static Unit SetSakuya(int level) { Unit unit = new Unit(CharaID.Sakuya); unit.name = "十六夜咲夜"; unit.nickname = "咲夜"; unit.t_battle = content.Load<Texture2D>("img\\battle\\sakuya"); unit.t_battle_origin = new Vector2(118, 250); unit.t_icon = content.Load<Texture2D>("img\\icon\\sakuya"); unit.type = UnitType.Technic; unit.type2 = UnitType.Apparition; unit.level = level; unit.pHP = 165; unit.normalPar.speed = 36; unit.normalPar.avoid = 52; unit.normalPar.defense = 33; unit.normalPar.close = 10; unit.normalPar.far = 15; unit.drivePar.speed = 53; unit.drivePar.avoid = 74; unit.drivePar.defense = 38; unit.drivePar.close = 36; unit.drivePar.far = 47; unit.affinity[(int)Terrain.Plain] = Affinity.Good; unit.affinity[(int)Terrain.Forest] = Affinity.Good; unit.affinity[(int)Terrain.Mountain] = Affinity.Good; unit.affinity[(int)Terrain.Waterside] = Affinity.Normal; unit.affinity[(int)Terrain.Indoor] = Affinity.VeryGood; unit.affinity[(int)Terrain.Red_hot] = Affinity.Normal; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Good; unit.affinity[(int)Terrain.Miasma] = Affinity.Bad; #region 行動 Act a; int i = 0; a = new Act(); a.name = "メイドマジック"; a.type = ActType.SetTrap; a.sympton = (int)Trap.GrappleTrap; a.success = 45; a.power = 40; a.count = 3; a.target = ActTarget.Ally1; a.rangeMin = 0; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "ミスディレクション"; a.type = ActType.Shot; a.ability1 = ActAbility.Diffuse; a.success = 68; a.power = 5; a.ap = 2; a.target = ActTarget.Enemy1; a.rangeMin = 2; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "マジックスターソード"; a.type = ActType.Shot; a.ability1 = ActAbility.Fast; a.success = 38; a.power = 21; a.ap = 5; a.target = ActTarget.Enemy1; a.rangeMin = 3; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "殺人ドール"; a.type = ActType.Shot; a.ability1 = ActAbility.Fast; a.success = 75; a.power = 56; a.ap = 20; a.sp = 50; a.target = ActTarget.Enemy1; a.rangeMin = 2; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "ソウルスカルプチュア"; a.type = ActType.Grapple; a.ability1 = ActAbility.Assassin; a.sympton = (int)SymptonMinus.Damage; a.success = 99; a.power = 78; a.ap = 20; a.sp = 80; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "咲夜の世界"; a.lastSpell = true; a.type = ActType.TimeStop; a.success = 2; a.power = 12; a.ap = 0; a.sp = 100; a.target = ActTarget.Field; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; #endregion return unit; }
static Unit SetRiml(int level) { Unit unit = new Unit(CharaID.Riml); unit.name = "リムル・ストレイジ"; unit.nickname = "リムル"; unit.t_battle = content.Load<Texture2D>("img\\battle\\riml"); unit.t_battle_origin = new Vector2(128, 250); unit.t_icon = content.Load<Texture2D>("img\\icon\\riml"); unit.type = UnitType.Technic; unit.type2 = UnitType.Apparition; unit.level = level; unit.pHP = 180; unit.normalPar.speed = 26; unit.normalPar.avoid = 35; unit.normalPar.defense = 35; unit.normalPar.close = 18; unit.normalPar.far = 18; unit.drivePar.speed = 55; unit.drivePar.avoid = 52; unit.drivePar.defense = 52; unit.drivePar.close = 44; unit.drivePar.far = 44; unit.affinity[(int)Terrain.Plain] = Affinity.Normal; unit.affinity[(int)Terrain.Forest] = Affinity.Normal; unit.affinity[(int)Terrain.Mountain] = Affinity.Normal; unit.affinity[(int)Terrain.Waterside] = Affinity.Normal; unit.affinity[(int)Terrain.Indoor] = Affinity.Normal; unit.affinity[(int)Terrain.Red_hot] = Affinity.Normal; unit.affinity[(int)Terrain.Sanctuary] = Affinity.VeryGood; unit.affinity[(int)Terrain.Miasma] = Affinity.VeryGood; #region 行動 Act a; int i = 0; a = new Act(); a.name = "フォークロア"; a.type = ActType.MoveAssist; a.success = 0; a.power = 4; a.ap = 0; a.target = ActTarget.Equip; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; a = new Act(); a.name = "トラディション"; a.type = ActType.Grapple; a.ability1 = ActAbility.AntiMinus; a.success = 42; a.power = 8; a.ap = 6; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "レジェンダリー"; a.type = ActType.Shot; a.ability1 = ActAbility.AntiPlus; a.success = 42; a.power = 8; a.ap = 6; a.target = ActTarget.Enemy1; a.rangeMin = 3; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "ハーモナイズ"; a.type = ActType.SetField; a.sympton = (int)FieldEffect.APUp; a.success = 46; a.power = 12; a.count = 1; a.target = ActTarget.Field; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; a = new Act(); a.name = "キルクイトス"; a.type = ActType.AddPlusSympton; a.sympton = (int)SymptonPlus.ActAgain; a.success = 0; a.power = 2; a.ap = 25; a.target = ActTarget.Ally1; a.rangeMin = 2; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "ルナプレーナ"; a.lastSpell = true; a.type = ActType.AddDoubleSympton; a.success = 66; a.power = 0; a.ap = 24; a.sp = 100; a.target = ActTarget.EnemyAll; a.rangeMin = 1; a.rangeMax = 5; unit.acts[i++] = a; #endregion unit.ability.Add(Ability.Drive); return unit; }
