public static ResultAndDesc TreasureEncounter(bool mimic) { ResultAndDesc rd = new ResultAndDesc(); TreasureResult[] result = new TreasureResult[3]; result[0] = TreasureOpen(mimic); result[1] = TreasureSkip(); result[2] = TreasureBroken(mimic); rd.desc[0] = "1번"; rd.desc[1] = "2번"; rd.desc[2] = "3번"; rd.SetResult(result); return(rd); }
public static ResultAndDesc ShrineEncounter() { ResultAndDesc rd = new ResultAndDesc(); ShrineResult[] result = new ShrineResult[3]; //타입 설정하는 함수 필요 result[0] = GetShrineEffect(); result[1] = null; result[2] = null; rd.desc[0] = "1번"; rd.desc[1] = "2번"; rd.desc[2] = ""; rd.SetResult(result); return(rd); }
public static ResultAndDesc MonsterEncounter(ObjectInfo enemy) { ResultAndDesc rd = new ResultAndDesc(); MonsterResult[] result = new MonsterResult[3]; result[0] = PlayerAttack(enemy); result[1] = PlayerEscape(enemy); result[2] = PlayerSurprise(enemy); rd.desc[0] = "성공확률 : " + result[0]._frequency + " %" + "\n" + "성공시 : " + result[0]._success + " 데미지의 공격" + "\n" + "실패시 : 패널티 없음"; rd.desc[1] = "성공확률 : " + result[1]._frequency + " %" + "\n" + "성공시 : " + "도망" + "\n" + "실패시 : 피격률 100%"; rd.desc[2] = "성공확률 : " + result[2]._frequency + " %" + "\n" + "성공시 : " + result[2]._success + " 데미지의 공격" + "\n" + "실패시 : 다음 피격 2배"; rd.SetResult(result); return(rd); }