(requesterType)); for (int i = 0; i < objectsForSelection.Count; i++) { if (objectsForSelection[i] == curHero) { objectsForSelection.RemoveAt(i); break; } } StartManualSelection(subAb, OneGroupSelection, objectsForSelection); }
private void StartAutoSelection(SubAbility subAb, DelCurSelectionBehavior SelectionBehavior, List <GameObject> objectsForSelection) { SelectionTask selection = new SelectionTask(SelectionBehavior, objectsForSelection, subAb.OnSelectionFinished); AutoSelectionTasks.Add(selection); }