Example #1
0
    private void ManualSelectAllFriends(SubAbility subAb, Type requesterType)
    {
        List <GameObject> objectsForSelection;

        objectsForSelection = objectsInBattle.GetFriendsOfType(requesterType);
        StartManualSelection(subAb, OneGroupSelection, objectsForSelection);
    }
Example #2
0
    private void AutoSelectAllEnemies(SubAbility subAb, Type requesterType)
    {
        List <GameObject> objectsForSelection;

        objectsForSelection = objectsInBattle.GetEnemiesOfType(requesterType);
        StartAutoSelection(subAb, AIOneGroupSelection, objectsForSelection);
    }
Example #3
0
    private void AutoSelectEnemy(SubAbility subAb, Type requesterType)
    {
        List <GameObject> objectsForSelection;

        objectsForSelection = objectsInBattle.GetEnemiesOfType(requesterType);
        StartAutoSelection(subAb, AISingleRandomSelection, objectsForSelection);
    }
Example #4
0
        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}));
        }
Example #5
0
        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}));
        }
Example #6
0
        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}));
        }
Example #7
0
        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}));
        }
Example #8
0
        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}));
        }
Example #9
0
File: Imp.cs Project: GLOOGO/MyGame
 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> {}));
 }
Example #10
0
    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);
    }
Example #11
0
            public SectorRating(Ability ability, SubAbility sub)
            {
                if (ability == Ability.NonExistent)
                {
                    Value = 0;
                }

                Value = ((uint)ability - 1) * 4 + (uint)sub;
            }
Example #12
0
        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 }));
        }
Example #13
0
        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}));
        }
Example #14
0
        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}));
        }
Example #15
0
        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}));
        }
Example #16
0
        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 }));
        }
Example #17
0
        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}));
        }
Example #18
0
        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}));
        }
Example #19
0
 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> {}));
 }
Example #20
0
        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}));
        }
Example #21
0
        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}));
        }
Example #22
0
    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);
    }
Example #23
0
    private void StartAutoSelection(SubAbility subAb, DelCurSelectionBehavior SelectionBehavior, List <GameObject> objectsForSelection)
    {
        SelectionTask selection = new SelectionTask(SelectionBehavior, objectsForSelection, subAb.OnSelectionFinished);

        AutoSelectionTasks.Add(selection);
    }