Assets/Scripts/Battle/Fighters/Brady.cs (view raw)
1using System.Collections;
2using System.Collections.Generic;
3using UnityEngine;
4
5public class Brady : BadGuy
6{
7 public Brady()
8 {
9 stats = new Stats("Brady");
10 description = "Son of the dark lord, he's not too bad.";
11
12 goldDrop = 150;
13 itemsDrop = new Inventory();
14 itemsDrop.generateItem(new ItemInfo(new BottledBlessing(), 1));
15
16 dead = defending = false;
17 }
18
19 public override string Combat_AI()
20 {
21 bool output;
22 int res;
23 Ability ability;
24 Fighter target;
25 do {
26 res = Random.Range(1, 101);
27 if (res < 70)
28 {
29 output = true;
30 //attack
31 Fighter[] ggs = GameObject.FindObjectOfType<BattleManager>().getGuys(false);
32
33 target = ggs[Random.Range(0, ggs.Length)];
34
35 if(res < 35)
36 {
37 //basic
38 ability = new Attack();
39 } else {
40 //magic
41 ability = new FireBall();
42 }
43 } else
44 {
45 //heal
46 ability = new HealGreat();
47 target = this;
48 if(this.stats.HP < this.stats.MaxHP)
49 {
50 output = true;
51 } else {
52 output = false;
53 }
54 }
55 } while (output == false);
56
57
58 return AbilityDB.Process(this, ability, target, true, out output);
59 }
60}