static Unit SetMeirin(int level) { Unit unit = new Unit(CharaID.Meirin); unit.name = "紅美鈴"; unit.nickname = "美鈴"; unit.t_battle = content.Load<Texture2D>("img\\battle\\meirin"); unit.t_battle_origin = new Vector2(116, 252); unit.t_icon = content.Load<Texture2D>("img\\icon\\meirin"); unit.type = UnitType.Guard; unit.type2 = UnitType.Technic; unit.level = level; unit.pHP = 300; unit.normalPar.speed = 22; unit.normalPar.avoid = 13; unit.normalPar.defense = 58; unit.normalPar.close = 18; unit.normalPar.far = 7; unit.drivePar.speed = 36; unit.drivePar.avoid = 23; unit.drivePar.defense = 99; unit.drivePar.close = 66; unit.drivePar.far = 23; unit.affinity[(int)Terrain.Plain] = Affinity.Good; unit.affinity[(int)Terrain.Forest] = Affinity.Normal; unit.affinity[(int)Terrain.Mountain] = Affinity.Normal; unit.affinity[(int)Terrain.Waterside] = Affinity.Bad; unit.affinity[(int)Terrain.Indoor] = Affinity.Good; unit.affinity[(int)Terrain.Red_hot] = Affinity.Normal; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Bad; unit.affinity[(int)Terrain.Miasma] = Affinity.Good; #region 行動 Act a; int i = 0; a = new Act(); a.name = "天龍脚"; a.type = ActType.Grapple; a.ability1 = ActAbility.Fast; a.success = 30; a.power = 14; a.ap = 9; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "鉄壁の陣"; a.type = ActType.Guard; a.success = 7; a.power = 29; a.ap = 12; a.target = ActTarget.AllyAll; a.rangeMin = 2; a.rangeMax = 6; unit.acts[i++] = a; a = new Act(); a.name = "練虹気"; a.type = ActType.Heal; a.success = 15; a.power = 41; a.ap = 13; a.target = ActTarget.Ally1; a.rangeMin = 0; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "見切りの構え"; a.type = ActType.Counter; a.success = 7; a.power = 72; a.ap = 23; a.target = ActTarget.Ally1; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; a = new Act(); a.name = "彩光蓮華掌"; a.type = ActType.Grapple; a.ability1 = ActAbility.Fast; a.ability2 = ActAbility.Proficient; a.success = 78; a.power = 45; a.ap = 19; a.sp = 50; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 1; unit.acts[i++] = a; a = new Act(); a.name = "極光天山"; a.lastSpell = true; a.type = ActType.LessGuard; a.success = 21; a.power = 198; a.ap = 24; a.sp = 60; a.target = ActTarget.AllyAll; a.rangeMin = 1; a.rangeMax = 5; unit.acts[i++] = a; #endregion return unit; }
static Unit SetMarisa(int level) { Unit unit = new Unit(CharaID.Marisa); unit.name = "霧雨魔理沙"; unit.nickname = "魔理沙"; unit.t_battle = content.Load<Texture2D>("img\\battle\\marisa"); unit.t_battle_origin = new Vector2(128, 256); unit.t_icon = content.Load<Texture2D>("img\\icon\\marisa"); unit.type = UnitType.Intelligence; unit.type2 = UnitType.Power; unit.level = level; unit.pHP = 175; unit.normalPar.speed = 72; unit.normalPar.avoid = 32; unit.normalPar.defense = 5; unit.normalPar.close = 9; unit.normalPar.far = 27; unit.drivePar.speed = 87; unit.drivePar.avoid = 63; unit.drivePar.defense = 46; unit.drivePar.close = 34; unit.drivePar.far = 78; unit.affinity[(int)Terrain.Plain] = Affinity.Good; unit.affinity[(int)Terrain.Forest] = Affinity.VeryGood; unit.affinity[(int)Terrain.Mountain] = Affinity.Good; unit.affinity[(int)Terrain.Waterside] = Affinity.Bad; unit.affinity[(int)Terrain.Indoor] = Affinity.Normal; unit.affinity[(int)Terrain.Red_hot] = Affinity.Good; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Good; unit.affinity[(int)Terrain.Miasma] = Affinity.Bad; #region 行動 Act a; int i = 0; a = new Act(); a.name = "コンセントレート"; a.type = ActType.SPUp; a.success = 11; a.power = 18; a.ap = 12; a.target = ActTarget.Ally1; a.rangeMin = 0; a.rangeMax = 5; unit.acts[i++] = a; a = new Act(); a.name = "イリュージョンレーザー"; a.type = ActType.Shot; a.ability1 = ActAbility.Laser; a.success = 36; a.power = 30; a.ap = 18; a.target = ActTarget.Enemy1; a.rangeMin = 4; a.rangeMax = 6; unit.acts[i++] = a; a = new Act(); a.name = "ルミナスレーザー"; a.type = ActType.Shot; a.ability1 = ActAbility.Laser; a.ability2 = ActAbility.Fast; a.success = 30; a.power = 42; a.ap = 24; a.target = ActTarget.Enemy1; a.rangeMin = 5; a.rangeMax = 7; unit.acts[i++] = a; a = new Act(); a.name = "マスタースパーク"; a.type = ActType.Shot; a.ability1 = ActAbility.Laser; a.ability2 = ActAbility.Penetrate; a.success = 43; a.power = 75; a.ap = 24; a.sp = 60; a.target = ActTarget.Enemy1; a.rangeMin = 5; a.rangeMax = 7; unit.acts[i++] = a; a = new Act(); a.name = "スターダストレヴァリエ"; a.type = ActType.Shot; a.ability1 = ActAbility.Diffuse; a.success = 24; a.power = 33; a.ap = 24; a.sp = 80; a.target = ActTarget.EnemyAll; a.rangeMin = 5; a.rangeMax = 7; unit.acts[i++] = a; a = new Act(); a.name = "ファイナルスパーク"; a.lastSpell = true; a.type = ActType.Shot; a.ability1 = ActAbility.Laser; a.ability2 = ActAbility.Penetrate; a.success = 68; a.power = 108; a.ap = 30; a.sp = 100; a.target = ActTarget.Enemy1; a.rangeMin = 3; a.rangeMax = 7; unit.acts[i++] = a; #endregion return unit; }
static Unit SetCirno(int level) { Unit unit = new Unit(CharaID.Cirno); unit.name = "チルノ"; unit.nickname = "チルノ"; unit.t_battle = content.Load<Texture2D>("img\\battle\\cirno"); unit.t_battle_origin = new Vector2(144, 228); unit.t_icon = content.Load<Texture2D>("img\\icon\\cirno"); unit.type = UnitType.Apparition; unit.type2 = UnitType.Power; unit.level = level; unit.pHP = 135; unit.normalPar.speed = 36; unit.normalPar.avoid = 17; unit.normalPar.defense = 9; unit.normalPar.close = 27; unit.normalPar.far = 18; unit.drivePar.speed = 42; unit.drivePar.avoid = 65; unit.drivePar.defense = 23; unit.drivePar.close = 51; unit.drivePar.far = 28; unit.affinity[(int)Terrain.Plain] = Affinity.Good; unit.affinity[(int)Terrain.Forest] = Affinity.Normal; unit.affinity[(int)Terrain.Mountain] = Affinity.Good; unit.affinity[(int)Terrain.Waterside] = Affinity.Good; unit.affinity[(int)Terrain.Indoor] = Affinity.Normal; unit.affinity[(int)Terrain.Red_hot] = Affinity.Bad; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Normal; unit.affinity[(int)Terrain.Miasma] = Affinity.Normal; #region 行動 Act a; int i = 0; a = new Act(); a.name = "アイスフィールド"; a.type = ActType.SetField; a.sympton = (int)FieldEffect.CostUp; a.success = 11; a.power = 7; a.count = 2; a.target = ActTarget.Field; a.rangeMin = 0; a.rangeMax = 0; a.fact = '氷'; unit.acts[i++] = a; a = new Act(); a.name = "フリーズタッチミー"; a.type = ActType.Grapple; a.ability1 = ActAbility.Cold; a.ability2 = ActAbility.Fast; a.sympton = (int)SymptonMinus.Restraint; a.success = 45; a.power = 9; a.ap = 11; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "リフリジレイション"; a.type = ActType.Grapple; a.ability1 = ActAbility.Cold; a.ability2 = ActAbility.Rush; a.sympton = (int)SymptonMinus.Stop; a.success = 35; a.power = 28; a.ap = 15; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "アイシクルフォール"; a.type = ActType.Shot; a.ability1 = ActAbility.Diffuse; a.success = 56; a.power = 27; a.ap = 24; a.sp = 60; a.target = ActTarget.EnemyAll; a.rangeMin = 2; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "ソードフリーザー"; a.type = ActType.Grapple; a.ability1 = ActAbility.Cold; a.ability2 = ActAbility.Fast; a.sympton = (int)SymptonMinus.Restraint; a.success = 99; a.power = 60; a.ap = 18; a.sp = 50; a.target = ActTarget.Enemy1; a.rangeMin = 0; a.rangeMax = 1; unit.acts[i++] = a; a = new Act(); a.name = "パーフェクトフリーズ"; a.lastSpell = true; a.type = ActType.AddMinusSympton; a.sympton = (int)SymptonMinus.Stop; a.success = 52; a.power = 37; a.ap = 24; a.sp = 80; a.target = ActTarget.EnemyAll; a.rangeMin = 1; a.rangeMax = 3; unit.acts[i++] = a; #endregion return unit; }
static Unit SetUdonge(int level) { Unit unit = new Unit(CharaID.Udonge); unit.name = "鈴仙・U・イナバ"; unit.nickname = "鈴仙"; unit.t_battle = content.Load<Texture2D>("img\\battle\\udonge"); unit.t_battle_origin = new Vector2(116, 252); unit.t_icon = content.Load<Texture2D>("img\\icon\\udonge"); unit.type = UnitType.Apparition; unit.type2 = UnitType.Technic; unit.level = level; unit.pHP = 180; unit.normalPar.speed = 24; unit.normalPar.avoid = 25; unit.normalPar.defense = 31; unit.normalPar.close = 3; unit.normalPar.far = 17; unit.drivePar.speed = 33; unit.drivePar.avoid = 49; unit.drivePar.defense = 55; unit.drivePar.close = 12; unit.drivePar.far = 73; unit.affinity[(int)Terrain.Plain] = Affinity.Normal; unit.affinity[(int)Terrain.Forest] = Affinity.VeryGood; unit.affinity[(int)Terrain.Mountain] = Affinity.Good; unit.affinity[(int)Terrain.Waterside] = Affinity.Bad; unit.affinity[(int)Terrain.Indoor] = Affinity.Good; unit.affinity[(int)Terrain.Red_hot] = Affinity.Normal; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Bad; unit.affinity[(int)Terrain.Miasma] = Affinity.Good; #region 行動 Act a; int i = 0; a = new Act(); a.name = "ビジョナリチューニング"; a.type = ActType.TransSpace; a.success = 11; a.power = 0; a.ap = 6; a.target = ActTarget.Space; a.rangeMin = 1; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "マインドシェイカー"; a.type = ActType.AddMinusSympton; a.sympton = (int)SymptonMinus.Confuse; a.success = 11; a.power = 0; a.ap = 16; a.target = ActTarget.Enemy1; a.rangeMin = 2; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "マインドエクスプロージョン"; a.type = ActType.Shot; a.ability1 = ActAbility.AntiMinus; a.ability2 = ActAbility.Fast; a.success = 63; a.power = 17; a.ap = 16; a.target = ActTarget.Enemy1; a.rangeMin = 3; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "近眼花火(マインドスターマイン)"; a.type = ActType.Shot; a.ability1 = ActAbility.AntiMinus; a.success = 95; a.power = 23; a.ap = 19; a.sp = 60; a.target = ActTarget.EnemyAll; a.rangeMin = 2; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "月兎遠隔催眠術(テレメスメリズム)"; a.type = ActType.AddMinusSympton; a.sympton = (int)SymptonMinus.Confuse; a.success = 40; a.power = 0; a.ap = 24; a.sp = 80; a.target = ActTarget.EnemyAll; a.rangeMin = 1; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "幻朧月睨(ルナティックレッドアイズ)"; a.lastSpell = true; a.type = ActType.Shot; a.ability1 = ActAbility.AntiMinus; a.ability2 = ActAbility.Fast; a.success = 82; a.power = 57; a.ap = 24; a.sp = 70; a.target = ActTarget.EnemyAll; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; #endregion return unit; }
static Unit SetZero(int level) { Unit unit = new Unit(CharaID.Zero); unit.name = "ゼロ・スーサイド"; unit.nickname = "ゼロ"; unit.t_battle = content.Load<Texture2D>("img\\battle\\zero"); unit.t_battle_origin = new Vector2(104, 228); unit.t_icon = content.Load<Texture2D>("img\\icon\\zero"); unit.type = UnitType.Power; unit.type2 = UnitType.Guard; unit.level = level; unit.pHP = 360; unit.normalPar.speed = 23; unit.normalPar.avoid = 44; unit.normalPar.defense = 44; unit.normalPar.close = 21; unit.normalPar.far = 7; unit.drivePar.speed = 46; unit.drivePar.avoid = 66; unit.drivePar.defense = 66; unit.drivePar.close = 54; unit.drivePar.far = 21; unit.affinity[(int)Terrain.Plain] = Affinity.VeryGood; unit.affinity[(int)Terrain.Forest] = Affinity.Good; unit.affinity[(int)Terrain.Mountain] = Affinity.Good; unit.affinity[(int)Terrain.Waterside] = Affinity.Bad; unit.affinity[(int)Terrain.Indoor] = Affinity.Good; unit.affinity[(int)Terrain.Red_hot] = Affinity.Normal; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Normal; unit.affinity[(int)Terrain.Miasma] = Affinity.Normal; #region 行動 Act a; int i = 0; a = new Act(); a.name = "メイントライフ"; a.type = ActType.LevelDrain; a.success = 1; a.power = 15; a.count = 5; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "ライフフォース"; a.type = ActType.Grapple; a.ability1 = ActAbility.Fast; a.success = 5; a.power = 47; a.ap = 17; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "ライフブラッド"; a.type = ActType.Counter; a.success = 1; a.power = 41; a.ap = 41; a.target = ActTarget.AllyAll; a.rangeMin = 1; a.rangeMax = 5; unit.acts[i++] = a; a = new Act(); a.name = "ライフレス"; a.type = ActType.AddMinusSympton; a.sympton = (int)SymptonMinus.Distract; a.success = 13; a.power = 23; a.ap = 24; a.sp = 70; a.target = ActTarget.EnemyAll; a.rangeMin = 1; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "ラージアズライフ"; a.type = ActType.LevelDrain; a.success = 1; a.power = 15; a.ap = 24; a.sp = 60; a.target = ActTarget.EnemyAll; a.rangeMin = 1; a.rangeMax = 6; unit.acts[i++] = a; a = new Act(); a.name = "ブレスオブライフ"; a.lastSpell = true; a.type = ActType.Grapple; a.ability1 = ActAbility.Fast; a.success = 99; a.power = 74; a.ap = 30; a.sp = 60; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; #endregion return unit; }
