public override void SpecialAttack1(string name, baseStats attacker, baseStats target)
    {
        attacker.StartCoroutine(SA());
        IEnumerator SA()
        {
            attacker.b.battleText.text = attacker.name + " uses " + name;
            foreach (GameObject button in attacker.b.lists.buttons)
            {
                button.GetComponent <Button>().interactable = false;
            }
            attacker.SP -= 5;
            float upAttack  = attacker.attack * .50f;
            float supAttack = attacker.attack + upAttack;
            float damage    = supAttack - target.def;

            if (damage < 1)
            {
                damage = 1;
            }
            target.HP   -= damage;
            attacker.HP -= upAttack;
            if (target.GetComponent <baseStats>().HP < 1)
            {
                attacker.StartCoroutine(attacker.b.Die(target.GetComponent <baseStats>()));
            }
            else
            {
                attacker.b.TurnOrder();
            }
            yield break;
        }
    }
示例#2
0
    public IEnumerator enemyAttack(GameObject target)
    {
        attacker.slash = slashPrefab;
        yield return(new WaitForSeconds(1f));

        battleText.text = attacker.nameChar + " attacks!";
        if (attacker == null)
        {
            TurnOrder();
        }

        damage = attacker.GetComponent <baseStats>().attack - target.GetComponent <baseStats>().def;
        if (damage < 1)
        {
            damage = 1;
        }
        attacker.gameObject.GetComponent <Animator>().SetBool("attack", true);

        yield return(new WaitForSeconds(2f));

        target.GetComponent <baseStats>().HP -= damage;
        target.GetComponent <baseStats>().damageText.gameObject.GetComponent <Text>().text = damage.ToString();
        target.GetComponent <baseStats>().damageText.gameObject.GetComponent <DamageTextEffect>().DamageStartFloating();
        attacker.gameObject.GetComponent <Animator>().SetBool("attack", false);
        if (target.GetComponent <baseStats>().HP < 1)
        {
            StartCoroutine(Die(target.GetComponent <baseStats>()));
        }
        else if (target.GetComponent <baseStats>().HP > 1)
        {
            TurnOrder();
        }
    }
示例#3
0
    public override void SpecialAttack2(string name, baseStats attacker, baseStats target)
    {
        attacker.StartCoroutine(SA());
        IEnumerator SA()
        {
            if (attacker.SP > 1)
            {
                foreach (GameObject button in attacker.b.lists.buttons)
                {
                    button.GetComponent <Button>().interactable = false;
                }
                attacker.b.battleTarget = target.gameObject;
                attacker.slash          = SAPrefab1;
                attacker.SP            -= 2;
                float upAttack = attacker.attack + 2;
                float damage   = upAttack - target.def;
                if (damage < 1)
                {
                    damage = 1;
                }
                attacker.b.battleText.text = attacker.gameObject.name + " uses " + name;
                attacker.gameObject.GetComponent <Animator>().SetBool("attack", true);
                yield return(new WaitForSeconds(1.2f));

                if (target.status == "")
                {
                    target.status = "Confused";

                    target.statusDuration = 4;
                }
                attacker.gameObject.GetComponent <Animator>().SetBool("attack", false);
                yield return(new WaitForSeconds(1.5f));

                target.HP -= damage;
                target.damageText.GetComponent <Text>().text = damage.ToString();
                target.damageText.GetComponent <DamageTextEffect>().DamageStartFloating();

