Exemple #1
0
 /// <summary>
 /// Fixing this properly means rewriting the attack array gen as something marginally sane, so this is here until that happens.
 /// </summary>
 void ShittyGen_HackySanityCheckForStaves(ref BattlerAction checkingAtk)
 {
     if (attacks[0] == BattlerAction.IceBullet || attacks[0] == BattlerAction.FrostSpear || attacks[0] == BattlerAction.CometStrike)
     {
         if (checkingAtk == BattlerAction.IceBullet)
         {
             checkingAtk = BattlerAction.HealingWind;
         }
         else if (checkingAtk == BattlerAction.FrostSpear)
         {
             checkingAtk = BattlerAction.BreathOfLife;
         }
         else if (checkingAtk == BattlerAction.CometStrike)
         {
             checkingAtk = BattlerAction.Renewal;
         }
     }
     else if (attacks[0] == BattlerAction.HealingWind || attacks[0] == BattlerAction.BreathOfLife || attacks[0] == BattlerAction.Renewal)
     {
         if (checkingAtk == BattlerAction.HealingWind)
         {
             checkingAtk = BattlerAction.IceBullet;
         }
         else if (checkingAtk == BattlerAction.BreathOfLife)
         {
             checkingAtk = BattlerAction.FrostSpear;
         }
         else if (checkingAtk == BattlerAction.Renewal)
         {
             checkingAtk = BattlerAction.CometStrike;
         }
     }
 }
    bool SubTurnStep_Interrupt_AllyHit(Battler bat, Battler[] bats)
    {
        BattlerAction action     = BattlerAction.None;
        bool          tryToCutIn = false;

        for (int i = 0; i < bats.Length; i++)
        {
            if (bats[i].isValidTarget && bats[i].incomingHit && bats[i] != bat)
            {
                tryToCutIn = true;
                break;
            }
        }
        if (tryToCutIn)
        {
            action = bat.GetInterruptAction(BattlerActionInterruptType.OnAllyHit);
            if (action != BattlerAction.None)
            {
                currentActingBattler = bat;
                if (bat.isEnemy)
                {
                    bat.AttackWith(validPlayerTargets, validEnemyTargets, action);
                }
                else
                {
                    bat.AttackWith(validEnemyTargets, validPlayerTargets, action);
                }
            }
        }
        return(action != BattlerAction.None);
    }
Exemple #3
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 public GameDataManager_DataStore()
 {
     lastScene                 = SceneIDType.OverworldScene;
     yourTownName              = "Citysburg";
     fakeTownNames             = new string[] { "Town A", "Town No. 2", "Tertiary Town" };
     pendingUpgrade_Docks      = false;
     pendingUpgrade_Mason      = false;
     pendingUpgrade_Sawmill    = false;
     pendingUpgrade_Smith      = false;
     unlock_sovSpe_CalledShots = false;
     unlock_sovSpe_HammerSmash = false;
     unlock_sovSpe_Protect     = false;
     adventureLevel            = 0;
     buildingLv_Docks          = 0;
     buildingLv_Mason          = 0;
     buildingLv_Sawmill        = 0;
     buildingLv_Smith          = 0;
     buildingLv_WizardsTower   = 1;
     nextRandomAdventureAnte   = 2;
     resBricks                 = 0;
     resBricks_max             = 999; // we actually recalc these immediately, lol
     resBricks_maxUpgrades     = 0;
     resMetal              = 0;
     resMetal_max          = 999;
     resMetal_maxUpgrades  = 0;
     resPlanks             = 0;
     resPlanks_max         = 999;
     resPlanks_maxUpgrades = 0;
     resMana     = 0;
     resMana_max = manaCap;
     pendingUpgradeTimer_Docks    = 0;
     pendingUpgradeTimer_Mason    = 0;
     pendingUpgradeTimer_Sawmill  = 0;
     pendingUpgradeTimer_Smith    = 0;
     lastInspectedAdventurerIndex = 0;
     partyAdventurer0Index        = 0;
     partyAdventurer1Index        = 1;
     partyAdventurer2Index        = 2;
     sovereignFirstName           = "Dude";
     sovereignLastName            = "Huge";
     housingLevel        = 0;
     housingUnitUpgrades = new bool[housingLevelCap];
     houseAdventurers    = new Adventurer[housingLevelCap];
     for (int i = 0; i < houseAdventurers.Length; i++)
     {
         houseAdventurers[i] = new Adventurer();
     }
     sovereignAdventurer     = new Adventurer();
     sovereignTactic         = BattlerAction.GetBehindMe;
     sovereignSkill          = AdventurerSpecial.None;
     sovereignMugshot        = AdventurerMugshot.Sovereign0;
     progressionFlags        = 0;
     buyable0                = null;
     buyable1                = null;
     unlockedMysticPromotes  = MysticPromotes.None;
     unlockedWarriorPromotes = WarriorPromotes.None;
     peddlerIsPresent        = false;
     peddlerPrice            = 25;
 }
Exemple #4
0
    public static string GetAttackDescription(BattlerAction attack)
    {
        string    desc = "None";
        TextAsset a    = Resources.Load <TextAsset>(attackDescsResourcePath + attack.ToString());