static Unit SetIchirin(int level) { Unit unit = new Unit(CharaID.Ichirin); unit.name = "雲居一輪"; unit.nickname = "一輪"; unit.t_battle = content.Load<Texture2D>("img\\battle\\ichirin"); unit.t_battle_origin = new Vector2(108, 250); unit.t_icon = content.Load<Texture2D>("img\\icon\\ichirin"); unit.type = UnitType.Power; unit.type2 = UnitType.Guard; unit.level = level; unit.pHP = 260; unit.normalPar.speed = 13; unit.normalPar.avoid = 18; unit.normalPar.defense = 58; unit.normalPar.close = 24; unit.normalPar.far = 7; unit.drivePar.speed = 31; unit.drivePar.avoid = 34; unit.drivePar.defense = 89; unit.drivePar.close = 83; unit.drivePar.far = 22; unit.affinity[(int)Terrain.Plain] = Affinity.VeryGood; unit.affinity[(int)Terrain.Forest] = Affinity.Good; unit.affinity[(int)Terrain.Mountain] = Affinity.Good; unit.affinity[(int)Terrain.Waterside] = Affinity.Bad; unit.affinity[(int)Terrain.Indoor] = Affinity.Good; unit.affinity[(int)Terrain.Red_hot] = Affinity.Bad; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Normal; unit.affinity[(int)Terrain.Miasma] = Affinity.Good; #region 行動 Act a; int i = 0; a = new Act(); a.name = "流流する大雲"; a.type = ActType.Booster; a.success = 0; a.power = 32; a.ap = 0; a.target = ActTarget.Equip; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; a = new Act(); a.name = "怒りの鉄拳"; a.type = ActType.Grapple; a.ability1 = ActAbility.Fast; a.ability2 = ActAbility.Shock; a.success = 48; a.power = 12; a.ap = 4; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "制裁の鉄拳"; a.type = ActType.Grapple; a.ability1 = ActAbility.Rush; a.ability2 = ActAbility.Shock; a.success = 13; a.power = 34; a.ap = 8; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "げんこつスマッシュ"; a.type = ActType.Grapple; a.success = 99; a.power = 44; a.ap = 20; a.sp = 40; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "仏罰の野分雲"; a.type = ActType.Grapple; a.success = 64; a.power = 38; a.ap = 26; a.sp = 60; a.target = ActTarget.EnemyAll; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "憤激の天津風ラッシュ"; a.lastSpell = true; a.type = ActType.Grapple; a.ability1 = ActAbility.Revenge; a.success = 31; a.power = 30; a.ap = 24; a.sp = 80; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; #endregion return unit; }
static Unit SetFuto(int level) { Unit unit = new Unit(CharaID.Futo); unit.name = "物部布都"; unit.nickname = "布都"; unit.t_battle = content.Load<Texture2D>("img\\battle\\futo"); unit.t_battle_origin = new Vector2(142, 252); unit.t_icon = content.Load<Texture2D>("img\\icon\\futo"); unit.type = UnitType.Fortune; unit.type2 = UnitType.Intelligence; unit.level = level; unit.pHP = 170; unit.normalPar.speed = 24; unit.normalPar.avoid = 27; unit.normalPar.defense = 18; unit.normalPar.close = 17; unit.normalPar.far = 9; unit.drivePar.speed = 28; unit.drivePar.avoid = 56; unit.drivePar.defense = 48; unit.drivePar.close = 74; unit.drivePar.far = 29; unit.affinity[(int)Terrain.Plain] = Affinity.Good; unit.affinity[(int)Terrain.Forest] = Affinity.Normal; unit.affinity[(int)Terrain.Mountain] = Affinity.Normal; unit.affinity[(int)Terrain.Waterside] = Affinity.VeryGood; unit.affinity[(int)Terrain.Indoor] = Affinity.Good; unit.affinity[(int)Terrain.Red_hot] = Affinity.Bad; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Good; unit.affinity[(int)Terrain.Miasma] = Affinity.Bad; #region 行動 Act a; int i = 0; a = new Act(); a.name = "地脈抑制"; a.type = ActType.SetField; a.sympton = (int)FieldEffect.DamageHalf; a.success = 43; a.power = 0; a.count = 6; a.target = ActTarget.Field; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; a = new Act(); a.name = "立向坐山"; a.type = ActType.BarrierDefense; a.success = 42; a.power = 18; a.ap = 16; a.target = ActTarget.AllyAll; a.rangeMin = 1; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "六壬神課"; a.type = ActType.BarrierSpirit; a.success = 12; a.power = 36; a.ap = 16; a.target = ActTarget.AllyAll; a.rangeMin = 1; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "太乙真火"; a.type = ActType.SetField; a.sympton = (int)FieldEffect.HPDamage; a.success = 58; a.power = 22; a.ap = 18; a.sp = 30; a.target = ActTarget.Field; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; a = new Act(); a.name = "三合火局"; a.type = ActType.SetField; a.sympton = (int)FieldEffect.HitUp; a.success = 34; a.power = 39; a.ap = 24; a.sp = 40; a.target = ActTarget.Field; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; //a = new Act(); //a.name = ""; //a.lastSpell = true; //a.type = ActType.; //a.success = ; //a.power = ; //a.ap = ; //a.sp = ; //a.target = ActTarget.; //a.rangeMin = ; //a.rangeMax = ; //unit.acts[i++] = a; #endregion return unit; }
