void moodUpdate(moodState newMood) { mood = newMood; if (newMood == moodState.Nuetral) { } if (newMood == moodState.Anger) // Anger - 50-60% chance to ignore, increased attack strength { obedience = (100.0f - 55.0f); attack = (baseAttack + (baseAttack * 0.1f)); } if (newMood == moodState.Sadness) // Sadness - 40% chance to ignore, decreased attack, increased defense { obedience = (100.0f - 40.0f); attack = (baseAttack - (baseAttack * 0.1f)); defense = (baseDefense + (baseDefense * 0.1f)); } if (newMood == moodState.Overjoy) // Overjoy - 40% chance to ignore, increased chance to miss, 40% chance to hit twice { obedience = (100.0f - 40.0f); //going to come back for the hit twice } if (newMood == moodState.Fear) // Fear - 70% chance to ignore, defense way up { obedience = (100.0f - 70.0f); defense = (baseDefense + (baseDefense * 0.25f)); } }
void moodUpdate(moodState newMood) { mood = newMood; if (newMood == moodState.Nuetral) { } if (newMood == moodState.Anger) { // Anger - 50-60% chance to ignore, increased attack strength obedience = (100.0f - 55.0f); attack = (baseAttack + (baseAttack *0.1f)); } if (newMood == moodState.Sadness) { // Sadness - 40% chance to ignore, decreased attack, increased defense obedience = (100.0f - 40.0f); attack = (baseAttack - (baseAttack *0.1f)); defense = (baseDefense + (baseDefense *0.1f)); } if (newMood == moodState.Overjoy) { // Overjoy - 40% chance to ignore, increased chance to miss, 40% chance to hit twice obedience = (100.0f - 40.0f); //going to come back for the hit twice } if (newMood == moodState.Fear) { // Fear - 70% chance to ignore, defense way up obedience = (100.0f - 70.0f); defense = (baseDefense + (baseDefense *0.25f)); } }