public override void info() { //**父類別基礎屬性**** SCORE = 20; //擊倒分數 HP = 6; //怪物血量 ADD_X = 0f; //物件位移 ADD_Y = 0f; //物件位移 //************* randObj = GamePage.randObj; n = 60; //出現後 保護怪獸時間 並且怪獸要閃閃的 sec = 60; //幾秒發動射擊 }
public override void info() { //**父類別基礎屬性**** SCORE = 98; //擊倒分數 HP = 3; //怪物血量 ADD_X = 0f; //物件位移 ADD_Y = 2; //物件位移 //************* randObj = GamePage.randObj; n = randObj.Next(300, 400); //y前進多少 開始發動捨身攻擊 sec = 60; //幾秒發動射擊 }
public override void info() { //**父類別基礎屬性**** SCORE = 1500; //擊倒分數 HP = 1350 + (GamePage.HERO_S * 300); //怪物血量 ADD_X = 0; //物件位移 ADD_Y = 0.8f; //物件位移 //************* randObj = GamePage.randObj; n = 0; //前進多少 才開始觸發事件 MinY = 0; //飄移最小值 MaxY = 200; //飄移最大值 }
public override void info() { //**父類別基礎屬性**** SCORE = 43; //擊倒分數 HP = 30; //怪物血量 ADD_X = 0; //物件位移 ADD_Y = 3f; //物件位移 //************* randObj = GamePage.randObj; n = 450; //前進多少開始觸發事件 MinY = 350; MaxY = 500; }
public override void info() { //**父類別基礎屬性**** SCORE = 3000; //擊倒分數 HP = 8000 + (1000 * GamePage.HERO_S); //怪物血量 ADD_X = 0; //物件位移 ADD_Y = 0.8f; //物件位移 //************* randObj = GamePage.randObj; n = 0; //前進多少 才開始觸發事件 MinY = -50; //飄移最小值 MaxY = 50; //飄移最大值 }
public override void info() { //**父類別基礎屬性**** SCORE = 5000; //擊倒分數 HP = 12000; //怪物血量 ADD_X = 0; //物件位移 ADD_Y = 2f; //物件位移 //************* randObj = GamePage.randObj; n = 50; //前進多少 才開始觸發事件 MinY = 0; //飄移最小值 MaxY = 100; //飄移最大值 }
public override void info() { //**父類別基礎屬性**** SCORE = 400; //擊倒分數 HP = GamePage.HERO_LV * 100; //怪物血量 ADD_X = 0; //物件位移 ADD_Y = 0.8f; //物件位移 //************* randObj = GamePage.randObj; n = GamePage.randObj.Next(250, 400); //多久之後 開始覺醒觸發攻擊 powerNum = 20; //越低連發越多 MinY = 0; //飄移最小值 MaxY = 400; //飄移最大值 }
public override void info() { //**父類別基礎屬性**** SCORE = 51; //擊倒分數 HP = 10; //怪物血量 ADD_X = 0; //物件位移 ADD_Y = 2f; //物件位移 //************* randObj = GamePage.randObj; n = 100; //前進多少 才開始觸發事件 Nmin = 200; //發射延遲時間最少 Nmax = 300; //發射延遲時間最多 MinY = 100; //飄移最小值 MaxY = 550; //飄移最大值 }
public override void info() { //**父類別基礎屬性**** SCORE = 5300;//擊倒分數 if (GamePage.HERO_LV != 21) { HP = 1000;//怪物血量 } else { HP = 5000; //怪物血量 } ADD_X = 0; //物件位移 ADD_Y = 1f; //物件位移 //************* randObj = GamePage.randObj; n = 50; //前進多少 才開始觸發事件 MinY = 0; //飄移最小值 MaxY = 150; //飄移最大值 }
public override void info() { //**父類別基礎屬性**** SCORE = 350;//擊倒分數 if (GamePage.HERO_LV <= 10) { HP = 200 + (GamePage.HERO_S * 100); } else { HP = GamePage.HERO_LV * 70 + (GamePage.HERO_S * 100);//怪物血量 } ADD_X = 0; //物件位移 ADD_Y = 0.8f; //物件位移 //************* randObj = GamePage.randObj; n = GamePage.randObj.Next(250, 400); //多久之後 開始覺醒觸發攻擊 powerNum = 25 - (GamePage.HERO_LV / 2); //越低連發越多 MinY = 0; //飄移最小值 MaxY = 400; //飄移最大值 }