Example #1
0
 private void unitSkipped(baseEnemy unit,basePlayer target,baseSkill skill)
 {
     if (unit.duration == 0)
     {
         unit.currentHP -= skill.cast(unit);
         clearEffect(target,skill);
     }
     else
         --unit.duration;
 }
Example #2
0
 private void playerBuff(basePlayer unit, baseEnemy target, baseSkill skill)
 {
     if (!target.effected)
     {
         if (skill.additionalEffect.status == baseSkill.Effect.Status.ATTACK && skill.targetPlayer)
         {
             target.attack += skill.additionalEffect.power;
             applyEffect(target, skill);
         }
         else if (skill.additionalEffect.status == baseSkill.Effect.Status.DEFENSE && skill.targetPlayer)
         {
             target.defense += skill.additionalEffect.power;
             applyEffect(target, skill);
         }
     }
     else if (skill.additionalEffect.status == baseSkill.Effect.Status.HEAL && skill.targetPlayer)
     {
         target.currentHP += skill.cast(unit);
         //Check here for effects. HOTS?
     }
 }
Example #3
0
    private void playerAttack(basePlayer unit, basePlayer target, baseSkill skill)
    {
        //AOE target. Might have to look at how we Destory Units. Because bookkeeping
        if (skill.additionalEffect.status == baseSkill.Effect.Status.AOE && skill.targetEnemy)
            AOEattack(unit, target, skill);
        else
        {
            //Single Target - Check if GODed
            if (target.effect == basePlayer.Status.GOD)
            {
                target.currentHP -= 0;
                Debug.Log("(CSM) PlayerAttack Player/Player Damage = 0; God Moded");
                clearEffect(target, skill);
            }
            else
            {
                target.currentHP -= skill.cast(unit);
                if (target.currentHP >= 0)
                    if (!target.effected)
                    {
                        applyEffect(target, skill);
                    }
                    else
                    {
                    }
                else
                {

                    BattleManager.deadUnit(target);
                }
            }
        }
        Debug.Log("Attack Successful");
    }
Example #4
0
 private void enemyAttack(baseEnemy attacker, baseEnemy target, baseSkill skill)
 {
     if (target.effect == baseEnemy.Status.GOD)
     {
         target.currentHP -= 0;
         clearEffect(target, skill);
     }
     else
     {
         target.currentHP -= skill.cast(attacker);
         if (target.currentHP <= 0)
             BattleManager.deadUnit(target);
         else if (skill.hasAdditionalEffect)
             if (!target.effected)
                 applyEffect(target, skill);
     }
 }
Example #5
0
 private void AOEattack(baseEnemy unit, baseEnemy target, baseSkill skill)
 {
     int enemiesLeft = BattleManager.enemyParty.Count;
     int damage = skill.cast(unit);
     for (int i = 0; i < enemiesLeft; ++i)
     {
         if (BattleManager.enemyParty[i] != null)
         {
             BattleManager.enemyParty[i].currentHP -= damage;
             if (BattleManager.enemyParty[i].currentHP <= 0)
             {
                 BattleManager.deadUnit(BattleManager.enemyParty[i]);
             }
         }
     }
 }
Example #6
0
 private void AOEattack(basePlayer unit, basePlayer target, baseSkill skill)
 {
     int playersLeft = BattleManager.playerParty.Count;
     int damage = skill.cast(unit);
     for (int i = 0; i < playersLeft; ++i)
     {
         if (BattleManager.playerParty[i] != null)
         {
             BattleManager.playerParty[i].currentHP -= damage;
             if (BattleManager.playerParty[i].currentHP <= 0)
             {
                 BattleManager.deadUnit(BattleManager.playerParty[i]);
             }
         }
     }
 }