        if (a != null)
        {
            desc = a.text;
        }
        return(desc);
    }
 void SubTurnStep_StandardAction_Fetch(Battler bat)
 {
     standardPriorityActingBattler = bat;
     if (bat.isEnemy)
     {
         nextAction = bat.GetStandardAction(turn, validEnemyTargets, validPlayerTargets);
         bat.ReadyAttack(validPlayerTargets, validEnemyTargets, nextAction);
     }
     else
     {
         nextAction = bat.GetStandardAction(turn, validPlayerTargets, validEnemyTargets);
         bat.ReadyAttack(validEnemyTargets, validPlayerTargets, nextAction);
     }
 }
        //Define the actions in battle Ed will use
        public static IList<BattlerAction> GetEdActions()
        {
            IList<BattlerAction> list = new List<BattlerAction>();

            BattlerAction action = new BattlerAction(
                "Standard Attack",
                0,
                1,
                ActionTarget.Enemy,
                BattlerMethods.EdStandardAttack);
            list.Add(action);

            return list;
        }
Exemple #7
0
 // Update is called once per frame
 void Update()
 {
     if (cachedSovereignName != GameDataManager.Instance.dataStore.sovereignName)
     {
         cachedSovereignName     = GameDataManager.Instance.dataStore.sovereignName;
         sovereignNameLabel.text = strings[0] + GameDataManager.Instance.dataStore.sovereignName;
     }
     if (cachedSovereignMugshot != GameDataManager.Instance.dataStore.sovereignMugshot)
     {
         cachedSovereignMugshot  = GameDataManager.Instance.dataStore.sovereignMugshot;
         sovereignMugshot.sprite = GameDataManager.Instance.dataStore.sovereignAdventurer.GetMugshotGraphic();
     }
     if (cachedSovereignTactic != GameDataManager.Instance.dataStore.sovereignTactic)
     {
         cachedSovereignTactic    = GameDataManager.Instance.dataStore.sovereignTactic;
         sovereignTacticDesc.text = Adventurer.GetAttackDescription(GameDataManager.Instance.dataStore.sovereignTactic);
     }
     if (cachedSovereignSpecial != GameDataManager.Instance.dataStore.sovereignSkill)
     {
         cachedSovereignSpecial    = GameDataManager.Instance.dataStore.sovereignSkill;
         sovereignSpecialDesc.text = Adventurer.GetSpecialDescription(GameDataManager.Instance.dataStore.sovereignSkill);
     }
     if (cachedSovereignTitle != GameDataManager.Instance.dataStore.sovereignAdventurer.fullTitle)
     {
         cachedSovereignTitle    = GameDataManager.Instance.dataStore.sovereignAdventurer.fullTitle;
         sovereignTitleArea.text = cachedSovereignTitle;
     }
     if (cachedSovereignWpn != GameDataManager.Instance.dataStore.sovWpn_Set)
     {
         UpdateTextFieldWithWpnInfo(GameDataManager.Instance.dataStore.sovWpn_Set, ref cachedSovereignWpn, ref strings, ref sovereignWpnArea);
     }
     if (rowPlacementButton != null && rowPlacementButton.interactable != (GameDataManager.Instance.dataStore.sovereignEquippedWeaponType == WpnType.Knives))
     {
         rowPlacementButton.interactable = (GameDataManager.Instance.dataStore.sovereignEquippedWeaponType == WpnType.Knives);
     }
     if (cachedSovereignRowState != GameDataManager.Instance.dataStore.sovereignOnBackRow)
     {
         cachedSovereignRowState = GameDataManager.Instance.dataStore.sovereignOnBackRow;
         if (cachedSovereignRowState)
         {
             rowPlacementArea.text = strings[35];
         }
         else
         {
             rowPlacementArea.text = strings[34];
         }
     }
 }
 private BattlerActionData(int index, string line)
 {
     actionID = (BattlerAction)index;
     string[] terms = line.Split(',');
