void AetherField() { int p = Target(); if (p != 0) { GameObject hero = GameObject.Find("P" + p); int P1CSP = PlayerPrefs.GetInt("P" + p + "-CSP"); int P1SP = PlayerPrefs.GetInt("P" + p + "-SP"); SPSpend(p, P1CSP, P1SP, 10); for (int p2 = 1; p2 <= 4; p2++) { if (PlayerPrefs.GetString("P" + p2 + "-Name") != "null") { StatusEffect.InflictStatusCharacter("counter", p2, 1); SingleTargetSkills.SpecialCharge(p, 1, "Counterstrike"); } } PlayerPrefs.SetInt("P" + p + "-TurnTaken", 1); hero.GetComponent <SpriteRenderer>().color = Color.grey; EndPlayerTurn(); } PlayerPrefs.SetString("ActiveSkill", "None"); PlayerPrefs.SetInt("ENumber", 0); }
void WilloftheAncients() { int p = Target(); if (p != 0) { int decoy = 0; int status = 0; for (int i = 0; i <= 3; i++) { if (PlayerPrefs.GetString("P" + p + "Status" + i) == "decoy") { decoy = PlayerPrefs.GetInt("P" + p + "Status" + i + "X"); status = i; } } PlayerPrefs.SetString("P" + p + "Status" + status, "null"); PlayerPrefs.SetInt("P" + p + "Status" + status + "X", 0); int guard = PlayerPrefs.GetInt("P" + p + "-CG"); int maxGuard = PlayerPrefs.GetInt("P" + p + "-Guard"); int guardGain = 10 * decoy; if (guardGain > maxGuard - guard) { guardGain = maxGuard - guard; } guard += guardGain; PlayerPrefs.SetInt("P" + p + "-CG", guard); PlayerPrefs.SetInt("P" + p + "CombatGuardGained", PlayerPrefs.GetInt("P" + p + "CombatGuardGained") + guardGain); GameObject guardBar = GameObject.Find("P" + p + "-Guard"); float percent = (float)guard / (float)maxGuard; guardBar.transform.localScale = new Vector3(percent, 1, 1); SingleTargetSkills.UltFinish(p); } }
void Embolden() { int p = Target(); if (p != 0) { GameObject hero = GameObject.Find("P" + p); int P1CSP = PlayerPrefs.GetInt("P" + p + "-CSP"); int P1SP = PlayerPrefs.GetInt("P" + p + "-SP"); SPSpend(p, P1CSP, P1SP, 18); StatusEffect.InflictStatusCharacter("counter", p, PlayerPrefs.GetInt("P" + p + "-END")); SingleTargetSkills.SpecialCharge(p, PlayerPrefs.GetInt("P" + p + "-END"), "Counterstrike"); for (int e = 1; e <= 8; e++) { if (PlayerPrefs.GetString("E" + e + "-Name") != "null") { StatusEffect.InflictStatusEnemy("weakened", e, 2); } } PlayerPrefs.SetInt("P" + p + "-TurnTaken", 1); hero.GetComponent <SpriteRenderer>().color = Color.grey; EndPlayerTurn(); } PlayerPrefs.SetString("ActiveSkill", "None"); PlayerPrefs.SetInt("ENumber", 0); }
void GetBehindMe() { int p = Target(); if (p != 0) { SPSpend(p, 25); StatusEffect.InflictStatusCharacter("decoy", p, PlayerPrefs.GetInt("P" + p + "-END")); SingleTargetSkills.SpecialCharge(p, PlayerPrefs.GetInt("P" + p + "-END"), "Ancient Defender"); int loc = PlayerPrefs.GetInt("P" + p + "-Loc"); int Coll = CollumnNumber() for (int q = 1; q <= 4; q++) { if (q != p) { if ((PlayerPrefs.GetInt("P" + q + "-Loc") - 1) % 5 < (loc % Coll) - 1) { PlayerPrefs.SetInt("P" + q + "CombatSTRGained", PlayerPrefs.GetInt("P" + q + "CombatSTRGained") + 3); } } } EndSkill(p); } SkillReset(); }
void Riposte() { int p = Target(); if (p != 0) { GameObject hero = GameObject.Find("P" + p); int P1CSP = PlayerPrefs.GetInt("P" + p + "-CSP"); int P1SP = PlayerPrefs.GetInt("P" + p + "-SP"); SPSpend(p, P1CSP, P1SP, 3); StatusEffect.InflictStatusCharacter("counter", p, 1); SingleTargetSkills.SpecialCharge(p, 1, "Counterstrike"); PlayerPrefs.SetInt("P" + p + "-TurnTaken", 1); if (PlayerPrefs.GetInt(PlayerPrefs.GetString("ActiveSkill") + "-Played") == 1) { hero.GetComponent <SpriteRenderer>().color = Color.grey; PlayerPrefs.SetInt("P" + p + "-TurnTaken", 1); EndPlayerTurn(); } else { PlayerPrefs.SetInt(PlayerPrefs.GetString("ActiveSkill") + "-Played", 1); } } PlayerPrefs.SetString("ActiveSkill", "None"); PlayerPrefs.SetInt("ENumber", 0); }
