/////////////////////////////////////////////////////////////////////////////////////
    //void TakeDamage(CharacterData.CharacterEntry, int float, bool                    //
    //Takes damage using the appropriate stats                                         //
    //CharacterData.CharacterEntry other - The CharacterEntry representing the attacker//
    //int otherWeapon - The attacker's weapon attack                                   //
    //float attackBase - The base attack multiplier of the attack                      //
    //bool isMagical - is the attack magical?                                          //
    /////////////////////////////////////////////////////////////////////////////////////
    public void TakeDamage(CharacterData.CharacterEntry other, float attackBase, bool isMagical)
    {
        int damage;

        if (isMagical)
        {
            damage = DamageCalculator.CalculateMagicalDamage(other.GetMATK(), attackBase, stats.enemyMDEF);
        }

        else
        {
            damage = DamageCalculator.CalculatePhysicalDamage(other.GetATK(), attackBase, stats.enemyDEF);
        }

        currentHP -= damage;
        Debug.Log("Damage Taken: " + damage);

        if (currentHP < 0)
        {
            currentHP = 0;
        }

        if (currentHP == 0)
        {
            Debug.Log("Enemy Defeated!");
        }
    }
示例#2
0
    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    //void TakeDamage(EnemyEntry, float, bool)                                                                           //
    //Calculates damage from an enemy attack                                                                             //
    //For balancing difficulty, I am considering allowing only certain enemies to crit, so LUCK is not considered for now//
    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    public void TakeDamage(EnemyEntry otherStats, float baseDamage, bool isMagical)
    {
        if (iframesTimer < iframes)
        {
            //iframes are active, take no damage//
            return;
        }

        int damage = 0;

        if (DamageCalculator.Hits(stats.GetAGI(), otherStats.enemyAGI))
        {
            if (isMagical)
            {
                damage = DamageCalculator.CalculateMagicalDamage(otherStats.enemyMATK, baseDamage, stats.GetMDEF());
            }

            else
            {
                damage = DamageCalculator.CalculatePhysicalDamage(otherStats.enemyATK, baseDamage, stats.GetDEF());
            }
        }

        currentHP -= damage;

        if (currentHP <= 0)
        {
            currentHP = 0;
            HandleDeath();
        }

        iframesTimer = 0;
    }
示例#3
0
        public override List <AbilityResult> Process(List <Combatant> targets)
        {
            List <AbilityResult> results = new List <AbilityResult>();

            // It's a physical attack, so let's do some physical damage!
            if (this.model.PhysicalDamageModifier != 0)
            {
                foreach (Combatant target in targets)
                {
                    results.Add(DamageCalculator.CalculatePhysicalDamage(this.actingCombatant, target, this.model.PhysicalDamageModifier));
                }
            }

            if (this.model.MagicalDamageModifier != 0)
            {
                if (this.model.TargetingType == Spells.Abilities.TargetingType.DEFENSIVE_SINGLE || this.model.TargetingType == Spells.Abilities.TargetingType.DEFENSIVE_ALL)
                {
                    foreach (Combatant target in targets)
                    {
                        results.Add(DamageCalculator.CalculateHealing(this.actingCombatant, target, this.model.MagicalDamageModifier));
                    }
                }
                else
                {
                    foreach (Combatant target in targets)
                    {
                    }
                }
            }

            return(results);
        }
示例#4
0
        // Processes the attack. The attack effect is modified by the number of momentum applied.
        public override List <AbilityResult> Process(List <Combatant> targets)
        {
            this.damageDealt.Clear();

            foreach (Combatant target in targets)
            {
                damageDealt.Add(DamageCalculator.CalculatePhysicalDamage(this.actingCombatant, target, this.physicalDamageModifier));
            }

            return(null);
        }
示例#5
0
    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    //void TakeTouchDamage(EnemyEntry)                                                                                   //
    //Calculates enemy touch damage (contact with the enemy hitbox)                                                      //
    //For balancing difficulty, I am considering allowing only certain enemies to crit, so LUCK is not considered for now//
    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    public void TakeTouchDamage(EnemyEntry otherStats)
    {
        if (iframesTimer < iframes)
        {
            //iframes are active, take no damage//
            return;
        }

        if (DamageCalculator.Hits(otherStats.enemyAGI, stats.GetAGI()))
        {
            int damage = DamageCalculator.CalculatePhysicalDamage(otherStats.enemyATK, 1f, stats.GetDEF());

            currentHP -= damage;

            if (currentHP <= 0)
            {
                currentHP = 0;
                HandleDeath();
            }
        }

        iframesTimer = 0;
    }