     name               = terms[0];
     cooldownTurns      = int.Parse(terms[1]);
     effectPower        = int.Parse(terms[2]);
     interruptType      = ParseInterruptType(terms[3]);
     anim               = ParseAnim(terms[4]);
     target             = ParseTarget(terms[5]);
     baseDamage         = int.Parse(terms[6]);
     numberOfSubtargets = int.Parse(terms[7]);
     flags              = ParseListOfFlags(terms);
     if ((flags & BattlerActionEffectFlags.Healing) == BattlerActionEffectFlags.Healing)
     {
         baseDamage = baseDamage * -1;
     }
 }
Exemple #9
0
    private void ExecuteAction(BattlerAction action)
    {
        ActionPreOutcome outcome = ResolveAction(action);

        actors[action.actorIndex].actionPoints -= outcome.cost;
        if (random.Next(1, 7) <= outcome.toHitChance) // skill hit
        {
            // Debug.Log(" - " + actors[action.actorIndex].character.name + " hit " + actors[action.targetIndex].character.name + " for " + outcome.damage + " hitpoints.");
            actors[action.targetIndex].character.Hitpoints -= outcome.damage;
            if (actors[action.targetIndex].character.Hitpoints < 0)
            {
                actors[action.targetIndex].character.Hitpoints = 0;
            }
        }
        else
        {
            // Debug.Log(" - " + actors[action.actorIndex].character.name + "'s attack on " + actors[action.targetIndex].character.name + " missed.");
        }
    }
Exemple #10
0
    BattlerAction GetSpecial0(int lv)
    {
        BattlerAction a = BattlerAction.None;

        switch (wpnType)
        {
        case WpnType.Mace:
            if (lv > 1)
            {
                a = BattlerAction.BloodOfSteel;
            }
            else if (lv > 0)
            {
                a = BattlerAction.Fortify;
            }
            break;

        case WpnType.Knives:
            if (lv > 1)
            {
                a = BattlerAction.BladeOfCrimson;
            }
            else if (lv > 0)
            {
                a = BattlerAction.BloodRites;
            }
            break;

        case WpnType.Staff:
            if (lv > 1)
            {
                a = BattlerAction.SpeakNoEvil;
            }
            else if (lv > 0)
            {
                a = BattlerAction.ZoneOfSilence;
            }
            break;
        }
        return(a);
    }
Exemple #11
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    BattlerAction GetSpecial1(int lv)
    {
        BattlerAction a = BattlerAction.None;

        switch (wpnType)
        {
        case WpnType.Mace:
            if (lv > 1)
            {
                a = BattlerAction.CataclysmicImpact;
            }
            else if (lv > 0)
            {
                a = BattlerAction.WideSwing;
            }
            break;

        case WpnType.Knives:
            if (lv > 1)
            {
                a = BattlerAction.FlashStep;
            }
            else if (lv > 0)
            {
                a = BattlerAction.FleetFeet;
            }
            break;

        case WpnType.Staff:
            if (lv > 1)
            {
                a = BattlerAction.CovetNot;
            }
            else if (lv > 0)
            {
                a = BattlerAction.AntiDrain;
            }
            break;
        }
        return(a);
    }
Exemple #12
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    public bool Update()
    {
        if (CheckWinner() != TEAMS.NONE)
        {
            // Debug.Log("WINNER: " + (CheckWinner() == TEAMS.TEAM1 ? "Team 1" : "Team2") + "!");
            return(true);
        }


