public override void Action() { this.character.animationpoint = CharacterAnimation.SworsAnimation(this.character.waittime); if (this.character.waittime == 3) { this.sound.PlaySE(SoundEffect.sword); if ((uint)this.character.barrierType > 0U) { this.sound.PlaySE(SoundEffect.shoot); this.aura = true; } } this.character.animationpoint = CharacterAnimation.SworsAnimation(this.character.waittime); if (this.character.waittime >= 30) { this.End(); this.player.animationpoint = new Point(0, 0); this.player.motion = Player.PLAYERMOTION._neutral; this.aura = false; } if (this.character.waittime != 10) { return; } int power = this.power; AttackBase a = new SonicBoom(this.sound, this.character.parent, this.character.position.X + this.UnionRebirth(this.character.union), this.character.position.Y, this.character.union, this.Power, 8, ChipBase.ELEMENT.normal, this.aura); a.invincibility = true; this.character.parent.attacks.Add(this.CounterNone(a)); }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.waittime == 3) { this.sound.PlaySE(SoundEffect.sword); if ((uint)character.barrierType > 0U) { this.sound.PlaySE(SoundEffect.shoot); this.aura = true; } } character.animationpoint = CharacterAnimation.SworsAnimation(character.waittime); if (character.waittime >= 30) { base.Action(character, battle); this.aura = false; } if (character.waittime != 10) { return; } int num = this.power + this.pluspower; AttackBase a = new SonicBoom(this.sound, character.parent, character.position.X + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 8, this.element, this.aura); a.invincibility = true; character.parent.attacks.Add(this.Paralyze(a)); }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.waittime == 3) { this.sound.PlaySE(SoundEffect.sword); if ((uint)character.barrierType > 0U) { this.sound.PlaySE(SoundEffect.shoot); this.aura = true; } } character.animationpoint = CharacterAnimation.SworsAnimation(character.waittime); if (this.count < 3) { if (character.waittime >= 21) { ++this.count; character.waittime = 0; } } else if (character.waittime >= 30) { base.Action(character, battle); } if (character.waittime != 10) { return; } int num = this.power + this.pluspower; switch (this.count) { case 0: this.element = ChipBase.ELEMENT.heat; break; case 1: this.element = ChipBase.ELEMENT.aqua; break; case 2: this.element = ChipBase.ELEMENT.eleki; break; default: this.element = ChipBase.ELEMENT.leaf; break; } AttackBase a = new SonicBoom(this.sound, character.parent, character.position.X + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 8, this.element, false); a.invincibility = this.count >= 3; character.parent.attacks.Add(this.Paralyze(a, character)); }
public override void Action(CharacterBase character, SceneBattle battle) { if (!this.BlackOut(character, battle, this.name, this.Power(character).ToString())) { return; } if (character is Player) { Player player = (Player)character; if (this.nowmotion == 0 && this.frame < 3 && (Input.IsPush(Button._A) && this.command == 0) && this.commandTime < 60) { this.CommandInput("上下左右B", player); if (this.CommandCheck("下左上右下")) { this.command = 4; } else if (this.CommandCheck("左B右B")) { this.command = 5; } } } if (this.moveflame) { switch (this.nowmotion) { case 0: this.animePoint.X = this.AnimeMove(this.frame).X; switch (this.frame) { case 1: character.animationpoint.X = -1; this.xPosition = character.position.X; this.sound.PlaySE(SoundEffect.warp); break; case 2: if (character is Player && (Input.IsPush(Button._A) && this.command == 0 && this.commandTime < 60)) { this.frame = 1; break; } break; case 3: if (this.CommandCheck("下左上右下")) { this.sound.PlaySE(SoundEffect.CommandSuccess); this.command = 4; } else if (this.CommandCheck("左B右B")) { this.sound.PlaySE(SoundEffect.CommandSuccess); this.command = 5; } if (this.command == 5) { this.xPosition = character.position.X; ++this.nowmotion; this.frame = 0; break; } break; case 5: this.xPosition = this.TargetX(character, battle); if (this.xPosition < 0) { this.xPosition = 0; } if (this.xPosition > 5) { this.xPosition = 5; break; } break; case 9: ++this.nowmotion; this.frame = 0; break; } break; case 1: this.animePoint.X = this.AnimeSlash1(this.frame).X; switch (this.frame) { case 5: if (character is Player && this.command == 0) { Player player = (Player)character; if (Input.IsPush(Button.Right)) { this.sound.PlaySE(SoundEffect.CommandSuccess); this.command = 1; } else if (Input.IsPush(Button.Up)) { this.sound.PlaySE(SoundEffect.CommandSuccess); this.command = 2; } else if (Input.IsPush(Button.Left)) { this.sound.PlaySE(SoundEffect.CommandSuccess); this.command = 3; } break; } break; case 6: this.sound.PlaySE(SoundEffect.sword); AttackBase a1 = new SwordAttack(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element, false, false); switch (this.command) { case 1: a1 = new FighterSword(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element); break; case 2: a1 = new SwordAttack(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element, false, false); break; case 3: a1 = new SwordCloss(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character) / 2, 4, this.element, false); break; case 4: a1 = new Halberd(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element, false); break; case 5: a1 = new SonicBoom(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 8, this.element, false); break; } a1.invincibility = false; battle.attacks.Add(this.Paralyze(a1)); break; case 10: ++this.nowmotion; this.frame = 0; break; } break; case 2: this.animePoint.X = this.AnimeSlash2(this.frame).X; switch (this.frame) { case 6: this.sound.PlaySE(SoundEffect.sword); AttackBase a2 = new SwordAttack(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element, false, false); switch (this.command) { case 1: a2 = new FighterSword(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element); break; case 2: a2 = new SwordAttack(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element, false, false); break; case 3: a2 = new SwordCloss(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character) / 2, 4, this.element, false); break; case 4: a2 = new Halberd(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element, false); break; case 5: a2 = new SonicBoom(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 8, this.element, false); break; } a2.invincibility = false; battle.attacks.Add(this.Paralyze(a2)); break; case 10: ++this.nowmotion; this.frame = 0; break; } break; case 3: this.animePoint.X = this.AnimeSlash3(this.frame).X; switch (this.frame) { case 6: this.sound.PlaySE(SoundEffect.sword); AttackBase a3 = new SwordCloss(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character) / 2, 4, this.element, false); switch (this.command) { case 1: a3 = new FighterSword(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element); break; case 2: a3 = new SwordAttack(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element, false, false); break; case 3: a3 = new SwordCloss(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character) / 2, 4, this.element, false); break; case 4: a3 = new Halberd(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element, false); break; case 5: a3 = new SonicBoom(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 8, this.element, false); break; } a3.invincibility = false; battle.attacks.Add(this.Paralyze(a3)); break; case 10: ++this.nowmotion; this.frame = 0; break; } break; case 4: this.animePoint.X = this.AnimeSlash2(this.frame).X; switch (this.frame) { case 6: this.sound.PlaySE(SoundEffect.sword); AttackBase a4 = new Halberd(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element, false); switch (this.command) { case 1: a4 = new FighterSword(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element); break; case 2: a4 = new SwordAttack(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element, false, false); break; case 3: a4 = new SwordCloss(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character) / 2, 4, this.element, false); break; case 4: a4 = new Halberd(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element, false); break; case 5: a4 = new SonicBoom(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 8, this.element, false); break; } a4.invincibility = false; battle.attacks.Add(this.Paralyze(a4)); break; case 10: ++this.nowmotion; this.frame = 0; break; } break; case 5: this.animePoint.X = this.AnimeSlash1(this.frame).X; switch (this.frame) { case 6: this.sound.PlaySE(SoundEffect.sword); AttackBase a5 = new SonicBoom(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 8, this.element, true); switch (this.command) { case 1: a5 = new FighterSword(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element); break; case 2: a5 = new SwordAttack(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element, false, false); break; case 3: a5 = new SwordCloss(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character) / 2, 4, this.element, false); break; case 4: a5 = new Halberd(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 4, this.element, false); break; case 5: a5 = new SonicBoom(this.sound, battle, this.xPosition + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 8, this.element, false); break; } a5.invincibility = true; battle.attacks.Add(this.Paralyze(a5)); break; case 30: character.parent.effects.Add(new MoveEnemy(this.sound, character.parent, this.xPosition, character.position.Y)); this.end = true; ++this.nowmotion; this.frame = 0; break; } break; } } if (this.end && this.BlackOutEnd(character, battle)) { base.Action(character, battle); } this.FlameControl(2); }