                if (target.GetComponent <baseStats>().HP < 1)
                {
                    attacker.StartCoroutine(attacker.b.Die(target.GetComponent <baseStats>()));
                }
                else
                {
                    attacker.b.TurnOrder();
                }
            }
            else
            {
                int ran = Random.Range(0, attacker.b.charStats.Count);
                attacker.b.battleTarget = attacker.b.charStats[ran];
                attacker.StartCoroutine(attacker.b.enemyAttack(attacker.b.battleTarget));
            }
        }
    }
示例#4
0
    public override void SpecialAttack1(string name, baseStats attacker, baseStats target)
    {
        attacker.StartCoroutine(SA());
        IEnumerator SA()
        {
            if (attacker.SP > 2)
            {
                attacker.SP -= 3;
                foreach (GameObject button in attacker.b.lists.buttons)
                {
                    button.GetComponent <Button>().interactable = false;
                }
                attacker.b.battleText.text = attacker.nameChar + " uses " + name;
                attacker.gameObject.GetComponent <Animator>().SetBool("attack", true);
                attacker.slash = SAPrefab1;
                attacker.gameObject.GetComponent <enemyDeath>().multi = true;
                yield return(new WaitForSeconds(1.2f));

                attacker.gameObject.GetComponent <Animator>().SetBool("attack", false);
                yield return(new WaitForSeconds(1.5f));

                float attackUp = attacker.attack * 2f;
                foreach (GameObject hero in attacker.b.charStats)
                {
                    float damage = attackUp - hero.GetComponent <baseStats>().def;
                    if (damage < 1)
                    {
                        damage = 1;
                    }
                    hero.GetComponent <baseStats>().HP -= damage;
                    hero.GetComponent <baseStats>().damageText.GetComponent <Text>().text = damage.ToString();
                    hero.GetComponent <baseStats>().damageText.GetComponent <DamageTextEffect>().DamageStartFloating();
                }
                if (target.GetComponent <baseStats>().HP < 1)
                {
                    attacker.StartCoroutine(attacker.b.Die(target.GetComponent <baseStats>()));
                }
                else
                {
                    attacker.b.TurnOrder();
                }
            }
            else
            {
                int ran = Random.Range(0, attacker.b.charStats.Count);
                attacker.b.battleTarget = attacker.b.charStats[ran];
                attacker.StartCoroutine(attacker.b.enemyAttack(attacker.b.battleTarget));
            }
        }
    }
    public override void SpecialAttack1(string name, baseStats attacker, baseStats target)
    {
        attacker.StartCoroutine(SA1());
        IEnumerator SA1()
        {
            if (attacker.SP > 3)
            {
                foreach (GameObject button in attacker.b.lists.buttons)
                {
                    button.GetComponent <Button>().interactable = false;
                }
                attacker.b.battleTarget = target.gameObject;
                attacker.slash          = SAPrefab1;
                attacker.SP            -= 3;
                float upAttack = attacker.attack * 2;
                float damage   = upAttack - target.def;
                attacker.b.battleText.text = attacker.name + " uses " + name;
                attacker.gameObject.GetComponent <Animator>().SetBool("attack", true);
                yield return(new WaitForSeconds(1.2f));

                attacker.gameObject.GetComponent <Animator>().SetBool("attack", false);
                yield return(new WaitForSeconds(1f));

                target.HP -= damage;
                if (damage < 1)
                {
                    damage = 1;
                }
                target.damageText.GetComponent <Text>().text = damage.ToString();
                target.damageText.GetComponent <DamageTextEffect>().DamageStartFloating();
                if (target.GetComponent <baseStats>().HP < 1)
                {
                    attacker.StartCoroutine(attacker.b.Die(target.GetComponent <baseStats>()));
                }
                else
                {
                    attacker.b.TurnOrder();
                }
            }
            else
            {
                attacker.skip = true;
            }
        }
    }
示例#6
0
    public override void SpecialAttack2(string name, baseStats attacker, baseStats target)
    {
        attacker.StartCoroutine(SA());
        IEnumerator SA()
        {
            if (attacker.SP > 3)
            {
                foreach (GameObject button in attacker.b.lists.buttons)
                {
                    button.GetComponent <Button>().interactable = false;
                }
                attacker.b.battleText.text = attacker.nameChar + " uses " + name;
                attacker.gameObject.GetComponent <Animator>().SetBool("attack", true);


                attacker.slash = SAPrefab2;
                attacker.SP   -= 4;
                yield return(new WaitForSeconds(1.2f));