        Battler nextActor = NextActor();

        if (nextActor == null)
        {
            Tick();
        }
        else
        {
            BattlerAction action = nextActor.Act();
            ExecuteAction(action);
        }
        return(false);
    }
Exemple #13
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    bool SubTurnStep_Interrupt_SelfHit(Battler bat)
    {
        BattlerAction action = BattlerAction.None;

        if (bat.incomingHit)
        {
            action = bat.GetInterruptAction(BattlerActionInterruptType.OnHit);
            if (action != BattlerAction.None)
            {
                currentActingBattler = bat;
                if (bat.isEnemy)
                {
                    bat.AttackWith(validPlayerTargets, validEnemyTargets, action);
                }
                else
                {
                    bat.AttackWith(validEnemyTargets, validPlayerTargets, action);
                }
            }
        }
        return(action != BattlerAction.None);
    }
Exemple #14
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 private void EndTurn()
 {
     if (outOfBattleBattler != null && outOfBattleBattler._wantsToReenterBattle)
     {
         outOfBattleBattler.ReenterBattle();
         _forceAllBattlersRegen = true;
     }
     turn++;
     encoreWaitingForEnemies = false;
     encoreWaitingForPlayer  = false;
     nextAction           = BattlerAction.None;
     currentActingBattler = default(Battler);
     currentTurnTarget    = default(Battler);
     if (currentBattleResolved)
     {
         EndBattle();
     }
     else
     {
         Timing.RunCoroutine(RunTurn(), _owned);
     }
 }
Exemple #15
0
    private void ExecuteAction(BattlerAction p_attack)
    {
        currentAction = p_attack;
        //currentActionFrames = p_attack.frameData;
        action       = p_attack.fullFrames;
        currentFrame = 0;

        if (thisAnimation)
        {
            if (currentAction.animationName != null)
            {
                thisAnimation.Play(currentAction.animationName, -1, 0);
            }
            else
            {
                thisAnimation.Play("attackBasic", -1, 0);
            }
            //thisAnimation.speed = actionSpeed;
        }
        currentState = Action.ACTING;
        execution    = 0;
    }
Exemple #16
0
    public BattlerAction Act()
    {
        // Debug.Log(character.character.name + " choosing action.");
        Skill          skill           = character.skills[0].skill;
        List <Battler> possibleTargets = new List <Battler>();
        int            targetIndex;

        if (skill.targetType == Skill.TargetType.ALLIES)
        {
            foreach (Battler b in battle.actors)
            {
                if (b.team == this.team)
                {
                    possibleTargets.Add(b);
                }
            }
        }
        else // ENEMIES
        {
            foreach (Battler b in battle.actors)
            {
                if (b.team != this.team)
                {
                    possibleTargets.Add(b);
                }
            }
        }

        float         bestEfficiency = 0;
        BattlerAction bestAction     = null;

        foreach (Battler b in possibleTargets)
        {
            targetIndex = b.index;
            BattlerAction action = new BattlerAction(skill, index, targetIndex);
            if (bestAction == null && false)
            {
                bestAction = action; //TODO: find better place for code
            }
            Battle.ActionPreOutcome outcome = battle.ResolveAction(action);
            //Debug.Log("Expected damage: " + outcome.damage);
            float efficiency = (float)outcome.damage / (float)battle.actors[targetIndex].character.Hitpoints;
            if (efficiency >= 1)
            {
                efficiency  = 1;
                efficiency *= 2; // addition to efficiency for killing blows. TODO: should take into account some threat level of the target
            }
            //Debug.Log("Efficiency: " + efficiency);

