Exemplo n.º 1
0
 public static void DeactivatePhalanx(TroopScript troopThatUsedPhalanx)
 {
     troopThatUsedPhalanx.GetArmor().Defence-=Mathf.RoundToInt(troopThatUsedPhalanx.GetArmor().Defence/3);
     troopThatUsedPhalanx.SetBaseMovement(troopThatUsedPhalanx.GetBaseMovement()+1);
 }
Exemplo n.º 2
0
 static bool EquipTriangleOffensive(TroopScript Attacker, TroopScript Defender)
 {
     bool bonusattack = false;
     WeaponType atkwpn = Attacker.GetWeapon().weapType;
     ArmorType defarmr = Defender.GetArmor().armrType;
     if ((atkwpn == WeaponType.Sword && defarmr == ArmorType.NoArmor)||
         (atkwpn == WeaponType.Axe && defarmr == ArmorType.NoArmor)||
         (atkwpn == WeaponType.Mace && defarmr == ArmorType.Heavy)||
         (atkwpn == WeaponType.Spear && defarmr == ArmorType.Light)||
         (atkwpn == WeaponType.Bow && defarmr == ArmorType.NoArmor))
         bonusattack = true;
     return bonusattack;
 }
Exemplo n.º 3
0
 public static void ActivatePhalanx(TroopScript troopThatUsesPhalanx)
 {
     troopThatUsesPhalanx.GetArmor().Defence+=Mathf.RoundToInt(troopThatUsesPhalanx.GetArmor().Defence/2);
     troopThatUsesPhalanx.SetBaseMovement(troopThatUsesPhalanx.GetBaseMovement()-1);
 }
Exemplo n.º 4
0
    public static void MeleeFightingScript(TroopScript Attacker, TroopScript Defender, Skill SkillUsed)
    {
        int AttackerBattlefieldEffect = 1; //still to impement
        int DefenderBattlefieldEffect = 1; //still to impement
        int DamageOnAtk = 0;
        int DamageOnDef = 0;
        TroopScript DefenderGuarder = Defender.GuardedBy;
        float 	DefenderGuardPercent = (float)Defender.GuardedByPercent/100;
        if (SkillUsed.CancelsPreparation == true && Defender.isMagicGuarded == false){
            Defender.CancelPreparation();
            Defender.FlushPreparationTarget();
        }
        if (SkillUsed.ReducesEnergy == true && Defender.isMagicGuarded == false){
            Defender.SetEnergy(Defender.GetEnergy()-1);
            if (Defender.GetEnergy() <0)
                Defender.SetEnergy(0);
        }
        if (SkillUsed.RemoveBuffs == true && Defender.isMagicGuarded == false)Defender.RemoveAllbuffs();
        if (SkillUsed.AppliesPoison == true && Defender.Poisoned == 0) Defender.Poisoned = 1;
        if (SkillUsed.Freezes == true && !Defender.Frozen) Defender.Frozen = true;
        if (SkillUsed.Penetrating == true || DefenderGuarder == null){
        DamageOnDef = CalculateDamage(Attacker,Defender,SkillUsed,AttackerBattlefieldEffect);
            Debug.Log("Damage on "+Defender.GetChief().GetName()+":"+DamageOnDef);
            Defender.SetNumber(Defender.GetNumber()-DamageOnDef);
            if (Defender.GetNumber()<0) Defender.SetNumber(0);
        if (CanCounter(Attacker,Defender,SkillUsed)){

        float CounterScaling = CounterAttackDamage(Defender.GetChief().GetCounterAttack(),Defender.GetArmor().CounterAttackValue+Defender.GetWeapon().CounterAttackValue);
            DamageOnAtk = CalculateCounterDamage(Defender,Attacker,CounterScaling,DefenderBattlefieldEffect);
            Attacker.SetNumber(Attacker.GetNumber()-DamageOnAtk);
                if (Attacker.GetNumber()<0) Attacker.SetNumber(0);}}

        else if (SkillUsed.Penetrating == false && DefenderGuarder != null){

            DamageOnDef = CalculateDamage(Attacker,Defender,SkillUsed,AttackerBattlefieldEffect);
            if (SkillUsed.AffectRating) RatingFromDamage(Attacker,DamageOnDef);
            if (DefenderGuarder){
                if (DefenderGuarder.GetNumber()<= 0){
                    Defender.GuardedBy = null;
                    Defender.GuardedByPercent = 0;
                    DamageOnDef = CalculateDamage(Attacker,Defender,SkillUsed,AttackerBattlefieldEffect);
                    Debug.Log("Damage on "+Defender.GetChief().GetName()+":"+DamageOnDef);
                    Defender.SetNumber(Defender.GetNumber()-DamageOnDef);
                    if (Defender.GetNumber()<0) Defender.SetNumber(0);
                    if (CanCounter(Attacker,Defender,SkillUsed)){

                        float CounterScaling = CounterAttackDamage(Defender.GetChief().GetCounterAttack(),Defender.GetArmor().CounterAttackValue+Defender.GetWeapon().CounterAttackValue);
                        DamageOnAtk = CalculateCounterDamage(Defender,Attacker,CounterScaling,DefenderBattlefieldEffect);
                        Attacker.SetNumber(Attacker.GetNumber()-DamageOnAtk);
                        if (Attacker.GetNumber()<0) Attacker.SetNumber(0);}
                }else{
                DefenderGuarder.SetNumber(DefenderGuarder.GetNumber()-Mathf.RoundToInt(DamageOnDef*DefenderGuardPercent));
                if (DefenderGuarder.GetNumber()<0) DefenderGuarder.SetNumber(0);
                Defender.SetNumber(Defender.GetNumber()-Mathf.RoundToInt(DamageOnDef*(1-DefenderGuardPercent)));
                if (Defender.GetNumber()<0) Defender.SetNumber(0);
                if (CanCounter(Attacker,DefenderGuarder,SkillUsed)){
                    float CounterScaling = CounterAttackDamage(DefenderGuarder.GetChief().GetCounterAttack(),DefenderGuarder.GetArmor().CounterAttackValue+DefenderGuarder.GetWeapon().CounterAttackValue);
                    DamageOnAtk = CalculateCounterDamage(DefenderGuarder,Attacker,CounterScaling,DefenderBattlefieldEffect);
                    Attacker.SetNumber(Attacker.GetNumber()-DamageOnAtk);
                    if (Attacker.GetNumber()<0) Attacker.SetNumber(0);
            }
                }}
        }
    }