public void AutoAttack(int player) { string skill = PlayerPrefs.GetString("P" + player + "StartUp"); switch (PlayerPrefs.GetString(skill + "-Targeting")) { case "SingleTarget": SingleTargetSkills singleTargetSkills = GameObject.Find("E1").GetComponent <SingleTargetSkills>(); singleTargetSkills.Invoke(skill, 0f); break; case "FriendlyTarget": FriendlyTargetSkills friendlyTargetSkills = GameObject.Find("skillcard-1").GetComponent <FriendlyTargetSkills>(); friendlyTargetSkills.Invoke(skill, 0f); break; case "FriendlyTargetOther": FriendlyTargetOtherSkills friendlyTargetOtherSkills = GameObject.Find("skillcard-1").GetComponent <FriendlyTargetOtherSkills>(); friendlyTargetOtherSkills.Invoke(skill, 0f); break; case "Untargeted": UntargetedSkills untargetedSkills = GameObject.Find("skillcard-1").GetComponent <UntargetedSkills>(); untargetedSkills.Invoke(skill, 0f); break; case "EnemyTile": case "EnemyRow": EnemyTileSkills enemyTileSkills = GameObject.Find("E-Block-1").GetComponent <EnemyTileSkills>(); enemyTileSkills.Invoke(skill, 0f); break; } }
void Decoy() { int p = Target(); SPSpend(p, 3); StatusEffect.InflictStatusCharacter("decoy", p, 2); SingleTargetSkills.SpecialCharge(p, 2, "Ancient Defender"); EndSkill(p); SkillReset(); }
void ManaShell() { int p = Target(); SPSpend(p, 16); StatusEffect.InflictStatusCharacter("counter", p, 3); SingleTargetSkills.SpecialCharge(p, 3, "Counterstrike"); GuardGain(p, 4 * PlayerPrefs.GetInt("P" + p + "-END")); EndSkill(p); SkillReset(); }
void SpikeShield() { int p = Target(); SPSpend(p, 6); StatusEffect.InflictStatusCharacter("shield", p, 1); StatusEffect.InflictStatusCharacter("counter", p, 1); SingleTargetSkills.SpecialCharge(p, 1, "Counterstrike"); EndSkill(p); SkillReset(); }
void StandYourGround() { int p = Target(); SPSpend(p, 5); StatusEffect.InflictStatusCharacter("decoy", p, 3); SingleTargetSkills.SpecialCharge(p, 3, "Ancient Defender"); StatusEffect.StatusLockCharacter("decoy", p); EndSkill(p); SkillReset(); }
public static void FastSkill(int p) { if (PlayerPrefs.GetInt(PlayerPrefs.GetString("ActiveSkill") + "-Played") == 1) { SingleTargetSkills singleTargetSkills = new SingleTargetSkills(); singleTargetSkills.EndSkill(p); } else { PlayerPrefs.SetInt(PlayerPrefs.GetString("ActiveSkill") + "-Played", 1); } }
void Taunt() { int p = Target(); GuardGain(p, 4 + 3 * PlayerPrefs.GetInt("P" + p + "-END")); SPSpend(p, 5); StatusEffect.InflictStatusCharacter("decoy", p, 1); SingleTargetSkills.SpecialCharge(p, 1, "Ancient Defender"); StatusEffect.InflictStatusCharacter("steadfast", p, 1); EndSkill(p); SkillReset(); }
void Lambaste() { int p = Target(); SPSpend(p, 5); StatusEffect.InflictStatusCharacter("decoy", p, 2); SingleTargetSkills.SpecialCharge(p, 2, "Ancient Defender"); StatusEffect.InflictStatusCharacter("counter", p, 2); SingleTargetSkills.SpecialCharge(p, 2, "Counterstrike"); EndSkill(p); SkillReset(); }
