public override void ConfirmTarget() { //Rewrite Type type = typeof(FlareAbility); FlareAbility flareAbility = (FlareAbility)battleManager.gameObject.AddComponent(type); try { flareAbility.SetProperties("Flare", "Deals 25 damage and applies \"Burn\"", 2, 2, 4, 4, true); flareAbility.battleManager = battleManager; flareAbility.targetBC = targetForAttack; flareAbility.attackerBC = currentCharControl; flareAbility.origin = originForAttack; flareAbility.destination = destinationForAttcak; currentCharControl.SetCD(typeof(FlareTargetingController), 4); currentCharControl.DeltaAP(-2); currentCharControl.DeltaEP(-2); flareAbility.initiated = true; battleManager.eventQueue.Add(flareAbility); // Some shit } catch (Exception e) { Console.WriteLine(e); throw; } // Deselect(); currentCharControl.SwapTargeting(0); }
public override void ConfirmTarget() { Type type = typeof(OverloadAbility); OverloadAbility overloadAbility = (OverloadAbility)battleManager.gameObject.AddComponent(type); try { overloadAbility.SetProperties("Overload", "Zapps target, dealing 20 damage and applying \"Shocked\" status for 2 turns", 2, 1, 2, 2, true); overloadAbility.battleManager = battleManager; overloadAbility.target = targetForAttack; currentCharControl.SetCD(typeof(OverloadTargetingController), 3); currentCharControl.DeltaAP(-2); currentCharControl.DeltaEP(-1); overloadAbility.initiated = true; battleManager.eventQueue.Add(overloadAbility); // Some shit } catch (Exception e) { Console.WriteLine(e); throw; } // Deselect(); currentCharControl.SwapTargeting(0); }
public override void ConfirmTarget() { Type type = typeof(StimulatorAbility); StimulatorAbility stimulatorAbility = (StimulatorAbility)battleManager.gameObject.AddComponent(type); try { stimulatorAbility.SetProperties("Stimulator", "Heal 25 hp. Applies \"Stimulator\"", 2, 0, 4, 4, true); stimulatorAbility.battleManager = battleManager; stimulatorAbility.targetBC = targetForAttack; stimulatorAbility.attackerBC = currentCharControl; stimulatorAbility.origin = originForAttack; stimulatorAbility.destination = destinationForAttcak; currentCharControl.SetCD(typeof(StimulatorTargetingController), 4); currentCharControl.DeltaAP(-2); stimulatorAbility.initiated = true; battleManager.eventQueue.Add(stimulatorAbility); // Some shit } catch (Exception e) { Console.WriteLine(e); throw; } // Deselect(); currentCharControl.SwapTargeting(0); }
public override void ConfirmTarget() { //Rewrite Type type = typeof(SniperShotAbility); SniperShotAbility sniperShotAbility = (SniperShotAbility)battleManager.gameObject.AddComponent(type); try { sniperShotAbility.SetProperties("Sniper Shot", "Deals 20 damage and freezes target", 4, 0, 4, 4, true); sniperShotAbility.battleManager = battleManager; sniperShotAbility.targetBC = targetForAttack; sniperShotAbility.attackerBC = currentCharControl; sniperShotAbility.origin = originForAttack; sniperShotAbility.destination = destinationForAttcak; currentCharControl.SetCD(typeof(SniperShotTargetingController), 4); currentCharControl.DeltaAP(-4); sniperShotAbility.initiated = true; battleManager.eventQueue.Add(sniperShotAbility); // Some shit } catch (Exception e) { Console.WriteLine(e); throw; } // Deselect(); currentCharControl.SwapTargeting(0); }
