コード例 #1
0
    public int DamageEnemyHealth(BaseAbilities usedAbility)
    {
        damageDone = (int)damageCalc.DamageFormula(usedAbility);
        enemyHP   -= damageDone;

        if (enemyHP < 0)
        {
            enemyHP = 0;
        }

        Debug.Log("Enemy Health: " + enemyHP);
        return(enemyHP);
    }
コード例 #2
0
    public int DamagePlayerHealth(BaseAbilities usedAbility)
    {
        damageDone = (int)damageCalc.DamageFormula(usedAbility);
        playerHP  -= damageDone;

        if (playerHP < 0)
        {
            playerHP = 0;
        }

        Debug.Log("Player Health: " + playerHP);
        return(playerHP);
    }
コード例 #3
0
    public int CalculateUsedPlayerAbilityDamage(BaseAbilities usedAbility)
    {
        Debug.Log("Used ability: " + usedAbility.AbilityName);
        // TurnBasedCombatStateMachine.currentState = TurnBasedCombatStateMachine.BattleStates.PLAYERCHOICE;
        totalUsedAbilityDamage = (int)CalculateAbilityDamage(usedAbility);



        return(totalUsedAbilityDamage);
        //	Debug.Log (totalUsedAbilityDamage);

        // move damage + critical strike
    }
コード例 #4
0
 public BaseAbilities ChooseEnemyAbility()
 {
     playerHealthPercentage = (GameInformation.currentHealth / GameInformation.Health) * 100;
     enemyHealthPercentage  = (GameInformation.currentEnemyHealth / GameInformation.EnemyHealth) * 100;
     enemyAbilityOne        = GameInformation.playerMoveOne;
     if (GameInformation.monsterID != 1)
     {
         if (playerHealthPercentage >= 75)
         {
             return(chosenAbility = new Tackle());
         }
         else if (playerHealthPercentage < 75 && playerHealthPercentage >= 50)
         {
             return(chosenAbility = new Attack());
         }
         else if (playerHealthPercentage < 50)
         {
             return(chosenAbility = new Attack());
         }
         else
         {
             return(chosenAbility = new Attack());
         }
     }
     else if (GameInformation.monsterID == 1)
     {
         if (playerHealthPercentage >= 75)
         {
             return(chosenAbility = new SwordSlash());
         }
         else if (playerHealthPercentage < 75 && playerHealthPercentage >= 50)
         {
             return(chosenAbility = new Attack());
         }
         else if (playerHealthPercentage < 50)
         {
             return(chosenAbility = new Attack());
         }
         else
         {
             return(chosenAbility = new Attack());
         }
     }
     else
     {
         return(chosenAbility = new Attack());
     }
 }
コード例 #5
0
    public void calculateEnemyMoveDamage(BaseAbilities usedAbility)
    {
        Debug.Log("Used Ability: " + usedAbility.AbilityName);
        //Used Ability Power + Enemy Strength + Random Damage(Ranging from 1 to 3)*EnemyLevel
        totalUsedAbilityDamage             = (int)CalculateAbilityDamage(usedAbility) + GameInformation.EnemyStrength + Random.Range(1, 3) * GameInformation.EnemyLevel;
        GameInformation.currentEnemyMana  -= usedAbility.AbilityCost;        //Lose mana equal to the ability cost
        TBCStateMachine.enemyCompletedTurn = true;
        totalUsedAbilityDamageGUI          = totalUsedAbilityDamage;

        if (usedAbility.AbilityName != "Heal")
        {
            GameInformation.currentHealth -= totalUsedAbilityDamage;
        }
        if (usedAbility.AbilityName == "Heal")
        {
            GameInformation.currentEnemyHealth += usedAbility.AbilityPower + GameInformation.EnemyLevel;
            if (GameInformation.currentEnemyHealth > GameInformation.EnemyHealth)
            {
                GameInformation.currentEnemyHealth = GameInformation.EnemyHealth;
            }
        }
    }
コード例 #6
0
    public void calculatePlayerMoveDamage(BaseAbilities usedAbility)
    {
        Debug.Log("Used Ability: " + usedAbility.AbilityName);
        //Used Ability Power + Player Strength*2 + Random Damage(Ranging from 4 to 15)
        totalUsedAbilityDamage = (int)CalculateAbilityDamage(usedAbility) + GameInformation.Strength * 2 + CombatGUI.RandomDamage;

        GameInformation.currentMana -= usedAbility.AbilityCost;         //Lose mana equal to the ability cost

        if (usedAbility.AbilityName != "Heal")
        {
            GameInformation.currentEnemyHealth -= totalUsedAbilityDamage;
        }
        if (usedAbility.AbilityName == "Heal")
        {
            GameInformation.currentHealth += usedAbility.AbilityPower + GameInformation.PlayerLevel * 2;
            if (GameInformation.currentHealth > GameInformation.Health)
            {
                GameInformation.currentHealth = GameInformation.Health;
            }
        }
        TBCStateMachine.playerCompletedTurn = true;
    }
コード例 #7
0
 private float CalculateAbilityDamage(BaseAbilities usedAbility)
 {
     abilityPower            = usedAbility.AbilityPower; //retrieves ability power of move used
     totalAbilityPowerDamage = abilityPower;
     return(totalAbilityPowerDamage);
 }
コード例 #8
0
 public TimelyMesssenger() :
     base(nameof(TimelyMesssenger), 1, Core.Color.Neutral, Faction.None, UnitClasses.Mercenary, 1, 1)
 {
     BaseAbilities.Add(new HasteAbility());
 }
コード例 #9
0
 private int CalculateAbilityDamage(BaseAbilities usedAbility)
 {
     abilityPower            = usedAbility.AbilityPower; // retrieves number of ability power
     totalAbilityPowerDamage = abilityPower - 50;
     return(totalAbilityPowerDamage);
 }
コード例 #10
0
 public float DamageFormula(BaseAbilities usedAbility)
 {
     // Formula: totalDamageDone = weapon power + stats + ability power
     totalDamageDone = usedAbility.AbilityDamage;
     return(totalDamageDone);
 }