public SubMonster() { Name = ""; Number = 0; Type = Types.Type.none; avghealth = 0; maxhealth = 0; curhealth = 0; speed = 10; ATK = 10; compatmovetypes = new Types.Type[3]; imagepath = ""; discovered = false; moves = new Move.SubMove[3]; fingerprint = ""; status = new List <Status>(); thequirk = new Quirk(); desc = ""; statlen = 0; kills = 0; poison = 0; paralyze = 0; burn = 0; high = 0; doubled = 0; halved = 0; annoyed = 0; frozen = 0; cold = 0; evading = 0; asleep = 0; mixedup = 0; }
public SubMonster(SubMonster copy) { Name = copy.Name; Number = copy.Number; Type = copy.Type; avghealth = copy.avghealth; maxhealth = copy.maxhealth; curhealth = copy.curhealth; speed = copy.speed; ATK = copy.ATK; compatmovetypes = copy.compatmovetypes; imagepath = copy.imagepath; discovered = copy.discovered; moves = copy.moves; fingerprint = ""; status = copy.status; thequirk = new Quirk(copy.thequirk); desc = copy.desc; statlen = 0; kills = copy.kills; poison = copy.poison; paralyze = copy.paralyze; burn = copy.burn; high = copy.high; doubled = copy.doubled; halved = copy.halved; annoyed = copy.annoyed; frozen = copy.frozen; cold = copy.cold; evading = copy.evading; asleep = copy.asleep; mixedup = copy.mixedup; }
public Item(Item copy) { imagepath = copy.imagepath; IT = copy.IT; itemname = copy.itemname; cost = copy.cost; nettype = copy.nettype; }
public Item() { imagepath = ""; IT = ItemType.net; itemname = ""; cost = 0; nettype = Types.Type.none; }
public void ClearQuest() { QT = QuestType.none; gettype = Types.Type.none; getmove = new Move.SubMove(); num = 0; name = ""; desc = ""; pay = 0; }
public Quirk(Quirk copy) { Name = copy.Name; quirk = copy.quirk; afmt = copy.afmt; aftype = copy.aftype; healhurt = copy.healhurt; givestatus = copy.givestatus; statlen = copy.statlen; descr = copy.descr; }
//dodge percent change? maybe 50 for affected move type public Quirk() { Name = ""; quirk = QuirkType.none; afmt = Move.MoveType.none; aftype = Types.Type.none; healhurt = 0; givestatus = Status.none; statlen = 0; descr = ""; }
public SubMove(SubMove copy) { Name = copy.Name; type = copy.type; basedam = copy.basedam; hurtselfdam = copy.hurtselfdam; healself = copy.healself; hurtself = copy.hurtself; dodamage = copy.dodamage; multihit = copy.multihit; maxhits = copy.maxhits; MHP = copy.MHP; PP = copy.PP; curPP = copy.PP; critp = copy.critp; hitp = copy.hitp; mt = copy.mt; status = copy.status; statoverride = copy.statoverride; statlen = copy.statlen; self = copy.self; descr = copy.descr; }
public SubMove() { Name = ""; type = Types.Type.none; basedam = 0; hurtselfdam = 0; healself = false; hurtself = false; dodamage = true; multihit = false; maxhits = 1; MHP = 0; PP = 1; curPP = 0; critp = 0; hitp = 0; mt = MoveType.none; status = Monster.Status.none; statoverride = false; statlen = 0; self = false; descr = ""; }
public void RandomQuest() { int typetest = (int)UnityEngine.Random.Range((int)0, (int)5); SubQuest temp = new SubQuest(); switch (typetest) { case 0: QT = QuestType.type; gettype = Types.Int2Type((int)UnityEngine.Random.Range((int)1, (int)22)); desc = "Oi! I need you to get a young " + Types.TypePrinter(gettype) + " type m0nst3r for me!"; if (gettype != Types.Type.spooky && gettype != Types.Type.amyschumer) { pay = (int)UnityEngine.Random.Range((int)100, (int)301); } else { pay = (int)UnityEngine.Random.Range((int)250, (int)501); } break; case 1: QT = QuestType.move; getmove = Lists.RandMove(); desc = "Oi oi! I need a young m0nst3r that knows the move " + getmove.Name + "!"; pay = (int)UnityEngine.Random.Range((int)100, (int)301); break; case 2: QT = QuestType.ATK; num = (double)UnityEngine.Random.Range(50f, 95f); num = System.Math.Round(num, 2); desc = "Hey-o oi oi! I'm gonna need a m0nst3r with an ATK rating of over " + num + "!"; if (num < 90) { pay = (int)(2 * ((num * num) / 50)); } else { pay = 1000; } break; case 3: QT = QuestType.SPD; num = (double)UnityEngine.Random.Range(50f, 95f); num = System.Math.Round(num, 2); desc = "Hey-o oi! I'm gonna need a m0nst3r with an SPD rating of over " + num + "!"; if (num < 90) { pay = (int)(2 * ((num * num) / 50)); } else { pay = 1000; } break; case 4: QT = QuestType.HP; num = (double)UnityEngine.Random.Range(45f, 70f); num = System.Math.Round(num, 2); desc = "Hoi! I'm gonna need a m0nst3r with over " + num + " health!"; if (num < 60) { pay = (int)(4 * ((num * num) / 45)); } else { pay = 2000; } break; } }