            efficiency *= outcome.toHitChance >= 6 ? 1 : (float)outcome.toHitChance / 6;
            //Debug.Log("Efficiency: " + efficiency);

            if (skill.targetType == Skill.TargetType.ALLIES)
            {
                //TODO: code healing and status effects
            }
            //Debug.Log("Cost/ActionPoints: " + outcome.cost + "/" + actionPoints);
            if (outcome.cost > actionPoints)
            {
                //Debug.Log("Not enough action points.");
                efficiency = 0; // TODO: refactor with code above
            }
            //Debug.Log("Efficiency: " + efficiency + " / Best efficiency: " + bestEfficiency);
            // Found better move?
            if (efficiency > bestEfficiency)
            {
                bestEfficiency = efficiency;
                bestAction     = action;
                //Debug.Log("Current best action: " + bestAction);
            }
        }

        return(bestAction);
    }
Exemple #17
0
    private void ExecuteAction(BattlerAction p_attack)
    {
        currentAction = p_attack;
        //currentActionFrames = p_attack.frameData;
        action = p_attack.fullFrames;
        currentFrame = 0;

        if (thisAnimation)
        {
            if (currentAction.animationName != null)
            {
                thisAnimation.Play(currentAction.animationName, -1, 0);
            }
            else
            {
                thisAnimation.Play("attackBasic", -1, 0);
            }
            //thisAnimation.speed = actionSpeed;
        }
        currentState = Action.ACTING;
        execution = 0;
    }
Exemple #18
0
    BattlerAction GetSpecial2(int lv)
    {
        BattlerAction a = BattlerAction.None;

        switch (wpnType)
        {
        case WpnType.Mace:
            if (lv > 1)
            {
                a = BattlerAction.DreamlessSleep;
            }
            else if (lv > 0)
            {
                a = BattlerAction.Concuss;
            }
            break;

        case WpnType.Knives:
            if (lv > 1)
            {
                a = BattlerAction.WithTheWind;
            }
            else if (lv > 0)
            {
                a = BattlerAction.SecondSight;
            }
            break;

        case WpnType.Staff:
            if (wpnLevel == 0)
            {
                if (UnityEngine.Random.Range(0, 2) == 0)
                {
                    a = GetSpecial1(lv);
                }
                else
                {
                    a = GetSpecial0(lv);
                }
            }
            else if (attacks[0] == BattlerAction.IceBullet || attacks[0] == BattlerAction.FrostSpear || attacks[0] == BattlerAction.CometStrike)
            {
                if (lv > 1)
                {
                    a = BattlerAction.BreathOfLife;
                }
                else if (lv > 0)
                {
                    a = BattlerAction.HealingWind;
                }
            }
            else
            {
                if (lv > 1)
                {
                    a = BattlerAction.FrostSpear;
                }
                else if (lv > 0)
                {
                    a = BattlerAction.IceBullet;
                }
            }
            break;
        }
        return(a);
    }
Exemple #19
0
 public static string GetAttackName(BattlerAction attack)
 {
     return(BattlerActionData.get(attack).name);
 }
Exemple #20
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    public ActionPreOutcome ResolveAction(BattlerAction action)
    {
        ActionPreOutcome outcome;

        CharacterSO    actor      = actors[action.actorIndex].character;
        CharacterSO    target     = actors[action.targetIndex].character;
        List <Battler> tempActors = new List <Battler>();

        foreach (Battler b in tempActors)
        {
            tempActors.Add(new Battler(b.character, b.team, b.index, this, b.position));
        }