void SpiritFlask() { int p = Target(); if (p != 0) { int p2 = PlayerPrefs.GetInt("PNumber"); HealSP(p2, 10); SingleTargetSkills.ItemUse("SpiritFlask"); PlayerPrefs.SetInt("P" + p + "-TurnTaken", 1); EndPlayerTurn(); } SkillReset(); }
void AetherField() { int p = Target(); SPSpend(p, 10); for (int p2 = 1; p2 <= 4; p2++) { if (PlayerPrefs.GetString("P" + p2 + "-Name") != "null") { StatusEffect.InflictStatusCharacter("counter", p2, 1); SingleTargetSkills.SpecialCharge(p, 1, "Counterstrike"); } } EndSkill(p); SkillReset(); }
void Embolden() { int p = Target(); SPSpend(p, 18); StatusEffect.InflictStatusCharacter("counter", p, PlayerPrefs.GetInt("P" + p + "-END")); SingleTargetSkills.SpecialCharge(p, PlayerPrefs.GetInt("P" + p + "-END"), "Counterstrike"); for (int e = 1; e <= 8; e++) { if (PlayerPrefs.GetString("E" + e + "-Name") != "null") { StatusEffect.InflictStatusEnemy("weakened", e, 2); } } EndSkill(p); SkillReset(); }
void Riposte() { int p = Target(); SPSpend(p, 3); StatusEffect.InflictStatusCharacter("counter", p, 1); SingleTargetSkills.SpecialCharge(p, 1, "Counterstrike"); if (PlayerPrefs.GetInt(PlayerPrefs.GetString("ActiveSkill") + "-Played") == 1) { EndSkill(p); } else { PlayerPrefs.SetInt("P" + p + "-TurnTaken", 1); PlayerPrefs.SetInt(PlayerPrefs.GetString("ActiveSkill") + "-Played", 1); } SkillReset(); }
void Decoy() { int p = Target(); if (p != 0) { PlayerPrefs.SetInt("Processing", 1); GameObject hero = GameObject.Find("P" + p); hero.GetComponent <SpriteRenderer>().color = Color.grey; int P1CSP = PlayerPrefs.GetInt("P" + p + "-CSP"); int P1SP = PlayerPrefs.GetInt("P" + p + "-SP"); SPSpend(p, P1CSP, P1SP, 3); StatusEffect.InflictStatusCharacter("decoy", p, 2); SingleTargetSkills.SpecialCharge(p, 2, "Ancient Defender"); PlayerPrefs.SetInt("P" + p + "-TurnTaken", 1); EndPlayerTurn(); } PlayerPrefs.SetString("ActiveSkill", "None"); PlayerPrefs.SetInt("ENumber", 0); }
void AetherDome() { int playerCharacter = Target(); if (playerCharacter != 0) { PlayerPrefs.SetInt("Processing", 1); GameObject hero = GameObject.Find("P" + playerCharacter); hero.GetComponent <SpriteRenderer>().color = Color.grey; for (int p = 1; p <= 4; p++) { if (PlayerPrefs.GetInt("P" + p + "-CHP") > 0) { int guard = PlayerPrefs.GetInt("P" + p + "-CG"); int maxGuard = PlayerPrefs.GetInt("P" + p + "-Guard"); int guardGain = 5 + 3 * PlayerPrefs.GetInt("P" + playerCharacter + "-END"); if (guardGain > (maxGuard - guard)) { guardGain = maxGuard - guard; } guard += guardGain; if (guard > maxGuard) { guard = maxGuard; } SingleTargetSkills.SpecialCharge(p, guardGain, "Iron Will"); PlayerPrefs.SetInt("P" + p + "CombatGuardGained", PlayerPrefs.GetInt("P" + p + "CombatGuardGained") + guardGain); GameObject guardBar = GameObject.Find("P" + p + "-Guard"); float percent = (float)guard / (float)maxGuard; guardBar.transform.localScale = new Vector3(percent, 1, 1); } } int P1CSP = PlayerPrefs.GetInt("P" + playerCharacter + "-CSP"); int P1SP = PlayerPrefs.GetInt("P" + playerCharacter + "-SP"); SPSpend(playerCharacter, P1CSP, P1SP, 18); PlayerPrefs.SetInt("P" + playerCharacter + "-TurnTaken", 1); EndPlayerTurn(); } PlayerPrefs.SetString("ActiveSkill", "None"); PlayerPrefs.SetInt("ENumber", 0); }
