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 this.stats.MP = this.stats.MaxMP;
22 bool output;
23 int res;
24 Ability ability;
25 Fighter target;
26 do {
27 res = Random.Range(1, 101);
28 if (res < 70)
29 {
30 output = true;
31 //attack
32 Fighter[] ggs = GameObject.FindObjectOfType<BattleManager>().getGuys(false);
33
34 target = ggs[Random.Range(0, ggs.Length)];
35
36 if(res < 35)
37 {
38 //basic
39 ability = new Attack();
40 } else {
41 //magic
42 ability = new FireBall();
43 }
44 } else
45 {
46 //heal
47 ability = new HealGreat();
48 target = this;
49 if(this.stats.HP < this.stats.MaxHP)
50 {
51 output = true;
52 } else {
53 output = false;
54 }
55 }
56 } while (output == false);
57
58 return AbilityDB.Process(this, ability, target, true, out output);
59 }
60}