Esempio n. 1
0
    public override void Attack(BattleCaracter caracter)
    {
        Defenced = false;
        BattlePlayer player = (BattlePlayer)caracter;

        switch (BattleOnly.GetRandomIndex(5, 3, 2, 1))
        {
        case 0:
            if (mp > 10)
            {
                actionlog = name + "はめらぞーまをとなえた\n" + player.Damege(power * 3);
                mp       -= 10;
            }
            else
            {
                actionlog = name + "はめらぞーまをとなえた\nしかしMPが足りない!";
            }
            break;

        case 1:
            actionlog = name + "は杖でたたいてきた!\n" + player.Damege(power);
            break;

        case 2:
            Defence();
            actionlog = name + "は防御を固めた!" + actionlog;
            break;

        case 3:
            actionlog = name + "はイオナズンをとなえた!\nしかしMPがたりない!";
            break;
        }
        currentturn++;
    }
Esempio n. 2
0
    public override void Attack(BattleCaracter enemycaracter)
    {
        Enemy enemy = (Enemy)enemycaracter;

        actionlog = enemy.Damege(currentintelligence);
        if (enemy.HpGetter() == 0)
        {
            totalexe += enemy.PowerGetter();
        }
        Select();
    }
Esempio n. 3
0
    public override void Attack(BattleCaracter caracter)
    {
        Defenced = false;
        BattlePlayer player = (BattlePlayer)caracter;

        switch (BattleOnly.GetRandomIndex(3, 2, 2, 2))
        {
        case 0:
            actionlog = name + "は杖でたたいてきた!\n" + player.Damege(power);
            break;

        case 1:
            Defence();
            actionlog = name + "は防御を固めた!" + actionlog;
            break;

        case 2:
            if (mp > 10)
            {
                actionlog = name + "は天地魔闘の構えをとった\n" + player.Foolish();
                mp       -= 10;
            }
            else
            {
                actionlog = name + "は天地魔闘の構えをとった\nしかし何も起こらなかった!";
            }
            break;

        case 3:
            Enemy enemy = enemylist[(int)UnityEngine.Random.Range(0, enemylist.Count - 1)];
            if (mp > 10)
            {
                actionlog = name + "は" + enemy.GetName() + "の問題を強化した\n" + enemy.PowerUp(power);
                mp       -= 10;
            }
            else
            {
                actionlog = name + "は" + enemy.GetName() + "を強化させようとした!\nしかしMPが足りない!";
            }

            break;
        }
    }
Esempio n. 4
0
    public override void Attack(BattleCaracter caracter)
    {
        Defenced = false;
        BattlePlayer player = (BattlePlayer)caracter;

        switch (BattleOnly.GetRandomIndex(8, 1))
        {
        case 0:
            actionlog = name + "のこうげき\n" + player.Damege(power);
            break;

        case 1:
            Defence();
            actionlog = name + "は防御を固めた!\n" + actionlog;
            break;
        }

        currentturn++;
    }
Esempio n. 5
0
    public override void Attack(BattleCaracter caracter)
    {
        Defenced = false;
        BattlePlayer player = (BattlePlayer)caracter;

        switch (BattleOnly.GetRandomIndex(5, 2, 1, 4, 2, 2, 1))
        {
        case 0:
            actionlog = name + "の強烈な一撃!\n" + player.Damege((int)UnityEngine.Random.Range(power * 0.8f, power * 1.2f));
            break;

        case 1:
            Defence();
            actionlog = name + "は防御を固めた!" + actionlog;
            break;

        case 2:
            actionlog = name + "は天地魔闘の構えをとった\n" + player.Foolish();
            break;

        case 3:
            actionlog = name + "はめらぞーまをとなえた\n" + player.Damege(power * 3);
            break;

        case 4:
            actionlog = name + "は自分自身を強化した\n" + this.PowerUp(power);
            break;

        case 5:
            actionlog = name + "は自分を回復させた\n" + this.Recovery(power * 4);
            break;

        case 6:
            actionlog = name + "は仲間を呼んだ\n" + CreateEnemy(player);
            break;
        }
    }
Esempio n. 6
0
    public override void Attack(BattleCaracter caracter)
    {
        Defenced = false;
        BattlePlayer player = (BattlePlayer)caracter;

        switch (BattleOnly.GetRandomIndex(4, 4, 2, 1))
        {
        case 0:
            Enemy enemy = enemylist[(int)UnityEngine.Random.Range(0, enemylist.Count - 1)];
            if (mp > 10)
            {
                actionlog = name + "は" + enemy.GetName() + "の問題を追加した\n" + enemy.Recovery(power * 4);
                mp       -= 10;
            }
            else
            {
                actionlog = name + "は" + enemy.GetName() + "を回復させようとした!\nしかしMPが足りない!";
            }

            break;

        case 1:
            actionlog = name + "は杖でたたいてきた!\n" + player.Damege(power);
            break;

        case 2:
            Defence();
            actionlog = name + "は防御を固めた!" + actionlog;
            break;

        case 3:
            actionlog = name + "はザオリクをとなえた!\nしかしMPがたりない!";
            break;
        }
        currentturn++;
    }
Esempio n. 7
0
 public override void Attack(BattleCaracter player)
 {
     actionlog = player.Damege(power);
 }
Esempio n. 8
0
 public virtual void Attack(BattleCaracter caracter)
 {
 }