Esempio n. 1
0
 public override void executeAction()
 {
     foreach (Chara chara in targetList)
     {
         if (!chara.isEnemy && chara.HPcurr > 0)
         {
             StatusEffect se = new Ef_Poison();
             se.InitializeSE(level, duration);
             chara.InflictStatus(se);
         }
     }
 }
Esempio n. 2
0
 public override void executeAction()
 {
     if (source.MPcurr < mpCost)
     {
         message = source.name + " does not have enough MP!\n";
     }
     else
     {
         source.MPcurr -= mpCost;
         message        = target.name + " is OVERLOADED!\n";
         StatusEffect se = new Ef_Poison();
         se.InitializeSE(level, duration);
         target.InflictStatus(se);
     }
 }
 public override void executeAction()
 {
     if (source.MPcurr < mpCost)
     {
         message = source.name + " has not enough MP!\n";
     }
     else
     {
         source.MPcurr -= mpCost;
         message        = target.name + " is attacked for " + damage + " and OVERLOADED!\n";
         damage         = CalculateDamage(source.atk, target);
         StatusEffect se = new Ef_Poison();
         se.InitializeSE(level, duration);
         target.TakeDamage(damage);
         target.InflictStatus(se);
     }
 }
Esempio n. 4
0
    public override void executeAction()
    {
        StatusEffect se = new Ef_Poison();

        se.InitializeSE(level, duration);
        List <Chara> viableTargets = new List <Chara>();

        //random target, save to tauntTarget
        foreach (Chara chara in targetList)
        {
            if (!chara.isEnemy && chara.HPcurr > 0)
            {
                viableTargets.Add(chara);
            }
        }
        target = viableTargets[Random.Range(0, viableTargets.Count)];
        target.InflictStatus(se);
    }
Esempio n. 5
0
    public PlayerChara PlayerDataLoad(int ID)
    {
        PlayerChara pChara = party[ID].GetComponent <PlayerChara>();

        pChara.chara = new Chara("", 0, 0, 0, 0, 0, false);
        PlayerChara tempCharaHolder;

        string[] saveData;
        saveData = PlayerPrefs.GetString("partyDetails" + ID, "").Split('#');
        if (saveData.Length < 18)
        {
            pChara.chara.name = "ERRORNOTFOUND";
            return(pChara);
        }
        else
        {
            tempCharaHolder = allPlayerChara[int.Parse(saveData[0])].GetComponent <PlayerChara>();
            //set return pChara based on ID(bases)
            pChara.chara.sprite    = tempCharaHolder.chara.sprite;
            pChara.chara.name      = tempCharaHolder.chara.name;
            pChara.chara.baseHPmax = tempCharaHolder.chara.baseHPmax;
            pChara.chara.baseMPmax = tempCharaHolder.chara.baseMPmax;
            pChara.chara.baseAtk   = tempCharaHolder.chara.baseAtk;
            pChara.chara.baseDef   = tempCharaHolder.chara.baseDef;
            pChara.chara.baseSpd   = tempCharaHolder.chara.baseSpd;
            pChara.skillList       = tempCharaHolder.skillList;

            //set current active stats
            pChara.chara.HPmax = int.Parse(saveData[1]);
            pChara.chara.MPmax = int.Parse(saveData[2]);
            pChara.chara.atk   = int.Parse(saveData[3]);
            pChara.chara.def   = int.Parse(saveData[4]);
            pChara.chara.spd   = int.Parse(saveData[5]);

            //set battle stats
            pChara.chara.HPcurr = int.Parse(saveData[6]);
            pChara.chara.MPcurr = int.Parse(saveData[7]);

            pChara.chara.efShield    = int.Parse(saveData[8]);
            pChara.chara.efTauntRate = int.Parse(saveData[9]);
            pChara.chara.efStunRate  = int.Parse(saveData[10]);
            pChara.chara.efRecov     = int.Parse(saveData[11]);
            pChara.chara.efExtend    = int.Parse(saveData[12]);
            pChara.chara.efPoison    = int.Parse(saveData[13]);

            pChara.chara.actionPointMax = int.Parse(saveData[14]);
            //set status effects
            if (saveData[15].Length > 0)
            {
                string[] seData = saveData[15].Split('&');
                foreach (string seSet in seData)
                {
                    string[] seDetail = seSet.Split('^');