void WilloftheAncients() { int p = Target(); int decoy = 0; int status = 0; for (int i = 0; i <= 3; i++) { if (PlayerPrefs.GetString("P" + p + "Status" + i) == "decoy") { decoy = PlayerPrefs.GetInt("P" + p + "Status" + i + "X"); status = i; } } PlayerPrefs.SetString("P" + p + "Status" + status, "null"); PlayerPrefs.SetInt("P" + p + "Status" + status + "X", 0); GuardGain(p, 10 * decoy); SingleTargetSkills.UltFinish(p); EndSkill(p); SkillReset(); }
void GuardGain(int p, int guardGain) { int p1CG = PlayerPrefs.GetInt("P" + p + "-CG"); int p1MaxGuard = PlayerPrefs.GetInt("P" + p + "-Guard"); if (guardGain > (p1MaxGuard - p1CG)) { guardGain = p1MaxGuard - p1CG; } p1CG += guardGain; if (p1CG >= p1MaxGuard) { p1CG = p1MaxGuard; } PlayerPrefs.SetInt("P" + p + "-CG", p1CG); SingleTargetSkills.SpecialCharge(p, guardGain, "Iron Will"); PlayerPrefs.SetInt("P" + p + "CombatGuardGained", PlayerPrefs.GetInt("P" + p + "CombatGuardGained") + guardGain); GameObject GBar = GameObject.Find("P" + p + "-Guard"); float PercentG = ((float)p1CG / (float)p1MaxGuard); GBar.gameObject.transform.localScale = new Vector3(PercentG, 1, 1); }
void Taunt() { int p = Target(); if (p != 0) { GameObject hero = GameObject.Find("P" + p); hero.GetComponent <SpriteRenderer>().color = Color.grey; int p1CG = PlayerPrefs.GetInt("P" + p + "-CG"); int p1MaxGuard = PlayerPrefs.GetInt("P" + p + "-Guard"); int P1CSP = PlayerPrefs.GetInt("P" + p + "-CSP"); int P1SP = PlayerPrefs.GetInt("P" + p + "-SP"); int guardGain = 4 + 3 * PlayerPrefs.GetInt("P" + p + "-END"); if (guardGain > (p1MaxGuard - p1CG)) { guardGain = p1MaxGuard - p1CG; } p1CG += guardGain; if (p1CG >= p1MaxGuard) { p1CG = p1MaxGuard; } PlayerPrefs.SetInt("P" + p + "-CG", p1CG); SingleTargetSkills.SpecialCharge(p, guardGain, "Iron Will"); PlayerPrefs.SetInt("P" + p + "CombatGuardGained", PlayerPrefs.GetInt("P" + p + "CombatGuardGained") + guardGain); GameObject GBar = GameObject.Find("P" + p + "-Guard"); float PercentG = ((float)p1CG / (float)p1MaxGuard); GBar.gameObject.transform.localScale = new Vector3(PercentG, 1, 1); SPSpend(p, P1CSP, P1SP, 5); StatusEffect.InflictStatusCharacter("decoy", p, 1); SingleTargetSkills.SpecialCharge(p, 1, "Ancient Defender"); StatusEffect.InflictStatusCharacter("steadfast", p, 1); PlayerPrefs.SetInt("P" + p + "-TurnTaken", 1); EndPlayerTurn(); } PlayerPrefs.SetString("ActiveSkill", "None"); PlayerPrefs.SetInt("ENumber", 0); }
void AncientChampion() { int p = Target(); if (p != 0) { PlayerPrefs.SetInt("Processing", 1); EnemyColumn(); GameObject hero = GameObject.Find("P" + p); hero.GetComponent <SpriteRenderer>().color = Color.grey; for (int x = 1; x <= 25; x++) { if (PlayerPrefs.GetInt("Tile" + x + "Targeted") == 1) { for (int e = 1; e <= 8; e++) { if (PlayerPrefs.GetInt("E" + e + "-Loc") == x) { Damage(p, e, PlayerPrefs.GetInt("E" + e + "-CHP"), PlayerPrefs.GetInt("E" + e + "-CG"), 6 + 2 * PlayerPrefs.GetInt("P" + p + "-INT"), "Magic"); StatusEffect.InflictStatusEnemy("jammed", e, 2); } } } } StatusEffect.InflictStatusCharacter("decoy", p, 2); SingleTargetSkills.SpecialCharge(p, 2, "Ancient Defender"); PlayerPrefs.SetInt("P" + p + "-TurnTaken", 1); EndPlayerTurn(); } PlayerPrefs.SetString("ActiveSkill", "None"); PlayerPrefs.SetInt("ENumber", 0); for (int x = 1; x <= 25; x++) { PlayerPrefs.SetInt("Tile" + x + "Targeted", 0); } }