                attacker.gameObject.GetComponent <Animator>().SetBool("attack", false);
                yield return(new WaitForSeconds(1.5f));

                if (target.status == "")
                {
                    target.status = "Sleep";
                    Color c = Color.gray;

                    target.transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.gray;
                    //Debug.Log(target.gameObject.GetComponentInChildren<SpriteRenderer>().color);
                    target.statusDuration = 2;
                }
                float attackUp = attacker.attack * 2f;
                float damage   = attackUp - target.GetComponent <baseStats>().def;
                if (damage < 1)
                {
                    damage = 1;
                }
                target.GetComponent <baseStats>().HP -= damage;
                target.GetComponent <baseStats>().damageText.GetComponent <Text>().text = damage.ToString();
                target.GetComponent <baseStats>().damageText.GetComponent <DamageTextEffect>().DamageStartFloating();

                if (target.GetComponent <baseStats>().HP < 1)
                {
                    attacker.StartCoroutine(attacker.b.Die(target.GetComponent <baseStats>()));
                }
                else
                {
                    attacker.b.TurnOrder();
                }
            }
            else
            {
                int ran = Random.Range(0, attacker.b.charStats.Count);
                attacker.b.battleTarget = attacker.b.charStats[ran];
                attacker.StartCoroutine(attacker.b.enemyAttack(attacker.b.battleTarget));
            }
        }
    }
    public static void Depression(baseStats target, battleSystem bat, MonoBehaviour baat)
    {
        baat.StartCoroutine(Depressed());
        IEnumerator Depressed()
        {
            if (target.statusDuration > 0)
            {
                target.transform.GetChild(1).GetComponent <Animator>().SetBool("depressed", true);
                yield return(new WaitForSeconds(.5f));

                target.transform.GetChild(1).GetComponent <Animator>().SetBool("depressed", false);
                yield return(new WaitForSeconds(1.5f));

                if (target.gameObject.tag == "enemy")
                {
                    target.turn = true;
                    int ran = Random.Range(0, bat.charStats.Count);
                    bat.battleTarget = bat.charStats[ran];
                    bat.attacker     = target;
                    foreach (InventorySlot slot in bat.slots)
                    {
                        slot.attacker = bat.attacker;
                    }
                    bat.damage = target.attack * .25f;
                    target.gameObject.GetComponent <Animator>().SetBool("attack", true);
                }
                else if (target.gameObject.tag == "Player")
                {
                    target.turn = true;
                    int ran = Random.Range(0, bat.enemies.Count);
                    bat.battleTarget = bat.enemies[ran].gameObject;
                    foreach (InventorySlot slot in bat.slots)
                    {
                        slot.attacker = bat.attacker;
                    }
                    bat.damage = Mathf.Round(target.attack * .25f);
                    target.gameObject.GetComponent <Animator>().SetBool("attack", true);
                }
                target.statusDuration -= 1;
                bat.battleText.text    = target.nameChar + " attacks weakly.";
                yield return(new WaitForSeconds(2f));

                target.gameObject.GetComponent <Animator>().SetBool("attack", false);
                target.GetComponent <baseStats>().HP -= bat.damage;
                target.GetComponent <baseStats>().damageText.gameObject.GetComponent <Text>().text = bat.damage.ToString();
                target.GetComponent <baseStats>().damageText.gameObject.GetComponent <DamageTextEffect>().DamageStartFloating();
                bat.StartCoroutine(bat.sleep());
            }
            else
            {
                bat.battleText.text = target.nameChar + " feels fine again.";
                yield return(new WaitForSeconds(2f));

                if (target.gameObject.tag == "Player")
                {
                    target.turn  = true;
                    bat.attacker = target;
                    foreach (InventorySlot slot in bat.slots)
                    {
                        slot.attacker = bat.attacker;
                    }
                    Debug.Log("Turn:" + bat.attacker.name);
                    bat.playerTurn();
                }
                else if (target.gameObject.tag == "enemy")
                {
                    target.turn = true;
                    int ran = Random.Range(0, bat.lists.chars.Count);
                    bat.battleTarget = bat.lists.chars[ran];
                    bat.attacker     = target;
                    foreach (InventorySlot slot in bat.slots)
                    {
                        slot.attacker = bat.attacker;
                    }