static Unit SetOku(int level) { Unit unit = new Unit(CharaID.Oku); unit.name = "霊烏路空"; unit.nickname = "お空"; unit.t_battle = content.Load<Texture2D>("img\\battle\\utsuho"); unit.t_battle_origin = new Vector2(148, 244); unit.t_icon = content.Load<Texture2D>("img\\icon\\utsuho"); unit.type = UnitType.Power; unit.type2 = UnitType.Intelligence; unit.level = level; unit.pHP = 260; unit.normalPar.speed = 60; unit.normalPar.avoid = 21; unit.normalPar.defense = 44; unit.normalPar.close = 13; unit.normalPar.far = 28; unit.drivePar.speed = 66; unit.drivePar.avoid = 34; unit.drivePar.defense = 89; unit.drivePar.close = 33; unit.drivePar.far = 99; unit.affinity[(int)Terrain.Plain] = Affinity.Good; unit.affinity[(int)Terrain.Forest] = Affinity.Bad; unit.affinity[(int)Terrain.Mountain] = Affinity.Normal; unit.affinity[(int)Terrain.Waterside] = Affinity.Bad; unit.affinity[(int)Terrain.Indoor] = Affinity.Normal; unit.affinity[(int)Terrain.Red_hot] = Affinity.VeryGood; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Bad; unit.affinity[(int)Terrain.Miasma] = Affinity.Good; #region 行動 Act a; int i = 0; a = new Act(); a.name = "チャージシュート"; a.type = ActType.Scope; a.success = 52; a.power = 0; a.ap = 0; a.target = ActTarget.Equip; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; a = new Act(); a.name = "シューティングスター"; a.type = ActType.Shot; a.ability1 = ActAbility.Diffuse; a.success = 31; a.power = 18; a.ap = 13; a.target = ActTarget.Enemy1; a.rangeMin = 3; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "シューティングサン"; a.type = ActType.Shot; a.ability1 = ActAbility.Heat; a.ability2 = ActAbility.Fast; a.success = 0; a.power = 57; a.ap = 23; a.target = ActTarget.Enemy1; a.rangeMin = 4; a.rangeMax = 6; unit.acts[i++] = a; a = new Act(); a.name = "ニュークリアフュージョン"; a.type = ActType.Shot; a.ability1 = ActAbility.Heat; a.success = 41; a.power = 34; a.ap = 9; a.sp = 80; a.target = ActTarget.EnemyAll; a.rangeMin = 2; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "ギガフレア"; a.type = ActType.Shot; a.ability1 = ActAbility.Heat; a.ability2 = ActAbility.Fast; a.success = 0; a.power = 86; a.ap = 11; a.sp = 70; a.target = ActTarget.Enemy1; a.rangeMin = 5; a.rangeMax = 7; unit.acts[i++] = a; a = new Act(); a.name = "アビスノヴァ"; a.lastSpell = true; a.type = ActType.Shot; a.ability1 = ActAbility.Heat; a.ability2 = ActAbility.Whole; a.success = 35; a.power = 86; a.ap = 13; a.sp = 130; a.target = ActTarget.EnemyAll; a.rangeMin = 2; a.rangeMax = 4; unit.acts[i++] = a; #endregion return unit; }
static Unit SetReimu(int level) { Unit unit = new Unit(CharaID.Reimu); unit.name = "博麗霊夢"; unit.nickname = "霊夢"; unit.t_battle = content.Load<Texture2D>("img\\battle\\reimu"); unit.t_battle_origin = new Vector2(128, 246); unit.t_icon = content.Load<Texture2D>("img\\icon\\reimu"); unit.type = UnitType.Fortune; unit.type2 = UnitType.Power; unit.level = level; unit.pHP = 230; unit.normalPar.speed = 23; unit.normalPar.avoid = 48; unit.normalPar.defense = 31; unit.normalPar.close = 13; unit.normalPar.far = 15; unit.drivePar.speed = 40; unit.drivePar.avoid = 80; unit.drivePar.defense = 68; unit.drivePar.close = 56; unit.drivePar.far = 61; unit.affinity[(int)Terrain.Plain] = Affinity.VeryGood; unit.affinity[(int)Terrain.Forest] = Affinity.Good; unit.affinity[(int)Terrain.Mountain] = Affinity.Normal; unit.affinity[(int)Terrain.Waterside] = Affinity.Good; unit.affinity[(int)Terrain.Indoor] = Affinity.Good; unit.affinity[(int)Terrain.Red_hot] = Affinity.Normal; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Good; unit.affinity[(int)Terrain.Miasma] = Affinity.Bad; #region 行動 Act a; int i = 0; a = new Act(); a.name = "博麗戦闘術"; a.type = ActType.DualBoost; a.success = 47; a.power = 25; a.ap = 0; a.target = ActTarget.Equip; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; a = new Act(); a.name = "昇天脚"; a.type = ActType.Grapple; a.ability1 = ActAbility.Fast; a.ability2 = ActAbility.AntiHuman; a.success = 47; a.power = 13; a.ap = 3; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "パスウェイジョンニードル"; a.type = ActType.Shot; a.ability1 = ActAbility.Fast; a.ability2 = ActAbility.AntiMonster; a.success = 36; a.power = 23; a.ap = 9; a.target = ActTarget.Enemy1; a.rangeMin = 3; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "封魔陣"; a.type = ActType.Grapple; a.success = 75; a.power = 30; a.ap = 17; a.sp = 60; a.target = ActTarget.EnemyAll; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "夢想封印"; a.type = ActType.Shot; a.ability1 = ActAbility.Hit; a.ability2 = ActAbility.Fast; a.success = 99; a.power = 66; a.ap = 24; a.sp = 60; a.target = ActTarget.Enemy1; a.rangeMin = 3; a.rangeMax = 6; unit.acts[i++] = a; a = new Act(); a.name = "夢想天生"; a.lastSpell = true; a.type = ActType.Musoutensei; a.success = 1; a.power = 199; a.ap = 24; a.sp = 100; a.target = ActTarget.Ally1; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; #endregion return unit; }
