//MOVE REFERENCE GUIDE //atk = attack //ult = utility /* * Hot Streak 1 Flaming atk rapid attack * Flash 2 Electric ult stun * Freeze the Account 3 Ice ult block next damage * Buy the Pot 4 Grass ult heal * Mucker 5 Psychic ult Chance to dodge damage * * All In 6 High Rolling atk Either high damage or no damage * Chip Swipe 7 Thieving atk damage and heal self * Reckless Raise 8 Tempermental atk high damage and hurt self * Duumb Luck 9 Drunken ??? random heal and hurt * Implied Odds 10 card counting atk change luck * * Full House 11 Dragon ult Boost all stats * Bad Beat 12 Orc ult Increase Attack but drop defense and luck * Sweeten the Pot 13 Goblin ult change attack stat * Bluff 14 Mimic ult change defense stat * Unfavorable Deck 15 Witch ult change eveything stat * * * Jackpot 16 Dragon atk damage and small heal * Bust 17 Orc atk Heavy Attack, * Suck-Out 18 Goblin atk random chance to do different attacks * Trap 19 Mimic atk Use your defense as the attack * Hole Card 20 Witch atk Use the difference of all stats as your attack */ // Start is called before the first frame update void Start() { MovePic.enabled = false; MovesTxt1.enabled = false; MovesTxt2.enabled = false; BackBtn.GetComponentInChildren <TextMeshProUGUI>().enabled = false; BackBtn.interactable = false; NextBtn.GetComponentInChildren <TextMeshProUGUI>().enabled = false; NextBtn.interactable = false; PrevBtn.GetComponentInChildren <TextMeshProUGUI>().enabled = false; PrevBtn.interactable = false; //get character components pc = ps.GetComponent <Character>(); ec = es.GetComponent <Character>(); }
// Start is called before the first frame update void Start() { // CreateButton(); pc = ps.GetComponent <Character>(); ec = es.GetComponent <Character>(); }
public IEnumerator CreateEnemy() { TraitScr.ShouldSpin = false; ElementScr.ShouldSpin = false; MonsterScr.ShouldSpin = false; IsCharacterTurn = false; ps.IsCharacterTurn = true; wait = false; pc = ps.GetComponent <Character>(); ec = es.GetComponent <Character>(); //new ids and stats ElementId = Random.Range(1, 6); TraitId = Random.Range(6, 11); MonsterId = Random.Range(11, 16); Muck = -1; Chips = 100 + (ps.Lvl * 10); Atk = 0; Def = 0; Luck = 0; Frozen = false; setTrait(TraitId); setElement(ElementId); setMonster(MonsterId); float a = (float)Atk * (((float)ps.Lvl * 0.1f) + 0.2f); float d = (float)Def * (((float)ps.Lvl * 0.1f) + 0.2f); float l = (float)Luck * (((float)ps.Lvl * 0.1f) + 0.2f); Atk = (int)a; Def = (int)d; Luck = (int)l; Stuntime = -1; AtkText.text = "Atk X " + Atk.ToString(); DefText.text = "Def X " + Def.ToString(); LuckText.text = "Luck X " + Luck.ToString(); ChipsText.text = "Chips X " + Chips.ToString(); name = NameText.text; //declare the monster Description.text = "A " + name + " appears!"; mm.b1.interactable = true; mm.b2.interactable = true; mm.b3.interactable = true; mm.b4.interactable = true; Description.text += "\nIt is your turn!"; mm.MoveBtn.interactable = true; if (mm.PlayerID == 1) { mm.b1.interactable = false; } if (mm.PlayerID == 2) { mm.b2.interactable = false; } if (mm.PlayerID == 3) { mm.b3.interactable = false; } if (mm.PlayerID == 4) { mm.b4.interactable = false; } // yield return new WaitForSeconds(1f); TraitScr.SetImage(TraitId - 6); // yield return new WaitForSeconds(1f); ElementScr.SetImage(ElementId - 1); // yield return new WaitForSeconds(1f); MonsterScr.SetImage(MonsterId - 11); yield return(null); }