/// <summary> /// 构造函数 /// </summary> public GoblinPontifex() : base(150, 50, 5, "哥布林祭司", GroupTag.Monster) { NormalAttack = new SkillsAttribute("火球术", 30, 1, EffectGroup.Enemy, BuffType.Damage); StrongAttack = new SkillsAttribute("神秘仪式", 50, 3, EffectGroup.Enemy, BuffType.Cure); SpecialAttack = new SkillsAttribute("黑魔法", 50, 3, EffectGroup.Enemy, BuffType.Damage); }
/// <summary> /// 构造函数 /// </summary> public GoblinKing() : base(400, 20, 20, "哥布林王", GroupTag.Monster) { NormalAttack = new SkillsAttribute("扫荡", 10, 3, EffectGroup.Enemy, BuffType.Damage); StrongAttack = new SkillsAttribute("强袭", 30, 1, EffectGroup.Enemy, BuffType.Damage); SpecialAttack = new SkillsAttribute("高级进食", 100, 1, EffectGroup.Self, BuffType.Cure); }
/// <summary> /// 构造函数 /// </summary> public GoblinSoldier() : base(100, 15, 5, "哥布林士兵", GroupTag.Monster) { NormalAttack = new SkillsAttribute("抓挠", 10, 1, EffectGroup.Enemy, BuffType.Damage); StrongAttack = new SkillsAttribute("进食", 30, 1, EffectGroup.Self, BuffType.Cure); SpecialAttack = new SkillsAttribute("重击", 20, 1, EffectGroup.Enemy, BuffType.Damage); }
/// <summary> /// 构造函数 /// </summary> public Caster() : base(100, 50, 5, "术士", GroupTag.Hero) { NormalAttack = new SkillsAttribute("火球术", 30, 1, EffectGroup.Enemy, BuffType.Damage); StrongAttack = new SkillsAttribute("治疗术", 50, 1, EffectGroup.Self, BuffType.Cure); SpecialAttack = new SkillsAttribute("复活术", 100, 1, EffectGroup.Self, BuffType.Revive); }
/// <summary> /// 构造函数 /// </summary> public Archer() : base(150, 15, 10, "弓兵", GroupTag.Hero) { NormalAttack = new SkillsAttribute("射击", 5, 1, EffectGroup.Enemy, BuffType.Damage); StrongAttack = new SkillsAttribute("齐射", 10, 2, EffectGroup.Enemy, BuffType.Damage); SpecialAttack = new SkillsAttribute("飞蝗", 15, 3, EffectGroup.Enemy, BuffType.Damage); }
/// <summary> /// 构造函数 /// </summary> public Saber() : base(200, 20, 15, "剑士", GroupTag.Hero) { NormalAttack = new SkillsAttribute("剑击", 10, 1, EffectGroup.Enemy, BuffType.Damage); StrongAttack = new SkillsAttribute("强力剑击", 20, 1, EffectGroup.Enemy, BuffType.Damage); SpecialAttack = new SkillsAttribute("无双剑击", 50, 3, EffectGroup.Enemy, BuffType.Damage); }
//public void OnReciveUndoCommand(ICommand command){} /// <summary> /// 构造函数 /// </summary> /// <param name="maxHp">最大Hp</param> /// <param name="attack">攻击力</param> /// <param name="defend">防御力</param> /// <param name="name">名字</param> /// <param name="groupTag">阵营</param> /// <param name="normalSkill">普通攻击</param> /// <param name="strongSkill">强力攻击</param> /// <param name="specialSkill">特殊攻击</param> protected BattleObjects(int maxHp, int attack, int defend, string name, GroupTag groupTag, SkillsAttribute normalSkill = null, SkillsAttribute strongSkill = null, SkillsAttribute specialSkill = null) : base(maxHp, attack, defend, name) { NormalAttack = normalSkill; StrongAttack = strongSkill; SpecialAttack = specialSkill; Group = groupTag; }