public override void Attack(BattleCaracter caracter) { Defenced = false; BattlePlayer player = (BattlePlayer)caracter; switch (BattleOnly.GetRandomIndex(5, 3, 2, 1)) { case 0: if (mp > 10) { actionlog = name + "はめらぞーまをとなえた\n" + player.Damege(power * 3); mp -= 10; } else { actionlog = name + "はめらぞーまをとなえた\nしかしMPが足りない!"; } break; case 1: actionlog = name + "は杖でたたいてきた!\n" + player.Damege(power); break; case 2: Defence(); actionlog = name + "は防御を固めた!" + actionlog; break; case 3: actionlog = name + "はイオナズンをとなえた!\nしかしMPがたりない!"; break; } currentturn++; }
public override void Attack(BattleCaracter caracter) { Defenced = false; BattlePlayer player = (BattlePlayer)caracter; switch (BattleOnly.GetRandomIndex(3, 2, 2, 2)) { case 0: actionlog = name + "は杖でたたいてきた!\n" + player.Damege(power); break; case 1: Defence(); actionlog = name + "は防御を固めた!" + actionlog; break; case 2: if (mp > 10) { actionlog = name + "は天地魔闘の構えをとった\n" + player.Foolish(); mp -= 10; } else { actionlog = name + "は天地魔闘の構えをとった\nしかし何も起こらなかった!"; } break; case 3: Enemy enemy = enemylist[(int)UnityEngine.Random.Range(0, enemylist.Count - 1)]; if (mp > 10) { actionlog = name + "は" + enemy.GetName() + "の問題を強化した\n" + enemy.PowerUp(power); mp -= 10; } else { actionlog = name + "は" + enemy.GetName() + "を強化させようとした!\nしかしMPが足りない!"; } break; } }
public override void Attack(BattleCaracter caracter) { Defenced = false; BattlePlayer player = (BattlePlayer)caracter; switch (BattleOnly.GetRandomIndex(8, 1)) { case 0: actionlog = name + "のこうげき\n" + player.Damege(power); break; case 1: Defence(); actionlog = name + "は防御を固めた!\n" + actionlog; break; } currentturn++; }
private void BattleStart(BattlePlayer player) { Battlecount++; this.player = player; this.OnBattle = true;/*foreach (string str in enemylistname) * { * enemylist.Add(new Enemy( * (int)UnityEngine.Random.Range(player.HpGetter()*0.2f, player.HpGetter() * 0.6f), * (int)UnityEngine.Random.Range(player.IntGetter() * 0.4f, player.IntGetter() * 0.8f), * str * )); * }*/ if (Battlecount > 6) { enemylist.Add(new Boss(10000, 200, "Type Boss", enemylist)); } else { int enemynumber = BattleOnly.GetRandomIndex(0, 1, 2, 4, 4, 2); for (int i = 0; i < enemynumber; i++) { enemylist.Add(BattleOnly.MakeEnemy(enemylist, player)); } } hptext.GetComponent <Text>().text = player.HpGetter().ToString(); inttext.GetComponent <Text>().text = player.IntGetter().ToString(); string enemys = ""; for (int j = 0; j < enemylist.Count; j++) { if (j > 0) { enemys += ","; } enemys += enemylist[j].GetName();; } enemys += "が現れた。"; Display(enemys); }
public override void Attack(BattleCaracter caracter) { Defenced = false; BattlePlayer player = (BattlePlayer)caracter; switch (BattleOnly.GetRandomIndex(5, 2, 1, 4, 2, 2, 1)) { case 0: actionlog = name + "の強烈な一撃!\n" + player.Damege((int)UnityEngine.Random.Range(power * 0.8f, power * 1.2f)); break; case 1: Defence(); actionlog = name + "は防御を固めた!" + actionlog; break; case 2: actionlog = name + "は天地魔闘の構えをとった\n" + player.Foolish(); break; case 3: actionlog = name + "はめらぞーまをとなえた\n" + player.Damege(power * 3); break; case 4: actionlog = name + "は自分自身を強化した\n" + this.PowerUp(power); break; case 5: actionlog = name + "は自分を回復させた\n" + this.Recovery(power * 4); break; case 6: actionlog = name + "は仲間を呼んだ\n" + CreateEnemy(player); break; } }
public override void Attack(BattleCaracter caracter) { Defenced = false; BattlePlayer player = (BattlePlayer)caracter; switch (BattleOnly.GetRandomIndex(4, 4, 2, 1)) { case 0: Enemy enemy = enemylist[(int)UnityEngine.Random.Range(0, enemylist.Count - 1)]; if (mp > 10) { actionlog = name + "は" + enemy.GetName() + "の問題を追加した\n" + enemy.Recovery(power * 4); mp -= 10; } else { actionlog = name + "は" + enemy.GetName() + "を回復させようとした!\nしかしMPが足りない!"; } break; case 1: actionlog = name + "は杖でたたいてきた!\n" + player.Damege(power); break; case 2: Defence(); actionlog = name + "は防御を固めた!" + actionlog; break; case 3: actionlog = name + "はザオリクをとなえた!\nしかしMPがたりない!"; break; } currentturn++; }
public static Enemy MakeEnemy(List <Enemy> enemylist, BattlePlayer player) { int EnemyType = BattleOnly.GetRandomIndex(8, 1, 1, 1); Enemy enemy = null; switch (EnemyType) { case 0: enemy = new Enemy( (int)UnityEngine.Random.Range(player.IntGetter() * 4.0f, player.IntGetter() * 6.0f), (int)UnityEngine.Random.Range(player.IntGetter() * 0.4f, player.IntGetter() * 0.8f), "UNKNOWN TYPE M" ); break; case 1: enemy = new Professor( (int)UnityEngine.Random.Range(player.IntGetter() * 4.0f, player.IntGetter() * 7.0f), (int)UnityEngine.Random.Range(player.IntGetter() * 0.2f, player.IntGetter() * 0.5f), "UNKNOWN TYPE P", (int)UnityEngine.Random.Range(player.IntGetter() * 4.0f, player.IntGetter() * 6.0f), enemylist ); break; case 2: enemy = new Wizard( (int)UnityEngine.Random.Range(player.IntGetter() * 4.0f, player.IntGetter() * 7.0f), (int)UnityEngine.Random.Range(player.IntGetter() * 0.2f, player.IntGetter() * 0.5f), "UNKNOWN TYPE W", (int)UnityEngine.Random.Range(player.IntGetter() * 5.0f, player.IntGetter() * 7.0f) ); break; case 3: enemy = new Supporter( (int)UnityEngine.Random.Range(player.IntGetter() * 3.0f, player.IntGetter() * 5.0f), (int)UnityEngine.Random.Range(player.IntGetter() * 0.2f, player.IntGetter() * 0.5f), "UNKNOWN TYPE S", (int)UnityEngine.Random.Range(player.IntGetter() * 4.0f, player.IntGetter() * 6.0f), enemylist ); break; } string name = enemy.GetName(); int i = 0; int j = 2; foreach (Enemy previousEnemy in enemylist) { if (previousEnemy.GetName().StartsWith(name)) { if (previousEnemy.GetName().Equals(name)) { enemylist[i].SetName(name + "その1"); enemy.SetName(name + "その2"); } else { enemy.SetName(name + "その" + j); j++; } } i++; } return(enemy); }