public Critter(double baseHp, double dmgBase, double speedBase, double defBase, string critName, afinity afinityType, Sprite msprite) { mSprite = msprite; //Verificar el daño entr 10 y 100 if (dmgBase > 100) { this.DmgBase = 100; } else if (dmgBase < 10) { this.DmgBase = 10; } else { this.DmgBase = dmgBase; } //verificar defensa entre 10 y 100 if (defBase > 100) { this.baseDefense = 100; } else if (defBase < 10) { this.baseDefense = 10; } else { this.baseDefense = defBase; } //verificar si la velocidad 1 y 50 if (speedBase > 50) { this.baseSpeed = 50; } else if (speedBase < 1) { this.baseSpeed = 1; } else { this.baseSpeed = speedBase; } this.baseHP = baseHp; this.critName = critName; this.afinityType = afinityType; actualHP = this.baseHP; actualAttack = this.baseAttack; actualDefence = this.baseDefense; }
public Critter(double hpBase, double dmgBase, double speedBase, double defBase, string critName, afinity afinityType, List <Skill> Moveset) { //Verificar el daño entr 10 y 100 if (dmgBase > 100) { this.DmgBase = 100; } else if (dmgBase < 10) { this.DmgBase = 10; } else { this.DmgBase = dmgBase; } //verificar defensa entre 10 y 100 if (defBase > 100) { this.defBase = 100; } else if (defBase < 10) { this.defBase = 10; } else { this.defBase = defBase; } //verificar si la velocidad 1 y 50 if (speedBase > 50) { this.speedBase = 50; } else if (speedBase < 1) { this.speedBase = 1; } else { this.speedBase = speedBase; } this.hpBase = hpBase; this.critName = critName; this.afinityType = afinityType; hpActual = this.hpBase; dmgActual = this.dmgBase; defActual = this.defBase; this.Moveset = Moveset; }
public AtackSkill(double skillPower, afinity afinity, string name) { if (skillPower <= 0) { this.skillPower = 1; } else { this.skillPower = skillPower; } base.afinity = afinity; base.name = name; }
public static double CalculateAffinity(afinity afinityAttack, afinity afinityTerget) { double dmg = 0; //Tabla de valores de la afinidad switch (afinityAttack) { case afinity.Dark: switch (afinityTerget) { case afinity.Dark: dmg = 0.5; break; case afinity.Ligth: dmg = 2; break; case afinity.Fire: dmg = 1; break; case afinity.Water: dmg = 1; break; case afinity.Wind: dmg = 1; break; case afinity.Earth: dmg = 1; break; default: dmg = 1; break; } break; case afinity.Ligth: switch (afinityTerget) { case afinity.Dark: dmg = 2; break; case afinity.Ligth: dmg = 0.5; break; case afinity.Fire: dmg = 1; break; case afinity.Water: dmg = 1; break; case afinity.Wind: dmg = 1; break; case afinity.Earth: dmg = 1; break; default: dmg = 1; break; } break; case afinity.Fire: switch (afinityTerget) { case afinity.Dark: dmg = 1; break; case afinity.Ligth: dmg = 1; break; case afinity.Fire: dmg = 0.5; break; case afinity.Water: dmg = 2; break; case afinity.Wind: dmg = 1; break; case afinity.Earth: dmg = 0; break; default: dmg = 1; break; } break; case afinity.Water: switch (afinityTerget) { case afinity.Dark: dmg = 1; break; case afinity.Ligth: dmg = 1; break; case afinity.Fire: dmg = 0.5; break; case afinity.Water: dmg = 0.5; break; case afinity.Wind: dmg = 2; break; case afinity.Earth: dmg = 1; break; default: dmg = 1; break; } break; case afinity.Wind: switch (afinityTerget) { case afinity.Dark: dmg = 1; break; case afinity.Ligth: dmg = 1; break; case afinity.Fire: dmg = 1; break; case afinity.Water: dmg = 0.5; break; case afinity.Wind: dmg = 0.5; break; case afinity.Earth: dmg = 0.5; break; default: dmg = 1; break; } break; case afinity.Earth: switch (afinityTerget) { case afinity.Dark: dmg = 1; break; case afinity.Ligth: dmg = 1; break; case afinity.Fire: dmg = 1; break; case afinity.Water: dmg = 1; break; case afinity.Wind: dmg = 2; break; case afinity.Earth: dmg = 0.5; break; default: dmg = 1; break; } break; default: dmg = 1; break; } return(dmg); }
public AtackSkill(double skillPower, afinity afinity, string nombre) { this.skillPower = skillPower; base.afinity = afinity; base.nombre = nombre; }