Esempio n. 1
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 public override void info()
 {
     //**父類別基礎屬性****
     SCORE = 20; //擊倒分數
     HP    = 6;  //怪物血量
     ADD_X = 0f; //物件位移
     ADD_Y = 0f; //物件位移
     //*************
     randObj = GamePage.randObj;
     n       = 60; //出現後 保護怪獸時間 並且怪獸要閃閃的
     sec     = 60; //幾秒發動射擊
 }
Esempio n. 2
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 public override void info()
 {
     //**父類別基礎屬性****
     SCORE = 98; //擊倒分數
     HP    = 3;  //怪物血量
     ADD_X = 0f; //物件位移
     ADD_Y = 2;  //物件位移
     //*************
     randObj = GamePage.randObj;
     n       = randObj.Next(300, 400); //y前進多少 開始發動捨身攻擊
     sec     = 60;                     //幾秒發動射擊
 }
Esempio n. 3
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 public override void info()
 {
     //**父類別基礎屬性****
     SCORE = 1500;                           //擊倒分數
     HP    = 1350 + (GamePage.HERO_S * 300); //怪物血量
     ADD_X = 0;                              //物件位移
     ADD_Y = 0.8f;                           //物件位移
     //*************
     randObj = GamePage.randObj;
     n       = 0;   //前進多少 才開始觸發事件
     MinY    = 0;   //飄移最小值
     MaxY    = 200; //飄移最大值
 }
Esempio n. 4
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 public override void info()
 {
     //**父類別基礎屬性****
     SCORE = 43; //擊倒分數
     HP    = 30; //怪物血量
     ADD_X = 0;  //物件位移
     ADD_Y = 3f; //物件位移
     //*************
     randObj = GamePage.randObj;
     n       = 450; //前進多少開始觸發事件
     MinY    = 350;
     MaxY    = 500;
 }
Esempio n. 5
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 public override void info()
 {
     //**父類別基礎屬性****
     SCORE = 3000;                            //擊倒分數
     HP    = 8000 + (1000 * GamePage.HERO_S); //怪物血量
     ADD_X = 0;                               //物件位移
     ADD_Y = 0.8f;                            //物件位移
     //*************
     randObj = GamePage.randObj;
     n       = 0;   //前進多少 才開始觸發事件
     MinY    = -50; //飄移最小值
     MaxY    = 50;  //飄移最大值
 }
Esempio n. 6
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 public override void info()
 {
     //**父類別基礎屬性****
     SCORE = 5000;  //擊倒分數
     HP    = 12000; //怪物血量
     ADD_X = 0;     //物件位移
     ADD_Y = 2f;    //物件位移
     //*************
     randObj = GamePage.randObj;
     n       = 50;  //前進多少 才開始觸發事件
     MinY    = 0;   //飄移最小值
     MaxY    = 100; //飄移最大值
 }
Esempio n. 7
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 public override void info()
 {
     //**父類別基礎屬性****
     SCORE = 400;                    //擊倒分數
     HP    = GamePage.HERO_LV * 100; //怪物血量
     ADD_X = 0;                      //物件位移
     ADD_Y = 0.8f;                   //物件位移
     //*************
     randObj  = GamePage.randObj;
     n        = GamePage.randObj.Next(250, 400); //多久之後 開始覺醒觸發攻擊
     powerNum = 20;                              //越低連發越多
     MinY     = 0;                               //飄移最小值
     MaxY     = 400;                             //飄移最大值
 }
Esempio n. 8
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        public override void info()
        {
            //**父類別基礎屬性****
            SCORE = 51; //擊倒分數
            HP    = 10; //怪物血量
            ADD_X = 0;  //物件位移
            ADD_Y = 2f; //物件位移
            //*************
            randObj = GamePage.randObj;
            n       = 100; //前進多少 才開始觸發事件

            Nmin = 200;    //發射延遲時間最少
            Nmax = 300;    //發射延遲時間最多

            MinY = 100;    //飄移最小值
            MaxY = 550;    //飄移最大值
        }
Esempio n. 9
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 public override void info()
 {
     //**父類別基礎屬性****
     SCORE = 5300;//擊倒分數
     if (GamePage.HERO_LV != 21)
     {
         HP = 1000;//怪物血量
     }
     else
     {
         HP = 5000; //怪物血量
     }
     ADD_X = 0;     //物件位移
     ADD_Y = 1f;    //物件位移
     //*************
     randObj = GamePage.randObj;
     n       = 50;  //前進多少 才開始觸發事件
     MinY    = 0;   //飄移最小值
     MaxY    = 150; //飄移最大值
 }
Esempio n. 10
0
        public override void info()
        {
            //**父類別基礎屬性****
            SCORE = 350;//擊倒分數

            if (GamePage.HERO_LV <= 10)
            {
                HP = 200 + (GamePage.HERO_S * 100);
            }
            else
            {
                HP = GamePage.HERO_LV * 70 + (GamePage.HERO_S * 100);//怪物血量
            }


            ADD_X = 0;    //物件位移
            ADD_Y = 0.8f; //物件位移
            //*************
            randObj  = GamePage.randObj;
            n        = GamePage.randObj.Next(250, 400); //多久之後 開始覺醒觸發攻擊
            powerNum = 25 - (GamePage.HERO_LV / 2);     //越低連發越多
            MinY     = 0;                               //飄移最小值
            MaxY     = 400;                             //飄移最大值
        }