static Unit SetRin(int level) { Unit unit = new Unit(CharaID.Rin); unit.name = "火焔猫燐"; unit.nickname = "お燐"; unit.t_battle = content.Load<Texture2D>("img\\battle\\rin"); unit.t_battle_origin = new Vector2(134, 252); unit.t_icon = content.Load<Texture2D>("img\\icon\\rin"); unit.type = UnitType.Apparition; unit.type2 = UnitType.Guard; unit.level = level; unit.pHP = 190; unit.normalPar.speed = 36; unit.normalPar.avoid = 22; unit.normalPar.defense = 36; unit.normalPar.close = 13; unit.normalPar.far = 12; unit.drivePar.speed = 63; unit.drivePar.avoid = 46; unit.drivePar.defense = 78; unit.drivePar.close = 36; unit.drivePar.far = 33; unit.affinity[(int)Terrain.Plain] = Affinity.Good; unit.affinity[(int)Terrain.Forest] = Affinity.Bad; unit.affinity[(int)Terrain.Mountain] = Affinity.Normal; unit.affinity[(int)Terrain.Waterside] = Affinity.Bad; unit.affinity[(int)Terrain.Indoor] = Affinity.Good; unit.affinity[(int)Terrain.Red_hot] = Affinity.VeryGood; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Bad; unit.affinity[(int)Terrain.Miasma] = Affinity.Good; #region 行動 Act a; int i = 0; a = new Act(); a.name = "リビングデッド"; a.type = ActType.Revive; a.success = 11; a.power = 39; a.count = 4; a.target = ActTarget.Ally1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "ゾンビバーニング"; a.type = ActType.AddPlusSympton; a.sympton = (int)SymptonPlus.Charge; a.success = 5; a.power = 4; a.ap = 9; a.target = ActTarget.Ally1; a.rangeMin = 0; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "ゾンビスピリット"; a.type = ActType.SetTrap; a.sympton = (int)Trap.SPPlant; a.success = 12; a.power = 25; a.ap = 14; a.target = ActTarget.Ally1; a.rangeMin = 0; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "ゾンビフェアリー"; a.type = ActType.Grapple; a.ability1 = ActAbility.Summon; a.success = 73; a.power = 35; a.ap = 16; a.sp = 40; a.target = ActTarget.Enemy1; a.rangeMin = 2; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "スプリーンイーター"; a.type = ActType.Grapple; a.ability1 = ActAbility.Drain; a.success = 20; a.power = 55; a.ap = 20; a.sp = 40; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "死灰復燃"; a.lastSpell = true; a.type = ActType.Revive2; a.success = 99; a.power = 67; a.ap = 30; a.sp = 120; a.target = ActTarget.AllyAll; a.rangeMin = 0; a.rangeMax = 4; unit.acts[i++] = a; #endregion return unit; }
static Unit SetSanae(int level) { Unit unit = new Unit(CharaID.Sanae); unit.name = "東風谷早苗"; unit.nickname = "早苗"; unit.t_battle = content.Load<Texture2D>("img\\battle\\sanae"); unit.t_battle_origin = new Vector2(128, 242); unit.t_icon = content.Load<Texture2D>("img\\icon\\sanae"); unit.type = UnitType.Guard; unit.type2 = UnitType.Fortune; unit.level = level; unit.pHP = 185; unit.normalPar.speed = 24; unit.normalPar.avoid = 22; unit.normalPar.defense = 46; unit.normalPar.close = 14; unit.normalPar.far = 13; unit.drivePar.speed = 30; unit.drivePar.avoid = 43; unit.drivePar.defense = 81; unit.drivePar.close = 47; unit.drivePar.far = 45; unit.affinity[(int)Terrain.Plain] = Affinity.Good; unit.affinity[(int)Terrain.Forest] = Affinity.Normal; unit.affinity[(int)Terrain.Mountain] = Affinity.VeryGood; unit.affinity[(int)Terrain.Waterside] = Affinity.Normal; unit.affinity[(int)Terrain.Indoor] = Affinity.Good; unit.affinity[(int)Terrain.Red_hot] = Affinity.Bad; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Good; unit.affinity[(int)Terrain.Miasma] = Affinity.Bad; #region 行動 Act a; int i = 0; a = new Act(); a.name = "集中の奇跡"; a.type = ActType.SearchEnemy; a.success = 38; a.power = 37; a.count = 4; a.target = ActTarget.AllyAll; a.rangeMin = 0; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "回復の奇跡"; a.type = ActType.Heal; a.success = 38; a.power = 36; a.ap = 15; a.target = ActTarget.Ally1; a.rangeMin = 0; a.rangeMax = 5; unit.acts[i++] = a; a = new Act(); a.name = "治療の奇跡"; a.type = ActType.ClearMinusSympton; a.success = 17; a.power = 42; a.ap = 16; a.target = ActTarget.AllyEnemy1; a.rangeMin = 0; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "払いの儀式"; a.type = ActType.SetField; a.sympton = (int)FieldEffect.SympInvalid; a.success = 12; a.power = 0; a.ap = 18; a.target = ActTarget.Field; a.rangeMin = 0; a.rangeMax = 0; a.fact = '光'; unit.acts[i++] = a; a = new Act(); a.name = "ミラクルフルーツ"; a.type = ActType.Heal2; a.success = 54; a.power = 97; a.ap = 20; a.sp = 100; a.target = ActTarget.AllyAll; a.rangeMin = 0; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "グレイソーマタージ"; a.lastSpell = true; a.type = ActType.SetField; a.sympton = (int)FieldEffect.DamageFix; a.success = 52; a.power = 60; a.ap = 20; a.sp = 40; a.target = ActTarget.Field; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; #endregion return unit; }
static Unit SetAya(int level) { Unit unit = new Unit(CharaID.Aya); unit.name = "射命丸文"; unit.nickname = "文"; unit.t_battle = content.Load<Texture2D>("img\\battle\\aya"); unit.t_battle_origin = new Vector2(72, 248); unit.t_icon = content.Load<Texture2D>("img\\icon\\aya"); unit.type = UnitType.Technic; unit.type2 = UnitType.Fortune; unit.level = level; unit.pHP = 195; unit.normalPar.speed = 86; unit.normalPar.avoid = 63; unit.normalPar.defense = 13; unit.normalPar.close = 12; unit.normalPar.far = 13; unit.drivePar.speed = 99; unit.drivePar.avoid = 99; unit.drivePar.defense = 27; unit.drivePar.close = 35; unit.drivePar.far = 41; unit.affinity[(int)Terrain.Plain] = Affinity.Good; unit.affinity[(int)Terrain.Forest] = Affinity.Bad; unit.affinity[(int)Terrain.Mountain] = Affinity.VeryGood; unit.affinity[(int)Terrain.Waterside] = Affinity.Normal; unit.affinity[(int)Terrain.Indoor] = Affinity.Bad; unit.affinity[(int)Terrain.Red_hot] = Affinity.Normal; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Bad; unit.affinity[(int)Terrain.Miasma] = Affinity.Good; #region 行動 Act a; int i = 0; a = new Act(); a.name = "猿田彦の先導"; a.type = ActType.AddPlusSympton; a.sympton = (int)SymptonPlus.Swift; a.success = 6; a.power = 12; a.ap = 15; a.target = ActTarget.Ally1; a.rangeMin = 0; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "疾風扇"; a.type = ActType.Shot; a.ability1 = ActAbility.Shock; a.success = 48; a.power = 12; a.ap = 5; a.target = ActTarget.Enemy1; a.rangeMin = 2; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "烈風扇"; a.type = ActType.Shot; a.ability1 = ActAbility.Shock; a.ability2 = ActAbility.Fast; a.success = 21; a.power = 24; a.ap = 12; a.target = ActTarget.Enemy1; a.rangeMin = 3; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "文々。