                    bat.StartCoroutine(bat.enemyAttack(bat.battleTarget));
                }

                target.status = null;
            }
        }
    }
    public static void Confuse(baseStats target, battleSystem bat, MonoBehaviour poo)
    {
        bat.StartCoroutine(confuse());
        IEnumerator confuse()
        {
            if (target.statusDuration > 0)
            {
                bat.battleText.text = target.nameChar + " is confused!";
                target.transform.GetChild(1).GetComponent <Animator>().SetBool("confused", true);
                yield return(new WaitForSeconds(.5f));

                target.transform.GetChild(1).GetComponent <Animator>().SetBool("confused", false);
                yield return(new WaitForSeconds(1.5f));

                int ran1 = Random.Range(0, 3);
                if (ran1 > 0)
                {
                    if (target.gameObject.tag == "enemy")
                    {
                        bat.attacker = target;
                        int ran = Random.Range(0, bat.lists.enemies.Count);
                        bat.battleTarget = bat.lists.enemies[ran];
                    }
                    else if (target.gameObject.tag == "Player")
                    {
                        bat.attacker = target;
                        int ran = Random.Range(0, bat.lists.chars.Count);
                        bat.battleTarget = bat.lists.chars[ran];
                    }
                    bat.damage = Mathf.Round(bat.attacker.ogHP * 0.1f);


                    yield return(new WaitForSeconds(2f));

                    bat.battleText.text = target.gameObject.name + " harms their own party!";
                    target.AttackSlash1();
                    yield return(new WaitForSeconds(1f));

                    target.GetComponent <baseStats>().HP -= bat.damage;
                    target.GetComponent <baseStats>().damageText.gameObject.GetComponent <Text>().text = bat.damage.ToString();
                    target.GetComponent <baseStats>().damageText.gameObject.GetComponent <DamageTextEffect>().DamageStartFloating();
                    bat.StartCoroutine(bat.sleep());
                }
                else if (ran1 < 1)
                {
                    if (target.gameObject.tag == "enemy")
                    {
                        target.turn = true;
                        int ran = Random.Range(0, bat.lists.chars.Count);
                        bat.battleTarget = bat.lists.chars[ran];
                        bat.attacker     = target;
                        foreach (InventorySlot slot in bat.slots)
                        {
                            slot.attacker = bat.attacker;
                        }

                        bat.StartCoroutine(bat.enemyAttack(bat.battleTarget));
                    }
                    else if (target.gameObject.tag == "Player")
                    {
                        target.turn  = true;
                        bat.attacker = target;
                        foreach (InventorySlot slot in bat.slots)
                        {
                            slot.attacker = bat.attacker;
                        }
                        bat.playerTurn();
                    }
                }
                target.statusDuration -= 1;
            }
            else
            {
                target.transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.white;
                bat.battleText.text = target.nameChar + " regained consciousness.";
                target.status       = null;
                yield return(new WaitForSeconds(1f));

                if (target.gameObject.tag == "Player")
                {
                    target.turn  = true;
                    bat.attacker = target;
                    foreach (InventorySlot slot in bat.slots)
                    {
                        slot.attacker = bat.attacker;
                    }
                    Debug.Log("Turn:" + bat.attacker.name);
                    bat.playerTurn();
                }
                else if (target.gameObject.tag == "enemy")
                {
                    target.turn = true;
                    int ran = Random.Range(0, bat.lists.chars.Count);
                    bat.battleTarget = bat.lists.chars[ran];
                    bat.attacker     = target;
                    foreach (InventorySlot slot in bat.slots)
                    {
                        slot.attacker = bat.attacker;
                    }


                    bat.StartCoroutine(bat.enemyAttack(bat.battleTarget));
                }
            }
        }
    }