        // Damage & Cost
        int cost = 2;

        cost += action.skill.extraCost;
        // cost += distance, if melee
        cost += Mathf.Min(Distance(action.actorIndex, action.targetIndex) - actor.weapon.weapon.range, 0); // TODO: consider path blocking
        int damage = 0;

        damage += action.skill.extraDamage;
        switch (action.skill.baseDamage)
        {
        case Skill.BaseDamage.STRENGTH:
            damage += actor.character.attributes.strength;
            damage += actor.weapon.weapon.value;
            damage -= target.Armor;     // .armor.armor.value;
            cost   += actor.weapon.weapon.weight;
            break;

        case Skill.BaseDamage.FREE_ENCUMBRANCE:
            damage += actor.character.attributes.strength - actor.Encumbrance;
            damage += actor.weapon.weapon.value;
            damage -= target.Armor;     // .armor.armor.value;
            cost   += actor.weapon.weapon.weight;
            break;

        case Skill.BaseDamage.INTELLIGENCE:
            damage += actor.character.attributes.inteligence;
            damage -= target.character.attributes.inteligence;
            cost   += 3 - Mathf.FloorToInt(actor.FreeEncumbrance / 2);
            break;
        }

        // To Hit Chance
        int toHitChance   = 6;
        int targetEvasion = target.character.attributes.dexterity + Mathf.FloorToInt(target.FreeEncumbrance / 2);

        //targetEvasion += target.shield.shield.value * (actors[action.targetIndex].defending ? 2 : 1); //FIXME: characterSO must handle null values for equipment
        switch (action.skill.type)
        {
        case Skill.Type.MELEE:
            toHitChance += actor.character.attributes.dexterity + Mathf.FloorToInt(actor.FreeEncumbrance / 2);
            toHitChance -= targetEvasion;
            break;

        case Skill.Type.PROJECTILE:
            toHitChance += actor.character.attributes.dexterity + Mathf.FloorToInt(actor.FreeEncumbrance / 2);
            toHitChance -= targetEvasion;
            break;

        case Skill.Type.DIRECT:
            break;
        }
        if (toHitChance < 1)
        {
            toHitChance = 1;
        }

        outcome.cost        = cost;
        outcome.toHitChance = toHitChance;
        outcome.damage      = damage;

        return(outcome);
    }
 /// <summary>
 /// Calls into BattlerActionData, gets a BattlerActionData entry from the dataset if it exists, makes it first if it doesn't.
 /// </summary>
 public static BattlerActionData get(BattlerAction a)
 {
     return(_get[(int)a]);
 }
Exemple #22
0
 public void Step(BattleMessageType message = BattleMessageType.StandardTurnMessage, Battler actor = default(Battler), BattlerAction action = BattlerAction.None)
 {
     _clear = false;
     messageQueue.Enqueue(message);
     actorQueue.Enqueue(actor);
     actionQueue.Enqueue(action);
 }
Exemple #23
0
    private void NextMessage()
    {
        timer = 0;
        BattleMessageType message = messageQueue.Dequeue();
        Battler           actor   = actorQueue.Dequeue();
        BattlerAction     action  = actionQueue.Dequeue();
        bool drawToLine1          = true;

        if (line0 == "")
        {
            drawToLine1 = false;
        }
        else if (line1 != "")
        {
            line0 = line1;
        }
        string baseLine;
        string nextLine = "";

        switch (message)
        {
        case BattleMessageType.StandardTurnMessage:
            if (actor == null)
            {
                throw new System.Exception("Can't do standard turn message with null battler!");
            }
            if (overseer.standardActionPriorityBracket)
            {
                baseLine = mainStrings[0];
            }
            else
            {
                baseLine = mainStrings[1];
            }
            if (overseer.currentActingBattler.isEnemy)
            {
                nextLine = actor.adventurer.title + baseLine + actionNameStrings[(int)action];
            }
            else
            {
                nextLine = actor.adventurer.fullName + baseLine + actionNameStrings[(int)action];
            }
            break;

        case BattleMessageType.Silence:
            nextLine = mainStrings[3];
            break;

        case BattleMessageType.ShieldWall:
            nextLine = mainStrings[4];
            break;

        case BattleMessageType.ShieldBlock:
            nextLine = mainStrings[5];
            break;

        case BattleMessageType.Heal:
            nextLine = mainStrings[6];
            break;