速報"; a.type = ActType.SetTrap; a.sympton = (int)Trap.HitPromise; a.success = 11; a.power = 0; a.ap = 13; a.target = ActTarget.Ally1; a.rangeMin = 0; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "紅葉扇風"; a.type = ActType.Shot; a.success = 99; a.power = 36; a.ap = 24; a.sp = 60; a.target = ActTarget.EnemyAll; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "天孫降臨の道しるべ"; a.lastSpell = true; a.type = ActType.Shot; a.ability2 = ActAbility.Fast; a.success = 87; a.power = 53; a.ap = 24; a.sp = 80; a.target = ActTarget.EnemyAll; a.rangeMin = 1; a.rangeMax = 3; unit.acts[i++] = a; #endregion return unit; }
static Unit SetRemilia(int level) { Unit unit = new Unit(CharaID.Remilia); unit.name = "レミリア・スカーレット"; unit.nickname = "レミリア"; unit.t_battle = content.Load<Texture2D>("img\\battle\\remilia"); unit.t_battle_origin = new Vector2(110, 240); unit.t_icon = content.Load<Texture2D>("img\\icon\\remilia"); unit.type = UnitType.Power; unit.type2 = UnitType.Technic; unit.level = level; unit.pHP = 275; unit.normalPar.speed = 66; unit.normalPar.avoid = 45; unit.normalPar.defense = 36; unit.normalPar.close = 25; unit.normalPar.far = 17; unit.drivePar.speed = 83; unit.drivePar.avoid = 78; unit.drivePar.defense = 72; unit.drivePar.close = 44; unit.drivePar.far = 41; unit.affinity[(int)Terrain.Plain] = Affinity.Normal; unit.affinity[(int)Terrain.Forest] = Affinity.Normal; unit.affinity[(int)Terrain.Mountain] = Affinity.Normal; unit.affinity[(int)Terrain.Waterside] = Affinity.Bad; unit.affinity[(int)Terrain.Indoor] = Affinity.VeryGood; unit.affinity[(int)Terrain.Red_hot] = Affinity.Good; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Bad; unit.affinity[(int)Terrain.Miasma] = Affinity.Good; #region 行動 Act a; int i = 0; a = new Act(); a.name = "デーモンロードウォーク"; a.type = ActType.Booster; a.success = 0; a.power = 27; a.ap = 0; a.target = ActTarget.Equip; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; a = new Act(); a.name = "ブラッディナイフ"; a.type = ActType.Grapple; a.ability1 = ActAbility.Fast; a.ability2 = ActAbility.Drain; a.success = 46; a.power = 13; a.ap = 10; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "デーモンヘッドハント"; a.type = ActType.Grapple; a.ability1 = ActAbility.Rush; a.ability2 = ActAbility.Drain; a.success = 4; a.power = 36; a.ap = 15; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "不夜城レッド"; a.type = ActType.AddMinusSympton; a.sympton = (int)SymptonMinus.Damage; a.success = 31; a.power = 44; a.ap = 20; a.sp = 70; a.target = ActTarget.EnemyAll; a.rangeMin = 1; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "スピア・ザ・グングニル"; a.type = ActType.Shot; a.ability1 = ActAbility.Fast; a.ability2 = ActAbility.Penetrate; a.sympton = (int)SymptonMinus.Stop; a.success = 99; a.power = 13; a.ap = 24; a.sp = 60; a.target = ActTarget.Enemy1; a.rangeMin = 6; a.rangeMax = 7; unit.acts[i++] = a; a = new Act(); a.name = "レッドマジック"; a.lastSpell = true; a.type = ActType.Grapple; a.ability1 = ActAbility.Drain; a.success = 83; a.power = 37; a.ap = 24; a.sp = 80; a.target = ActTarget.EnemyAll; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; #endregion return unit; }
static Unit SetKokoro(int level) { Unit unit = new Unit(CharaID.Kokoro); unit.name = "秦こころ"; unit.nickname = "こころ"; unit.t_battle = content.Load<Texture2D>("img\\battle\\kokoro"); unit.t_battle_origin = new Vector2(100, 252); unit.t_icon = content.Load<Texture2D>("img\\icon\\kokoro"); unit.type = UnitType.Apparition; unit.type2 = UnitType.Fortune; unit.level = level; unit.pHP = 190; unit.normalPar.speed = 24; unit.normalPar.avoid = 20; unit.normalPar.defense = 20; unit.normalPar.close = 12; unit.normalPar.far = 12; unit.drivePar.speed = 66; unit.drivePar.avoid = 66; unit.drivePar.defense = 66; unit.drivePar.close = 66; unit.drivePar.far = 66; unit.affinity[(int)Terrain.Plain] = Affinity.Normal; unit.affinity[(int)Terrain.Forest] = Affinity.Normal; unit.affinity[(int)Terrain.Mountain] = Affinity.Normal; unit.affinity[(int)Terrain.Waterside] = Affinity.Normal; unit.affinity[(int)Terrain.Indoor] = Affinity.Normal; unit.affinity[(int)Terrain.Red_hot] = Affinity.Normal; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Bad; unit.affinity[(int)Terrain.Miasma] = Affinity.Good; #region 行動 Act a; int i = 0; a = new Act(); a.name = "火男奇体舞"; a.type = ActType.Utsusemi; a.success = 37; a.power = 36; a.ap = 18; a.target = ActTarget.AllyAll; a.rangeMin = 2; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "妖狐猛襲舞"; a.type = ActType.Grapple; a.ability1 = ActAbility.Rush; a.success = 19; a.power = 46; a.ap = 14; a.target = ActTarget.Enemy1; a.rangeMin = 2; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "鬼婆憂虞舞"; a.type = ActType.Shot; a.ability1 = ActAbility.Spirit; a.success = 61; a.power = 13; a.ap = 9; a.target = ActTarget.Enemy1; a.rangeMin = 3; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "怒れる忌狼の面"; a.type = ActType.Grapple; a.ability1 = ActAbility.Rush; a.success = 24; a.power = 74; a.ap = 20; a.sp = 50; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "喜怒哀楽ポゼッション"; a.type = ActType.AddMinusSympton; a.sympton = (int)SymptonMinus.Deguard; a.success = 42; a.power = 24; a.ap = 24; a.sp = 90; a.target = ActTarget.EnemyAll; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; a = new Act(); a.name = "仮面喪心舞 暗黒能楽"; a.lastSpell = true; a.type = ActType.Grapple; a.ability1 = ActAbility.Hit; a.ability2 = ActAbility.Penetrate; a.success = 73; a.power = 122; a.ap = 24; a.sp = 90; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 2; unit.acts[i++] = a; #endregion return unit; }
