added level transitions
jump to
@@ -1,5 +1,30 @@
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You're finally awake. You were trying to cross the border,\r + right? Walked right into that Orc ambush and got easily defeated." + objectReference: {fileID: 0} + - target: {fileID: 2531946836594585316, guid: 6ea33ca63163f4449b6ad81551de5999, + type: 3} + propertyPath: dialogue.sound + value: + objectReference: {fileID: 8300000, guid: 89ddd49577bc1524c9419b69e5dc8bdc, type: 3} + - target: {fileID: 2531946836594585316, guid: 6ea33ca63163f4449b6ad81551de5999, + type: 3} + propertyPath: dialogue.sentences.Array.data[1] + value: Well, it's your lucky day. I found you unconscious and I brought you + here to heal your wounds, now you should be ready to get revenge. + objectReference: {fileID: 0} + - target: {fileID: 2531946836594585316, guid: 6ea33ca63163f4449b6ad81551de5999, + type: 3} + propertyPath: dialogue.sentences.Array.data[2] + value: Your friend's waiting for you outside, she must be worried sick about + you! + objectReference: {fileID: 0} + - target: {fileID: 2531946836594585316, guid: 6ea33ca63163f4449b6ad81551de5999, + type: 3} + propertyPath: dialogue.sentences.Array.data[3] + value: What? Your third friend? Sorry, I only found and rescued two people, + you guys basically owe me your life from now on. + objectReference: {fileID: 0} + - target: {fileID: 2531946836594585316, guid: 6ea33ca63163f4449b6ad81551de5999, + type: 3} + propertyPath: dialogue.sentences.Array.data[4] + value: So, you want to climb Peek Galeer? Then you need to prepare for battle. + A lot of weird orcs and mutants have been swarming the place recently, but + as long as you stay together you should be fine. + objectReference: {fileID: 0} + - target: {fileID: 2531946836594585316, guid: 6ea33ca63163f4449b6ad81551de5999, + type: 3} + propertyPath: dialogue.sentences.Array.data[5] + value: Now go, adventurer, good luck with your revenge! I'll be waiting for + my cut here when you return... 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@@ -23,7 +23,7 @@ return target + " is already dead!";
} string str = source + " attacks " + target; //number logic - double prob, crit = 0, danno = 0; + double prob, crit = 0, damage = 0; bool didCrit = false; prob = 3 * Math.Log(source.stats.AGL / target.stats.AGL) + 87;@@ -42,13 +42,13 @@ str += " (Critical!)";
didCrit = true; } - danno = 27.241 * Math.Log(source.stats.ATK / source.stats.DEF) + 148.78 + crit; + damage = 27.241 * Math.Log(source.stats.ATK / source.stats.DEF) + 148.78 + crit; - danno += (danno * UnityEngine.Random.Range(-5, 5) / 100); + damage += (damage * UnityEngine.Random.Range(-5, 5) / 100); - target.stats.HP -= danno; + target.stats.HP -= damage; } - UI.ShowDamage(target, (int)danno, didCrit); + UI.ShowDamage(target, (int)damage, didCrit); source.animator.SetTrigger("Attack"); output = true; return str;
@@ -0,0 +1,41 @@
+using System.Collections; +using System.Collections.Generic; +using UnityEngine; +[System.Serializable] +public class FireBall : Ability +{ + public FireBall() + { + dbName = "FireBall"; + guiName = "Fireball"; + hasTarget = true; + ow_usable = false; + MP_cost = 70; + } + public override string Execute(Fighter source, Fighter target, out bool output) + { + if(target.stats.HP == 0) + { + output = false; + return target + " is already dead!"; + } + string str = source + " throws a fireball at " + target + "!"; + double damage = 0; + + //TODO: number logic + damage = 300; + + damage += (damage * UnityEngine.Random.Range(-5, 5) / 100); + target.stats.HP -= damage; + + UI.ShowDamage(target, (int)damage, false); + source.animator.SetTrigger("MagicAttack"); + output = true; + return str; + } + + public override string GetDescription() + { + return "A strong, fire-based, magic projectile."; + } +}
