示例#1
0
 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));
     }
 }
示例#2
0
    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));
        }
    }