void doubleDamage(BattleController battle) { // just like a basic attack but deals double basic damage battle.enemyData.hitPoints -= battle.playerData.calcDamage(battle.enemyData, 2); battle.animateEnemy(Anims.HURT); battle.animatePlayer(Anims.ATTACK); }
void enraged(BattleController battle) { // Attack that deals more damage when low on HP battle.enemyData.lastDamageReceived = battle.playerData.calcDamage(battle.enemyData, 2); battle.playerData.lastDamageDealt = battle.enemyData.lastDamageReceived; battle.enemyData.hitPoints -= battle.enemyData.lastDamageReceived; battle.animateEnemy(Anims.HURT); battle.animatePlayer(Anims.SPATTACK); AudioMaster.instance.audioSource.PlayOneShot(battle.playerWorldObject.GetComponent<MapObjectCarrier>().audioObject.spattack); }
void attack(BattleController battle) { // Basic attack battle.enemyData.lastDamageReceived = battle.playerData.calcDamage(battle.enemyData, 1); battle.playerData.lastDamageDealt = battle.enemyData.lastDamageReceived; battle.enemyData.hitPoints -= battle.enemyData.lastDamageReceived; battle.animateEnemy(Anims.HURT); battle.animatePlayer(Anims.ATTACK); AudioMaster.instance.audioSource.PlayOneShot(battle.playerWorldObject.GetComponent<MapObjectCarrier>().audioObject.attack); }
void attackOpponentFinal(BattleController battle) { // this is a very powerful attack, deals 4x basic damage battle.enemyData.actionPoints--; battle.playerData.lastDamageReceived = battle.enemyData.calcDamage(battle.playerData, 4); battle.enemyData.lastDamageDealt = battle.playerData.lastDamageReceived; battle.playerData.hitPoints -= battle.playerData.lastDamageReceived; battle.animateEnemy(Anims.SPATTACK); battle.animatePlayer(Anims.HURT); AudioMaster.instance.audioSourceEnemies.PlayOneShot(battle.enemyWorldObject.GetComponent<MapObjectCarrier>().audioObject.spattack); }
void healself(BattleController battle) { // the char heals himself battle.playerParticles.Play(); battle.playerParticles.Stop(); battle.animateEnemy(Anims.HURT); battle.animatePlayer(Anims.NONE); battle.playerData.lastDamageDealt = 0; battle.enemyData.lastDamageReceived = 0; battle.playerData.hitPoints += battle.playerData.maxHitPoints * 0.3f; if (battle.playerData.hitPoints > battle.playerData.maxHitPoints){ battle.playerData.hitPoints = battle.playerData.maxHitPoints; } }