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@@ -6,7 +6,16 @@ public class Brady : BadGuy
{ public override string Combat_AI() { - throw new System.NotImplementedException(); + //attack a random goodGuy + Fighter[] ggs = GameObject.Find("BattleManager").GetComponent<BattleManager>().getGuys(false); + List<Ability> abs = stats.GetAbilities(); + bool output; + string str; + do + { + str = AbilityDB.Process(this, abs[Random.Range(0, abs.Count)], ggs[Random.Range(0, ggs.Length)], true, out output); + } while (output == false); + return str; } public Brady()
@@ -20,10 +20,12 @@ {
//attack a random goodGuy Fighter[] temp = GameObject.Find("BattleManager").GetComponent<BattleManager>().getGuys(false); bool output; + string str; do { - return AbilityDB.Process(this, new Attack(), temp[Random.Range(0, temp.Length)], true, out output); + str = AbilityDB.Process(this, new Attack(), temp[Random.Range(0, temp.Length)], true, out output); } while (output == false); + return str; } }
@@ -7,12 +7,7 @@ public class Boss : NPC
{ [SerializeField] private string bossType = null; - void onDisable(){ - SceneManager.LoadScene(++GameMaster.Instance.currentLevel); - } - public override void actionAfterDialogue(){ - Debug.Log("basik finocchio"); GameMaster.Instance.EnterBattle(name, bossType); } }
@@ -42,11 +42,15 @@
public int currentLevel = 0; private string[] partyNames = { "Paladin", "Archer", "Boxer", "Mage" }; + private List<string> bossNames = new List<string>(); private Stats tempStats; #endregion private void Start() { + bossNames.Add("Brady"); + bossNames.Add("Ganfaul"); + //start timer timer = 0;@@ -105,6 +109,12 @@ gold += battle.enemyGold;
inventory.addInventory(battle.enemyItems); killedEnemies.Add(fighting); + + if(bossNames.Contains(fighting)){ + currentLevel++; + fighting = ""; + killedEnemies = new List<string>(); + } SceneManager.LoadScene("Level" + currentLevel); } else //Lost Battle {
@@ -67,7 +67,6 @@ {
name = key; abilities = new List<Ability>(); abilities.Add(new Attack()); - abilities.Add(new Defend()); switch (key) { case "Paladin":@@ -77,6 +76,7 @@ atk = maxATK = 50;
def = maxDEF = 63; agl = maxAGL = 30; lck = maxLCK = 15; + abilities.Add(new Defend()); break; case "Archer": hp = maxHP = 400;@@ -85,8 +85,8 @@ atk = maxATK = 40;
def = maxDEF = 50; agl = maxAGL = 35; lck = maxLCK = 40; + abilities.Add(new Defend()); abilities.Add(new Heal()); - abilities.Add(new HealBig()); abilities.Add(new ReviveHalf()); break; case "Boxer":@@ -96,6 +96,7 @@ atk = maxATK = 30;
def = maxDEF = 80; agl = maxAGL = 28; lck = maxLCK = 25; + abilities.Add(new Defend()); break; case "Mage": hp = maxHP = 375;@@ -105,7 +106,7 @@ def = maxDEF = 50;
agl = maxAGL = 32; lck = maxLCK = 5; abilities.Add(new HealBig()); - abilities.Add(new HealGreat()); + abilities.Add(new FireBall()); abilities.Add(new ReviveFull()); break; case "Orc":@@ -131,14 +132,18 @@ atk = maxATK = 50;
def = maxDEF = 60; agl = maxAGL = 30; lck = maxLCK = 35; + abilities.Add(new FireBall()); + abilities.Add(new HealBig()); break; case "Ganfaul": hp = maxHP = 2000; - mp = maxMP = 500; + mp = maxMP = 700; atk = maxATK = 55; def = maxDEF = 60; agl = maxAGL = 32; lck = maxLCK = 30; + abilities.Add(new FireBall()); + abilities.Add(new HealBig()); break; default:
@@ -12,6 +12,9 @@ - enabled: 1
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