//............................................................................................................Battle Choice // For each player Recycle the function to where each player has a turn to choose attack or item on them // ane recycle the slots for each one public void SetCurrentPlayerOptions() { // fill the Attack,Item,and skill lists data with the current player data // the when the player gose into battle select mode and enable attack skill or item // constructslots functions will be filled with the current players data // then after the player choses its choice Do function check to see if there are any remaining players // that need a battle choice then commence battle event GameDataHolder.Player currentPlayer = Playerfighters[PlayerBattleChoiceTurn]; for (int i = 0; i < GamData.Attacks.Count; i++) { // check all player attacks // set it to the player at begining soon if (currentPlayer.Etype == GamData.Attacks[i].Etype && GamData.Attacks[i].LevelRequirment <= currentPlayer.Level && GamData.Attacks[i].isItemAttack == false) { PlayerAttacks.Add(PlayerAttacks[i]); } // add skills list if (currentPlayer.Etype == GamData.Attacks[i].Etype && GamData.Attacks[i].isItemAttack == true) { for (int a = 0; a < inventory.PlayerInventory.Count; a++) { if (inventory.PlayerInventory[a] == GamData.Attacks[i].ItemForAttack) { PlayerSkills.Add(GamData.Attacks[i]); } } } PlayerBattleChoiceTurn += 1; if (PlayerBattleChoiceTurn > Playerfighters.Count) { // Begive battle Event Phase // Set PlayerBattleChoiceTurn to 0 PlayerBattleChoiceTurn = 0; } // do for enamy Attacks // if (attack.AttackList[i].type == Attacks.attacks.AttackType.normal && attack.AttackList[i].RecLevel <= TempEnamy.Level) // { // EnamyAttacks.Add(attack.AttackList[i]); // } } for (int i = 0; i < Playerfighters.Count; i++) { // Setup battle face PlayerBattleChoiceTurn += 1; if (PlayerBattleChoiceTurn > Playerfighters.Count) { PlayerBattleChoiceTurn = 0; // start battle event fase } // Setup Slots } }
// Do attacks and events in order // Check if player has died // Go back to battle choice // Chooses the next players turn based on ............................................................................Choose Fighter turn public void ChooseFightersTurn() { // add enemy speeds for (int i = 0; i < EnemyFighters.Count; i++) { Speeds.Add(EnemyFighters[i].Speed); } // add player speeds for (int i = 0; i < EnemyFighters.Count; i++) { Speeds.Add(EnemyFighters[i].Speed); } // set list of speeds in order from least to fastest Speeds.Sort(); // reverse list so fastest is first Speeds.Reverse(); for (int i = 0; i < EnemyFighters.Count + Playerfighters.Count; i++) { //If is Enemy if (EnemyFighters[i].Speed == Speeds[PlayerTurn]) { // if is its speed do turn ChosenEnemy = EnemyFighters[i]; } //If is Player else if (Playerfighters[i].Speed == Speeds[PlayerTurn]) { // if is its speed do turn DoPlayersTurn(); ChosenPlayer = Playerfighters[i]; } } }