void AncientChampion() { int p = Target(); EnemyColumn(); for (int x = 1; x <= 25; x++) { if (PlayerPrefs.GetInt("Tile" + x + "Targeted") == 1) { for (int e = 1; e <= 8; e++) { if (PlayerPrefs.GetInt("E" + e + "-Loc") == x) { Damage(p, e, 6 + 2 * PlayerPrefs.GetInt("P" + p + "-INT"), "Magic"); StatusEffect.InflictStatusEnemy("jammed", e, 2); } } } } StatusEffect.InflictStatusCharacter("decoy", p, 2); SingleTargetSkills.SpecialCharge(p, 2, "Ancient Defender"); EndSkill(p); SkillReset(); }
void Subjugate() { int p = Target(); if (p != 0) { PlayerPrefs.SetInt("Processing", 1); GameObject hero = GameObject.Find("P" + p); hero.GetComponent <SpriteRenderer>().color = Color.grey; int guard = PlayerPrefs.GetInt("P" + p + "-CG"); int maxGuard = PlayerPrefs.GetInt("P" + p + "-Guard"); int P1CSP = PlayerPrefs.GetInt("P" + p + "-CSP"); int P1SP = PlayerPrefs.GetInt("P" + p + "-SP"); int guardGain = 5 * PlayerPrefs.GetInt("P" + p + "-END"); if (guardGain > (maxGuard - guard)) { guardGain = maxGuard - guard; } guard += guardGain; if (guard >= maxGuard) { guard = maxGuard; } SingleTargetSkills.SpecialCharge(p, guardGain, "Iron Will"); PlayerPrefs.SetInt("P" + p + "CombatGuardGained", PlayerPrefs.GetInt("P" + p + "CombatGuardGained") + guardGain); GameObject guardBar = GameObject.Find("P" + p + "-Guard"); float percent = (float)guard / (float)maxGuard; guardBar.transform.localScale = new Vector3(percent, 1, 1); DamageAll(p, 20 + PlayerPrefs.GetInt("P" + p + "-STR"), "Physical"); SPSpend(p, P1CSP, P1SP, 26); PlayerPrefs.SetInt("P" + p + "-TurnTaken", 1); EndPlayerTurn(); } PlayerPrefs.SetString("ActiveSkill", "None"); PlayerPrefs.SetInt("ENumber", 0); }
void ManaShell() { int p = Target(); if (p != 0) { GameObject hero = GameObject.Find("P" + p); int P1CSP = PlayerPrefs.GetInt("P" + p + "-CSP"); int P1SP = PlayerPrefs.GetInt("P" + p + "-SP"); SPSpend(p, P1CSP, P1SP, 16); StatusEffect.InflictStatusCharacter("counter", p, 3); SingleTargetSkills.SpecialCharge(p, 3, "Counterstrike"); int guard = PlayerPrefs.GetInt("P" + p + "-CG"); int maxGuard = PlayerPrefs.GetInt("P" + p + "-Guard"); int guardGain = 4 * PlayerPrefs.GetInt("P" + p + "-END"); if (guardGain > (maxGuard - guard)) { guardGain = maxGuard - guard; } guard += guardGain; if (guard > maxGuard) { guard = maxGuard; } SingleTargetSkills.SpecialCharge(p, guardGain, "Iron Will"); PlayerPrefs.SetInt("P" + p + "CombatGuardGained", PlayerPrefs.GetInt("P" + p + "CombatGuardGained") + guardGain); GameObject guardBar = GameObject.Find("P" + p + "-Guard"); float percent = (float)guard / (float)maxGuard; guardBar.transform.localScale = new Vector3(percent, 1, 1); PlayerPrefs.SetInt("P" + p + "-TurnTaken", 1); hero.GetComponent <SpriteRenderer>().color = Color.grey; EndPlayerTurn(); } PlayerPrefs.SetString("ActiveSkill", "None"); PlayerPrefs.SetInt("ENumber", 0); }
//defend does not work right now void OnMouseDown() { PlayerPrefs.SetInt("Clicked", 0); int p = Clicked(); PlayerPrefs.SetInt("Processing", 1); GameObject hero = GameObject.Find("P" + p); hero.GetComponent <SpriteRenderer>().color = Color.grey; GameObject charstatbox = GameObject.Find("CharStatBox"); charstatbox.GetComponent <Text>().text = ""; int PCurrentGuard = PlayerPrefs.GetInt("P" + p + "-CG"); int PMaxGuard = PlayerPrefs.GetInt("P" + p + "-Guard"); int PAddedGuard = 2 * PlayerPrefs.GetInt("P" + p + "-END"); PCurrentGuard += PAddedGuard; if (PCurrentGuard > PMaxGuard) { PCurrentGuard = PMaxGuard; } SingleTargetSkills.SpecialCharge(p, PAddedGuard, "Iron Will"); PlayerPrefs.SetInt("P" + p + "CombatGuardGained", PlayerPrefs.GetInt("P" + p + "CombatGuardGained") + PAddedGuard); GameObject GBar = GameObject.Find("P" + p + "-Guard"); float PercentG = ((float)PCurrentGuard / (float)PMaxGuard); GBar.gameObject.transform.localScale = new Vector3(PercentG, 1, 1); PlayerPrefs.SetInt("P" + p + "-CG", PCurrentGuard); StatusEffect.InflictStatusCharacter("steadfast", p, 1); PlayerPrefs.SetInt("P" + p + "-TurnTaken", 1); PlayerPrefs.SetString("ActiveSkill", "None"); PlayerPrefs.SetInt("ENumber", 0); for (int i = 0; i <= 3; i++) { if (PlayerPrefs.GetString("P" + p + "Status" + i) == "burning") { PlayerPrefs.SetString("P" + p + "Status" + i, "null"); PlayerPrefs.SetInt("P" + p + "Status" + i + "X", 0); } } if (PlayerPrefs.GetString("P" + p + "-PassiveSkill") == "Iron Will1") { int e = RandomEnemy(); Damage(p, e, PlayerPrefs.GetInt("E" + e + "-CHP"), PlayerPrefs.GetInt("E" + e + "-CG"), 3, "Magic"); } else if (PlayerPrefs.GetString("P" + p + "-PassiveSkill") == "Iron Will2") { int e = RandomEnemy(); Damage(p, e, PlayerPrefs.GetInt("E" + e + "-CHP"), PlayerPrefs.GetInt("E" + e + "-CG"), 5, "Magic"); } else if (PlayerPrefs.GetString("P" + p + "-PassiveSkill") == "Iron Will3") { int e = RandomEnemy(); Damage(p, e, PlayerPrefs.GetInt("E" + e + "-CHP"), PlayerPrefs.GetInt("E" + e + "-CG"), 8, "Magic"); } else if (PlayerPrefs.GetString("P" + p + "-PassiveSkill") == "Counterstrike2") { int e = RandomEnemy(); StatusEffect.InflictStatusEnemy("alarm", e, 1); } else if (PlayerPrefs.GetString("P" + p + "-PassiveSkill") == "Counterstrike3") { int e = RandomEnemy(); StatusEffect.InflictStatusEnemy("alarm", e, 2); } EndPlayerTurn(); }
void OnMouseEnter() { if (PlayerPrefs.GetInt("Clicked") != 1) { if (PlayerPrefs.GetInt("setup") == 0) { GameObject.Find("CharStatBox").GetComponent <Text>().text = PlayerPrefs.GetString("P2-Name") + " HP: " + PlayerPrefs.GetInt("P2-CHP") + "/" + PlayerPrefs.GetInt("P2-HP") + " SP: " + PlayerPrefs.GetInt("P2-CSP") + "/" + PlayerPrefs.GetInt("P2-SP") + "\n" + "Guard: " + PlayerPrefs.GetInt("P2-CG") + "/" + PlayerPrefs.GetInt("P2-Guard"); if (PlayerPrefs.GetInt("P2-TurnTaken") == 0 && PlayerPrefs.GetInt("P2-CHP") > 0) { //this moves cards SingleTargetSkills.UltSwitch(2); Vector3 temp = new Vector3(-300 * 2.893986f, -154 * 2.893986f, -1 * 2.893986f); GameObject.Find("skillcard-A").transform.position = temp; GameObject.Find("A-Damage").GetComponent <Text>().text = PlayerPrefs.GetInt("P2-Attack").ToString(); GameObject.Find("Special").transform.position = temp + new Vector3(0, 120, 0); GameObject.Find("SpecialBack").transform.position = temp + new Vector3(0, 120, 0); temp = new Vector3(-200 * 2.893986f, -154 * 2.893986f, -1 * 2.893986f); GameObject.Find("skillcard-D").transform.position = temp; temp = new Vector3(-100 * 2.893986f, -154 * 2.893986f, -1 * 2.893986f); GameObject.Find("skillcard-1").transform.position = temp; GameObject.Find("1-Damage").GetComponent <Text>().text = PlayerPrefs.GetInt("P2-S1-Damage").ToString(); GameObject.Find("1-Cost").GetComponent <Text>().text = PlayerPrefs.GetInt("P2-S1-Cost").ToString(); GameObject.Find("1-Text").GetComponent <Text>().text = PlayerPrefs.GetString("P2-Skill-1"); temp = new Vector3(0 * 2.893986f, -154 * 2.893986f, -1 * 2.893986f); GameObject.Find("skillcard-2").transform.position = temp; GameObject.Find("2-Text").GetComponent <Text>().text = PlayerPrefs.GetString("P2-Skill-2"); temp = new Vector3(100 * 2.893986f, -154 * 2.893986f, -1 * 2.893986f); GameObject.Find("skillcard-3").transform.position = temp; GameObject.Find("3-Text").GetComponent <Text>().text = PlayerPrefs.GetString("P2-Skill-3"); temp = new Vector3(200 * 2.893986f, -154 * 2.893986f, -1 * 2.893986f); GameObject.Find("skillcard-4").transform.position = temp; GameObject.Find("4-Text").GetComponent <Text>().text = PlayerPrefs.GetString("P2-Skill-4"); temp = new Vector3(300 * 2.893986f, -154 * 2.893986f, -1 * 2.893986f); GameObject.Find("skillcard-M").transform.position = temp; GameObject.Find("M-Text").GetComponent <Text>().text = PlayerPrefs.GetString("InventoryItem" + PlayerPrefs.GetInt("ActiveItem")); //this handles movement on 4x4 int Loc = PlayerPrefs.GetInt("P2-Loc"); if (PlayerPrefs.GetInt("P2-CanMove") == 1) { GameObject IBlock = GameObject.Find("P-Block-1"); int offset = 0; switch (Loc) { case 1: { offset = Loc + 1; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc + 4; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } break; } case 4: { offset = Loc - 1; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc + 4; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } break; } case 13: { offset = Loc - 4; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc + 1; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } break; } case 16: { offset = Loc - 4; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc - 1; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } break; } case 2: case 3: { offset = Loc - 1; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc + 1; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc + 4; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } break; } case 5: case 9: { offset = Loc - 4; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc + 1; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc + 4; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } break; } case 8: case 12: { offset = Loc - 4; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc - 1; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc + 4; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } break; } case 14: case 15: { offset = Loc - 4; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc - 1; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc + 1; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } break; } case 6: case 7: case 10: case 11: { offset = Loc - 4; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc - 1; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc + 1; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } offset = Loc + 4; if (PlayerPrefs.GetInt("Block-" + offset + "-Moveable") == 1) { IBlock = GameObject.Find("P-Block-" + offset); IBlock.GetComponent <SpriteRenderer>().color = Color.green; PlayerPrefs.SetInt("P2-Block-" + offset + "-Moveable", 1); } break; } default: { break; } } } } if (PlayerPrefs.GetInt("P2Big") == 0) { PlayerPrefs.SetInt("P2Big", 1); transform.localScale = transform.localScale * 1.1f; } } } }
void Damage(int p, int e, int Att, string damageType) { SingleTargetSkills singleTargetSkills = GameObject.Find("E1").GetComponent <SingleTargetSkills>(); singleTargetSkills.Damage(p, e, Att, damageType); }
void FastSkill(int p) { SingleTargetSkills.FastSkill(p); }