                    /*1 = AtkUP
                     *  2 = SpdUP
                     *  3 = DefUP
                     *  4 = AtkDOWN
                     *  5 = SpdDOWN
                     *  6 = DefDOWN
                     *  7 = HPDOwn
                     *  11 = Poison(Overload)
                     *  12 = Shield
                     *  13 = Extend
                     *  14 = Regen
                     *  15 = Stun
                     *  16 = Taunt*/
                    StatusEffect tempSE;
                    //set SE according to ID
                    switch (int.Parse(seDetail[0]))
                    {
                    case 1:
                        tempSE = new Ef_AtkUP();
                        break;

                    case 2:
                        tempSE = new Ef_SpdUP();
                        break;

                    case 3:
                        tempSE = new Ef_DefUP();
                        break;

                    case 4:
                        tempSE = new Ef_AtkDOWN();
                        break;

                    case 5:
                        tempSE = new Ef_SpdDOWN();
                        break;

                    case 6:
                        tempSE = new Ef_DefDOWN();
                        break;

                    case 7:
                        tempSE = new Ef_HPDOWN();
                        break;

                    case 11:
                        tempSE = new Ef_Poison();
                        break;

                    case 12:
                        tempSE = new Ef_Shield();
                        break;

                    case 13:
                        tempSE = new Ef_Extend();
                        break;

                    case 14:
                        tempSE = new Ef_Regen();
                        break;

                    case 15:
                        tempSE = new Ef_Stun();
                        break;

                    case 16:
                        tempSE = new Ef_Taunt();
                        break;

                    default:
                        //in case buff not found, turn to regen
                        tempSE = new Ef_Regen();
                        break;
                    }
                    tempSE.InitializeSE(int.Parse(seDetail[1]), int.Parse(seDetail[2]));
                    pChara.chara.statusEffectList.Add(tempSE);
                }
            }


            //allocation
            pChara.skillList[0].skillLevel = int.Parse(saveData[16]);
            pChara.skillList[1].skillLevel = int.Parse(saveData[17]);
            pChara.skillList[2].skillLevel = int.Parse(saveData[18]);
            pChara.skillList[3].skillLevel = int.Parse(saveData[19]);

            pChara.trainCount = int.Parse(saveData[20]);
            pChara.spCount    = int.Parse(saveData[21]);
            return(pChara);
        }
    }
Esempio n. 6
0
    public void loadEnemies()
    {
        if (semester < 4)
        {
            bgImage.sprite = bgImageList[0];
        }
        else if (semester < 7)
        {
            bgImage.sprite = bgImageList[1];
        }
        else
        {
            bgImage.sprite = bgImageList[2];
        }

        //Debug.Log(combatEngine.combatInProgress);
        if (combatEngine.combatInProgress)
        {
            //load already there units
            string   enemyData = PlayerPrefs.GetString("enemyDetails", "");
            string[] enemyUnit = enemyData.Split('\n');
            if (enemyUnit.Length <= 5)
            {
                //error handling: data not found
                combatEngine.combatInProgress = false;
                loadEnemies();
            }
            else
            {
                //data found, load 5 enemies
                for (int i = 0; i < 5; i++)
                {
                    string[] enemyDetail = enemyUnit[i].Split('#');
                    //Debug.Log("Loading data "+i+" found qty "+enemyDetail.Length);
                    //string debugger = "";
                    //foreach(string s in enemyDetail)
                    //{
                    //    debugger += s;
                    //    debugger += " ";
                    //}
                    //Debug.Log("Debugger: "+debugger);
                    //loads id, stats, moves based on id
                    EnemyChara eChara = combatEngine.SpawnEnemy(int.Parse(enemyDetail[1]));
                    //loads name
                    eChara.chara.name = enemyDetail[0];