static Unit SetFlandre(int level) { Unit unit = new Unit(CharaID.Flandre); unit.name = "フランドール・S"; unit.nickname = "フランドール"; unit.t_battle = content.Load<Texture2D>("img\\battle\\flandre"); unit.t_battle_origin = new Vector2(128, 256); unit.t_icon = content.Load<Texture2D>("img\\icon\\flandre"); unit.type = UnitType.Power; unit.type2 = UnitType.Fortune; unit.level = level; unit.pHP = 250; unit.normalPar.speed = 62; unit.normalPar.avoid = 74; unit.normalPar.defense = 0; unit.normalPar.close = 21; unit.normalPar.far = 29; unit.drivePar.speed = 80; unit.drivePar.avoid = 97; unit.drivePar.defense = 2; unit.drivePar.close = 43; unit.drivePar.far = 51; unit.affinity[(int)Terrain.Plain] = Affinity.Normal; unit.affinity[(int)Terrain.Forest] = Affinity.Bad; unit.affinity[(int)Terrain.Mountain] = Affinity.Normal; unit.affinity[(int)Terrain.Waterside] = Affinity.Bad; unit.affinity[(int)Terrain.Indoor] = Affinity.VeryGood; unit.affinity[(int)Terrain.Red_hot] = Affinity.VeryGood; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Bad; unit.affinity[(int)Terrain.Miasma] = Affinity.Good; #region 行動 Act a; int i = 0; a = new Act(); a.name = "ディストラクション"; a.type = ActType.Grapple; a.ability1 = ActAbility.Destroy; a.ability2 = ActAbility.Rush; a.success = 0; a.power = 0; a.count = 2; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 1; unit.acts[i++] = a; a = new Act(); a.name = "ガードインターセプト"; a.type = ActType.Shot; a.sympton = (int)SymptonMinus.Deguard; a.success = 9; a.power = 65; a.ap = 22; a.target = ActTarget.Enemy1; a.rangeMin = 3; a.rangeMax = 4; unit.acts[i++] = a; a = new Act(); a.name = "ドッヂインターセプト"; a.type = ActType.Shot; a.ability1 = ActAbility.Fast; a.sympton = (int)SymptonMinus.Dedodge; a.success = 1; a.power = 80; a.ap = 24; a.target = ActTarget.Enemy1; a.rangeMin = 4; a.rangeMax = 5; unit.acts[i++] = a; a = new Act(); a.name = "レーヴァテイン"; a.type = ActType.Grapple; a.ability1 = ActAbility.Heat; a.ability2 = ActAbility.Rush; a.success = 9; a.power = 98; a.ap = 20; a.sp = 50; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 1; unit.acts[i++] = a; a = new Act(); a.name = "スターボウブレイク"; a.type = ActType.Shot; a.ability1 = ActAbility.Laser; a.ability2 = ActAbility.Diffuse; a.success = 18; a.power = 64; a.ap = 24; a.sp = 80; a.target = ActTarget.All; a.rangeMin = 3; a.rangeMax = 5; unit.acts[i++] = a; a = new Act(); a.name = "そして誰もいなくなるか?"; a.lastSpell = true; a.type = ActType.Shot; a.ability1 = ActAbility.Destroy; a.success = 0; a.power = 0; a.ap = 30; a.sp = 120; a.target = ActTarget.EnemyAll; a.rangeMin = 1; a.rangeMax = 9; unit.acts[i++] = a; #endregion return unit; }
static Unit SetYoumu(int level) { Unit unit = new Unit(CharaID.Youmu); unit.name = "魂魄妖夢"; unit.nickname = "妖夢"; unit.t_battle = content.Load<Texture2D>("img\\battle\\youmu"); unit.t_battle_origin = new Vector2(120, 238); unit.t_icon = content.Load<Texture2D>("img\\icon\\youmu"); unit.type = UnitType.Technic; unit.type2 = UnitType.Power; unit.level = level; unit.pHP = 205; unit.normalPar.speed = 34; unit.normalPar.avoid = 43; unit.normalPar.defense = 21; unit.normalPar.close = 38; unit.normalPar.far = 0; unit.drivePar.speed = 55; unit.drivePar.avoid = 57; unit.drivePar.defense = 25; unit.drivePar.close = 94; unit.drivePar.far = 0; unit.affinity[(int)Terrain.Plain] = Affinity.VeryGood; unit.affinity[(int)Terrain.Forest] = Affinity.Good; unit.affinity[(int)Terrain.Mountain] = Affinity.Good; unit.affinity[(int)Terrain.Waterside] = Affinity.Bad; unit.affinity[(int)Terrain.Indoor] = Affinity.Good; unit.affinity[(int)Terrain.Red_hot] = Affinity.Bad; unit.affinity[(int)Terrain.Sanctuary] = Affinity.Normal; unit.affinity[(int)Terrain.Miasma] = Affinity.Normal; #region 行動 Act a; int i = 0; a = new Act(); a.name = "魂魄歩行術"; a.type = ActType.Booster; a.success = 0; a.power = 26; a.ap = 0; a.target = ActTarget.Equip; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; a = new Act(); a.name = "弦月斬"; a.type = ActType.Grapple; a.ability1 = ActAbility.Fast; a.success = 57; a.power = 15; a.ap = 3; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 1; unit.acts[i++] = a; a = new Act(); a.name = "生死流転斬"; a.type = ActType.Grapple; a.ability1 = ActAbility.Rush; a.success = 22; a.power = 33; a.ap = 5; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 1; unit.acts[i++] = a; a = new Act(); a.name = "現世斬"; a.type = ActType.Grapple; a.ability1 = ActAbility.Fast; a.success = 75; a.power = 60; a.ap = 18; a.sp = 50; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 3; unit.acts[i++] = a; a = new Act(); a.name = "幽明求聞持聡明の法"; a.type = ActType.AddPlusSympton; a.sympton = (int)SymptonPlus.ActAgain; a.success = 0; a.power = 2; a.ap = 0; a.sp = 30; a.target = ActTarget.Ally1; a.rangeMin = 0; a.rangeMax = 0; unit.acts[i++] = a; a = new Act(); a.name = "未来永劫斬"; a.lastSpell = true; a.type = ActType.Grapple; a.ability1 = ActAbility.Fast; a.ability2 = ActAbility.Rush; a.success = 99; a.power = 99; a.ap = 24; a.sp = 70; a.target = ActTarget.Enemy1; a.rangeMin = 1; a.rangeMax = 1; unit.acts[i++] = a; #endregion return unit; }