public int DamageEnemyHealth(BaseAbilities usedAbility) { damageDone = (int)damageCalc.DamageFormula(usedAbility); enemyHP -= damageDone; if (enemyHP < 0) { enemyHP = 0; } Debug.Log("Enemy Health: " + enemyHP); return(enemyHP); }
public int DamagePlayerHealth(BaseAbilities usedAbility) { damageDone = (int)damageCalc.DamageFormula(usedAbility); playerHP -= damageDone; if (playerHP < 0) { playerHP = 0; } Debug.Log("Player Health: " + playerHP); return(playerHP); }
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 }
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()); } }
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; } } }
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; }
private float CalculateAbilityDamage(BaseAbilities usedAbility) { abilityPower = usedAbility.AbilityPower; //retrieves ability power of move used totalAbilityPowerDamage = abilityPower; return(totalAbilityPowerDamage); }
public TimelyMesssenger() : base(nameof(TimelyMesssenger), 1, Core.Color.Neutral, Faction.None, UnitClasses.Mercenary, 1, 1) { BaseAbilities.Add(new HasteAbility()); }
private int CalculateAbilityDamage(BaseAbilities usedAbility) { abilityPower = usedAbility.AbilityPower; // retrieves number of ability power totalAbilityPowerDamage = abilityPower - 50; return(totalAbilityPowerDamage); }
public float DamageFormula(BaseAbilities usedAbility) { // Formula: totalDamageDone = weapon power + stats + ability power totalDamageDone = usedAbility.AbilityDamage; return(totalDamageDone); }