public static object getWeaponInfo(CombatEntity c, string Name) { if (c.getInfo("Weapon") == null) { return(null); } Weapons w = new Weapons((int)c.getInfo("Weapon")); return(w.getInfo(Name)); }
public static void VAMPIRE(int bonus, CombatEntity Attacker) { float percentage = 100f; int value = (int)Math.Round(bonus * percentage / 100); if (((int)Attacker.getInfo("CHealth") + value) < (int)Attacker.getInfo("MHealth")) { Attacker.changeValue("CHealth", value); } else { Attacker.setValue("CHealth", (int)Attacker.getInfo("MHealth")); } }
public static void QueueIPP(CombatEntity c, List <CombatEntity> l) { //int IPP = ((+Agi*x) + Class ID*y + Level*z + (1-Element ID*n) + IPPP (belong to weapon) ) int IPP = (((int)c.getInfo("Agi")) * 1 + ((int)c.getInfo("Class")) * 1 + ((int)c.getInfo("Level")) * 1 + (1 - ((int)c.getInfo("Element") * 1)) + (int)Weapons.getWeaponInfo(c, "IPPP"));///(difference); int sortCompleted = 0; string name = (string)c.getInfo("Name"); for (int i = 0; i < l.Count; i++) { CombatEntity temp = l[i]; if (name.Equals((string)temp.getInfo("Name"))) { l.Remove(l[i]); } } }
public static void SLIPPERY(int bonus, CombatEntity Defender) { float percentage = 100f; int value = (int)Math.Round(bonus * percentage / 100); if (((int)Defender.getInfo("Accuracy") - value) > 0) { Defender.changeValue("Accuracy", -value); } else { Defender.setValue("Accuracy", 0); } }
public static void CRITICAL(int bonus, CombatEntity Attacker) { float percentage = 100f; int value = (int)Math.Round(bonus * percentage / 100); if (((int)Attacker.getInfo("Crit") + value) < 100) { Attacker.changeValue("Crit", value); } else { Attacker.setValue("Crit", value); } }
public static int elementVersus(CombatEntity Attacker, CombatEntity Defender, int damage) { int ATKE = (int)Attacker.getInfo("Element"); int DEFE = (int)Defender.getInfo("Element"); int bonus = damage * BONUS[ATKE, DEFE]; Debug.Log(bonus); if (bonus > 0) { if (ATKE == (int)Elements.WOOD) { ElementMethods[ATKE](bonus, Attacker); } else { ElementMethods[ATKE](bonus, Defender); } } return(bonus); }