Damage - JayhawkZombie/EECS581Project GitHub Wiki

Derived Class

  • No Derived Class

Dependencies

  • None

Member Variables

  • int m_content[30]
    • This array holds the damage done by each of the elements for each attack. The elements are stored like this
    • [0] = Fire
    • [1] = Water
    • [2] = Earth
    • [3] = Air
    • [4] = Light
    • [5] = Dark
    • [6] = Physical
    • [7] = Magical
    • [8] = true
      • This damage cannot be blocked in any way - its the kind of damage that heal uses etc
    • [9] = Burn
      • Damages self 5% of maxHp when player executes a physical attack
    • [10] = HeadAche
      • Damages self 5% of maxHp when player executes a magical attack
    • [11] = Wet
      • Takes 20% less fire damage, 20% more Air Damage
    • [12] = Poison
      • Damages self 5% MaxHp at the end of every turn
    • [13] = Toxic
      • Damages self (5+intensity)% of maxHP on end of turn
    • [14] = Stun
      • 30% chance to skip turn
    • [15] = Inspired
      • (15+intensity)% damage bonus to magic attacks
    • [16] = Furious
      • (15+intensity)% damage bonus to physical attacks
    • [17] = chilled
      • 20% penalty to physical attack damage
    • [18] = Frozen
      • Skip turn - occurs when chilled is applied to a wet character
    • [19] = Dispelled
      • Ignores all positive status
    • [20] = Haste
      • Attacks twice
    • [21] = Numb
      • Can't use physical attacks
    • [22] = Silence
      • Can't use magical attacks
    • [23] = Regen
      • Heals self (5% of max HP) plus intensity at the end of each turn (before other damages are calculated
    • [24] = phyShield
      • Ignores (15+intensity)% of physical damage
    • [25] = magShield
      • Ignores (15+intensity)% of magical damage
    • [26] = firShield
      • ignores (15+intensity)% of fire damage
    • [27] = wtrShield
      • ignores (15+intensity)% of water damage
    • [28] = ertShield
      • ignores (15+intensity)% of earth damage
    • [29] = AirShield
      • ignores (15+intensity)% of air damage
    • [30] = LgtShield
      • ignores (15+intensity)% of light damage
    • [31] = drkShield
      • ignores (15+intenstiy)% of dark damage
    • This array holds the status damage done by each attack. The text file corresponding to what each status does can be found here: Statuses

Functions

Just Constructor/Destructor/Getters/Setters

Corresponding Java File

None

Future Plans

None

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