        case BattleMessageType.Haste:
            nextLine = mainStrings[7];
            break;

        case BattleMessageType.Barrier:
            nextLine = mainStrings[8];
            break;

        case BattleMessageType.MultiHeal:
            nextLine = mainStrings[9];
            break;

        case BattleMessageType.Encore:
            nextLine = mainStrings[10];
            break;

        case BattleMessageType.Feedback:
            nextLine = mainStrings[11];
            break;

        case BattleMessageType.Revenge:
            nextLine = mainStrings[12];
            break;

        case BattleMessageType.Critical:
            nextLine = mainStrings[13];
            break;

        case BattleMessageType.SavedAlly:
            nextLine = mainStrings[14];
            break;

        case BattleMessageType.Flanking:
            nextLine = mainStrings[15];
            break;

        case BattleMessageType.SomebodyDead:
            Battler bat = corpseQueue.Dequeue();
            if (bat.isEnemy)
            {
                nextLine = bat.adventurer.title + mainStrings[2];
            }
            else
            {
                nextLine = bat.adventurer.fullName + mainStrings[2];
            }
            break;

        case BattleMessageType.Win:
            nextLine = mainStrings[16];
            break;

        case BattleMessageType.Loss:
            nextLine = mainStrings[17];
            break;

        case BattleMessageType.Retreat:
            nextLine = mainStrings[18];
            break;

        case BattleMessageType.FailedCast:
            if (overseer.currentActingBattler.isEnemy)
            {
                nextLine = actor.adventurer.title + mainStrings[19];
            }
            else
            {
                nextLine = actor.adventurer.fullName + mainStrings[19];
            }
            break;

        case BattleMessageType.PulledOutOfBattle:
            nextLine = actor.adventurer.fullName + mainStrings[20];
            break;

        case BattleMessageType.ReenteredBattle:
            nextLine = actor.adventurer.fullName + mainStrings[21];
            break;

        case BattleMessageType.StunBuff:
            nextLine = mainStrings[22];
            break;

        case BattleMessageType.StunBuffFaded:
            nextLine = mainStrings[23];
            break;

        case BattleMessageType.Stun:
            nextLine = mainStrings[24];
            break;

        case BattleMessageType.PumpedUp:
            nextLine = mainStrings[25];
            break;

        case BattleMessageType.MovesBetweenLines:
            nextLine = mainStrings[26];
            break;

        case BattleMessageType.SwiftlyMovesBetweenLines:
            nextLine = mainStrings[27];
            break;

        case BattleMessageType.AttunedBuff:
            nextLine = mainStrings[28];
            break;

        case BattleMessageType.AttunedBuffFaded:
            nextLine = mainStrings[29];
            break;

        case BattleMessageType.Dodged:
            nextLine = mainStrings[30];
            break;

        case BattleMessageType.DrainKill:
            nextLine = mainStrings[31];
            break;

        case BattleMessageType.FailedToDrain:
            nextLine = mainStrings[32];
            break;

        case BattleMessageType.MagBoost:
            nextLine = mainStrings[33];
            break;

        case BattleMessageType.StatBoostsLost:
            nextLine = mainStrings[34];
            break;

        case BattleMessageType.SacrificeLost:
            nextLine = mainStrings[35];
            break;

        case BattleMessageType.Sacrifice:
            nextLine = mainStrings[36];
            break;

        case BattleMessageType.StunnedNoMove:
            if (overseer.currentActingBattler.isEnemy)
            {
                nextLine = actor.adventurer.title + mainStrings[37];
            }
            else
            {
                nextLine = actor.adventurer.fullName + mainStrings[37];
            }
            break;
        }
        if (drawToLine1)
        {
            line1 = nextLine;
        }
        else
        {
            line0 = nextLine;
        }
        uiText.text = line0 + System.Environment.NewLine + line1;
    }
Exemple #24
0
 public void SetSovereignTactic(BattlerAction attack)
 {
     dataStore.sovereignTactic = attack;
     dataStore.sovereignAdventurer.attacks[1] = attack;
 }