Esempio n. 1
0
        public ArtAttack()
        {
            Name = "Art Attack";

            MoveInfo = new MoveActionData(new CroppedTexture2D(AssetManager.Instance.LoadRawTexture2D($"{ContentGlobals.BattleGFX}.png"), new Rectangle(202, 987, 39, 36)),
                                          "Draw around the enemy as many times as you can!", Enumerations.MoveResourceTypes.SSSP,
                                          400, Enumerations.CostDisplayTypes.Shown, Enumerations.MoveAffectionTypes.Other, TargetSelectionMenu.EntitySelectionType.All,
                                          false, null, Enumerations.EntityTypes.Enemy);
            DamageInfo = new DamageData(1, Enumerations.Elements.Star, true, Enumerations.ContactTypes.None, Enumerations.ContactProperties.Ranged, null, true, false,
                                        Enumerations.DefensiveActionTypes.None, Enumerations.DamageEffects.None);

            StartingDrawLoc = SpriteRenderer.Instance.WindowCenter;

            SetMoveSequence(new ArtAttackSequence(this));
            actionCommand = new ArtAttackCommand(MoveSequence, StartingDrawLoc, StartingDrawTime);
        }
Esempio n. 2
0
        public ArtAttack()
        {
            Name = "Art Attack";

            SPCost = 400;

            MoveInfo = new MoveActionData(null, "Draw around the enemy as many times as you can!", Enumerations.MoveResourceTypes.SP,
                                          0, Enumerations.CostDisplayTypes.Shown, Enumerations.MoveAffectionTypes.Enemy, TargetSelectionMenu.EntitySelectionType.All,
                                          false, null);
            DamageInfo = new DamageData(1, Enumerations.Elements.Star, true, Enumerations.ContactTypes.None, null, true, false,
                                        Enumerations.DefensiveMoveOverrides.None, Enumerations.DamageEffects.None);

            StartingDrawLoc = SpriteRenderer.Instance.WindowCenter;

            SetMoveSequence(new ArtAttackSequence(this));
            actionCommand = new ArtAttackCommand(MoveSequence, StartingDrawLoc, StartingDrawTime);
        }