                    //loads currhp
                    eChara.chara.HPcurr = int.Parse(enemyDetail[2]);
                    //loads battle stats
                    eChara.chara.efExtend    = int.Parse(enemyDetail[3]);
                    eChara.chara.efPoison    = int.Parse(enemyDetail[4]);
                    eChara.chara.efRecov     = int.Parse(enemyDetail[5]);
                    eChara.chara.efShield    = int.Parse(enemyDetail[6]);
                    eChara.chara.efStunRate  = int.Parse(enemyDetail[7]);
                    eChara.chara.efTauntRate = int.Parse(enemyDetail[8]);
                    string targetName = enemyDetail[9];
                    if (targetName != "none")
                    {
                        foreach (Chara chara in combatEngine.GetAllChara())
                        {
                            if (chara.name == targetName)
                            {
                                eChara.chara.efTauntTarget = chara;
                            }
                        }
                    }

                    //loads status effect
                    if (enemyDetail[10].Length > 0)
                    {
                        string[] seData = enemyDetail[10].Split('&');
                        foreach (string seSet in seData)
                        {
                            string[] seDetail = seSet.Split('^');

                            /*1 = AtkUP
                             *  2 = SpdUP
                             *  3 = DefUP
                             *  4 = AtkDOWN
                             *  5 = SpdDOWN
                             *  6 = DefDOWN
                             *  7 = HPDOwn
                             *  11 = Poison(Overload)
                             *  12 = Shield
                             *  13 = Extend
                             *  14 = Regen
                             *  15 = Stun
                             *  16 = Taunt*/
                            StatusEffect tempSE;
                            //set SE according to ID
                            switch (int.Parse(seDetail[0]))
                            {
                            case 1:
                                tempSE = new Ef_AtkUP();
                                break;

                            case 2:
                                tempSE = new Ef_SpdUP();
                                break;

                            case 3:
                                tempSE = new Ef_DefUP();
                                break;

                            case 4:
                                tempSE = new Ef_AtkDOWN();
                                break;

                            case 5:
                                tempSE = new Ef_SpdDOWN();
                                break;

                            case 6:
                                tempSE = new Ef_DefDOWN();
                                break;

                            case 7:
                                tempSE = new Ef_HPDOWN();
                                break;

                            case 11:
                                tempSE = new Ef_Poison();
                                break;

                            case 12:
                                tempSE = new Ef_Shield();
                                break;

                            case 13:
                                tempSE = new Ef_Extend();
                                break;

                            case 14:
                                tempSE = new Ef_Regen();
                                break;

                            case 15:
                                tempSE = new Ef_Stun();
                                break;

                            case 16:
                                tempSE = new Ef_Taunt();
                                break;

                            default:
                                //in case buff not found, turn to regen
                                tempSE = new Ef_Regen();
                                break;
                            }
                            tempSE.InitializeSE(int.Parse(seDetail[1]), int.Parse(seDetail[2]));
                            eChara.chara.statusEffectList.Add(tempSE);
                        }
                    }
                    //loads action/sequence stats
                    eChara.chara.seqIndex = int.Parse(enemyDetail[11]);
                    eChara.chara.actIndex = int.Parse(enemyDetail[12]);
                }
            }
        }
        else
        {
            //spawn new units
            int maxRange = 0;
            foreach (SpawnGroup sg in semesterList[semester - 1].spawnGroup)
            {
                maxRange += sg.value;
            }
            //roll rng
            int rng       = Random.Range(0, maxRange);
            int tempIndex = 0;
            while (rng > semesterList[semester - 1].spawnGroup[tempIndex].value)
            {
                rng -= semesterList[semester - 1].spawnGroup[tempIndex].value;
                tempIndex++;
            }
            foreach (EnemyChara eChara in semesterList[semester - 1].spawnGroup[tempIndex].eCharaList)
            {
                combatEngine.SpawnEnemy(eChara);
            }
            combatEngine.combatInProgress = true;
        }
        saveEnemies();
    }