public HealBlock(int Turns, CombatWindow cw) { turns = Turns; window = cw; if (isPlayer) cw.combatText.AppendText(p.name + " cannot heal for " + turns + " turns!", "Red"); else cw.combatText.AppendText(e.name + " cannot heal for " + turns + " turns!", "Aqua"); }
/// <summary> /// Enter combat with the specified Enemy. /// </summary> /// <param name="e">The Enemy to be fought.</param> public void EnterCombat(Enemy e) { player.baseattack = player.atk; player.basedef = player.def; player.basespeed = player.spd; player.baseintl = player.intl; CombatWindow cw = new CombatWindow(e); cw.Show(); }
public Cursed(int Turns, CombatWindow cw, CurseType Type, int degree) { turns = Turns; window = cw; type = Type; strength = degree; if (isPlayer) cw.combatText.AppendText(p.name + " has placed a(n) " + Type + " Curse on " + e.name + " for " + turns + " turns!", "Red"); else cw.combatText.AppendText(e.name + " has placed a(n) " + Type + " Curse on " + p.name + " for " + turns + " turns!", "Aqua"); }
/// <summary> /// Enter combat with the specified Enemy. /// </summary> /// <param name="e">The Enemy to be fought.</param> public void EnterCombat(Enemy e) { player.baseattack = player.atk; player.basedef = player.def; player.basespeed = player.spd; player.baseintl = player.intl; var cwin = new CombatWindow(e); player.effects = new EffectCollection(cwin); cwin.Show(); }
public EffectCollection(CombatWindow cw) { cwin = cw; }
public void SetWindow(CombatWindow cwin) { window = cwin; }
public Untargetable(CombatWindow cw) { isNegative = false; window = cw; turns = 1; if (isPlayer) cw.combatText.AppendText(p.name + " is now untargetable.", "Aqua"); else cw.combatText.AppendText(e.name + " is now untargetable.", "Red"); }
public Stunned(int Turns, CombatWindow cw) { turns = Turns; window = cw; if (isPlayer) cw.combatText.AppendText(p.name + " was stunned for " + turns + " turns!", "Red"); else cw.combatText.AppendText(e.name + " was stunned for " + turns + " turns!", "Aqua"); }
public OnFire(int Turns, int Power, CombatWindow cw) { turns = Turns; power = Power; window = cw; if (isPlayer) cw.combatText.AppendText(p.name + " has been set ablaze!", "Red"); else cw.combatText.AppendText(e.name + " has been set ablaze!", "Aqua"); }