public override void ConfirmTarget() { //Rewrite Type type = typeof(VulnerabilityScanAbility); VulnerabilityScanAbility vulnerabilityScanAbility = (VulnerabilityScanAbility)battleManager.gameObject.AddComponent(type); try { vulnerabilityScanAbility.SetProperties("Vulnerability Scan", "Scans target for weaknesses, lowering damage resistance by 25%", 2, 3, 4, 4, true); vulnerabilityScanAbility.battleManager = battleManager; vulnerabilityScanAbility.targetBC = targetForAttack; vulnerabilityScanAbility.attackerBC = currentCharControl; vulnerabilityScanAbility.origin = originForAttack; vulnerabilityScanAbility.destination = destinationForAttcak; currentCharControl.SetCD(typeof(VulnerabilityScanTargetingController), 4); currentCharControl.DeltaAP(-2); currentCharControl.DeltaEP(-3); vulnerabilityScanAbility.initiated = true; battleManager.eventQueue.Add(vulnerabilityScanAbility); // Some shit } catch (Exception e) { Console.WriteLine(e); throw; } // Deselect(); currentCharControl.SwapTargeting(0); }
public override void ConfirmTarget() { try { currentCharControl.DeltaAP(2); currentCharControl.SetCD(typeof(AdrenalineTargetingController), 3); AdrenalineEffect adrenalineEffect = new AdrenalineEffect(currentCharControl); currentCharControl.TryAddEffect(adrenalineEffect, currentCharControl.characterDataComponent.effects); // StartCoroutine(adrenalineEffect.ApplyEffect(_currentCharacterDataComponent.effects)); } catch (Exception e) { Console.WriteLine(e); throw; } // Deselect(); currentCharControl.SwapTargeting(0); }
public override void ConfirmTarget() { //Rewrite Type type = typeof(SplitShotAbility); SplitShotAbility splitshotAbility = (SplitShotAbility)battleManager.gameObject.AddComponent(type); try { splitshotAbility.SetProperties("Splitshot", "Performs 3 basic attacks", 4, 0, 4, 4, true); splitshotAbility.battleManager = battleManager; splitshotAbility.targetBC = targetForAttack; splitshotAbility.attackerBC = currentCharControl; splitshotAbility.origin = originForAttack; splitshotAbility.destination = destinationForAttack; Debug.Log(originForAttack.Count); currentCharControl.SetCD(typeof(SplitshotTargetingController), 4); currentCharControl.DeltaAP(-4); splitshotAbility.initiated = true; battleManager.eventQueue.Add(splitshotAbility); // Some shit } catch (Exception e) { Console.WriteLine(e); throw; } // Deselect(); currentCharControl.SwapTargeting(0); }
public override void ConfirmTarget() { APcostForMovement = (int)Math.Ceiling((double)path.Count / (double)_currentCharacterDataComponent.speed); if (moveConfirm) { Type type = typeof(MoveAbility); MoveAbility moveAbility = (MoveAbility)battleManager.gameObject.AddComponent(type); try { moveAbility.SetProperties("Move", "MoveObject", APcostForMovement, 0, 0, 0, true); moveAbility.path = path; moveAbility.movingObject = this.gameObject; moveAbility.movingObjBattleController = currentCharControl; moveAbility.battleManager = battleManager; moveAbility.initiated = true; battleManager.eventQueue.Add(moveAbility); currentCharControl.DeltaAP(-APcostForMovement); maxPathLength = _currentCharacterDataComponent.ap * (_currentCharacterDataComponent.speed + _currentCharacterDataComponent.speedModifier); } catch (Exception e) { Console.WriteLine(e); Debug.Log("F**k, this doesn't work!"); } } if (attackConfirm) { Type type = typeof(AttackAbility); AttackAbility attackAbility = (AttackAbility)battleManager.gameObject.AddComponent(type); try { attackAbility.SetProperties("Attack", "Attack", 2, 0, 0, 0, true); attackAbility.battleManager = battleManager; attackAbility.attacker = this.gameObject; attackAbility.target = targetForAttack.gameObject; attackAbility.attackerBC = currentCharControl; attackAbility.targetBC = targetForAttack; attackAbility.origin = originForAttack; attackAbility.destination = destinationForAttcak; attackAbility.initiated = true; battleManager.eventQueue.Add(attackAbility); currentCharControl.DeltaAP(-2); maxPathLength = _currentCharacterDataComponent.ap * (_currentCharacterDataComponent.speed + _currentCharacterDataComponent.speedModifier); } catch (Exception e) { Console.WriteLine(e); Debug.Log("F**k, this doesn't work!"); } } Deselect(); // throw new System.NotImplementedException(); }