public override float cast(gameChar source, gameChar target, int currentRound) { float sourceMP = source.getAttr <float>("currentMP"); if (sourceMP < cost) { return(-1); } source.setAttr <float>("currentMP", sourceMP - cost); float effectingVal = 0; float magicDef = target.getAttr <float>("intVal") + target.getAttr <float>("intMod"); effectingVal = effectVal * (source.getAttr <float>("intVal") + source.getAttr <float>("intMod")) * 1 + magicDef; //value = -(spellAmount * intelligence * amplifier - targetIntelligence) if (effectingVal <= 0) { effectingVal = 1; //if no damage, set damage to 1 } effectingVal = -(effectingVal); if (Mathf.Abs(effectingVal) >= target.getAttr <float>("currentHP")) { effectingVal = -(target.getAttr <float>("currentHP")); } //if damage > current health, set difference = currentHP (currentHP - currentHP = 0) base.setTargetParam(target, 0, (int)(effectingVal)); return(-(effectingVal)); //effectingVal must be <0 and negate it }
public override float cast(gameChar source, gameChar target, int currentRound) { float effectingVal = 0; int chance = Random.Range(0, 100); if (chance < 40) { return(0); } effectingVal = effectVal * (source.getAttr <float>("attVal") + source.getAttr <float>("attMod")) - (target.getAttr <float>("defVal") + target.getAttr <float>("defMod")); //damage = val * att - def if (effectingVal <= 0) { effectingVal = 1; //if no damage, set damage to 1 } effectingVal = -(effectingVal); if (Mathf.Abs(effectingVal) >= target.getAttr <float>("currentHP")) { effectingVal = -(target.getAttr <float>("currentHP")); } //if damage > current health, set difference = currentHP (currentHP - currentHP = 0) setTargetParam(target, 0, (int)(effectingVal)); return(-(effectingVal)); //effectingVal must be <0 and negate it }
public float attackChar(gameChar target) //attack function { float ownAttack = getAttr <float>("attVal") + attMod; float targetDefense = target.getAttr <float>("defVal") + target.getAttr <float>("defMod"); float damage = (ownAttack - targetDefense) * 1.5f; if (damage <= 0) { damage = 1; } return(damage); }
public void setTargetParam(gameChar target, int field, int effectVal) { switch (field) { case 0: target.setAttr <float>("currentHP", target.getAttr <float>("currentHP") + effectVal); break; case 1: target.setAttr <float>("currentMP", target.getAttr <float>("currentMP") + effectVal); break; case 2: target.setAttr <float>("attMod", target.getAttr <float>("attMod") + effectVal); break; case 3: target.setAttr <float>("defMod", target.getAttr <float>("defMod") + effectVal); break; case 4: target.setAttr <float>("intMod", target.getAttr <float>("intMod") + effectVal); break; } }
public override float cast(gameChar source, gameChar target, int currentRound) { float sourceMP = source.getAttr <float>("currentMP"); if (sourceMP < cost) { return(-1); } source.setAttr <float>("currentMP", sourceMP - cost); float effectingVal = 0; effectingVal = effectVal * source.getAttr <float>("intVal") * 0.1f; target.decreaseAttr(field, effectingVal, currentRound); return(effectingVal); }
public override float cast(gameChar source, gameChar target, int currentRound) { float sourceMP = source.getAttr <float>("currentMP"); if (sourceMP < cost) { return(-1); } source.setAttr <float>("currentMP", sourceMP - cost); float effectingVal = 0; effectingVal = effectVal * (source.getAttr <float>("intVal") + source.getAttr <float>("intMod")) * 1; //value = spellAmount * intelligence * amplifier if ((target.getAttr <float>("currentHP") + effectingVal) >= target.getAttr <float>("maxHP")) { effectingVal = target.getAttr <float>("maxHP") - target.getAttr <float>("currentHP"); } //if amount + current health > max health, set difference = max hp - current hp setTargetParam(target, 0, (int)(effectingVal)); return(effectingVal); //effectingVal must be <0 and negate it }
public bool unEquipChar(gameChar equiped) { for (int i = 0; i < rank; i++) //for each rank, unset owner's attribute { float effectingVal = attributePair[i].second; switch ((int)(attributePair[i].first)) { case 0: { equiped.setAttr <float>("maxHP", equiped.getAttr <float>("maxHP") - effectingVal); equiped.setAttr <float>("currentHP", equiped.getAttr <float>("currentHP") - effectingVal); break; } case 1: { equiped.setAttr <float>("maxMP", equiped.getAttr <float>("maxMP") - effectingVal); equiped.setAttr <float>("currentMP", equiped.getAttr <float>("currentMP") - effectingVal); break; } case 2: { equiped.setAttr <float>("attack", equiped.getAttr <float>("attack") - effectingVal); break; } case 3: { equiped.setAttr <float>("defense", equiped.getAttr <float>("defense") - effectingVal); break; } case 4: { equiped.setAttr <float>("intelligence", equiped.getAttr <float>("intelligence") - effectingVal); break; } default: { return(false); break; } } } return(true); }