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 enemycaracter) { Enemy enemy = (Enemy)enemycaracter; actionlog = enemy.Damege(currentintelligence); if (enemy.HpGetter() == 0) { totalexe += enemy.PowerGetter(); } Select(); }
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++; }
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 override void Attack(BattleCaracter player) { actionlog = player.Damege(power); }
public virtual void Attack(BattleCaracter caracter) { }