Esempio n. 1
0
bool upgradeskill() 
{
	//printf("%d\n",status->objects[0].skill_level[SHIELD]);
	  
		if (status->objects[0].skill_level[LONG_ATTACK]<5)
		{
			if (status->objects[0].ability>=cost(LONG_ATTACK))
			{
				UpgradeSkill(-1,LONG_ATTACK);
				return true;
			}
		}
		
		if (status->objects[0].skill_level[HEALTH_UP]<5)
		{
			if (status->objects[0].ability>=cost(HEALTH_UP))
			{
				UpgradeSkill(-1,HEALTH_UP);
				return true;
			}
			else return false;
		}
		if (status->objects[0].skill_level[VISION_UP]<5)
		{
			if (status->objects[0].ability>=cost(VISION_UP))
			{
				UpgradeSkill(-1,VISION_UP);
				return true;
			}
			else return false;
		}
		return false;
};
Esempio n. 2
0
bool upgradeskill()
{
    //printf("%d\n",status->objects[0].skill_level[SHIELD]);
    /* if ((eat_player(kTeleportMaxDistance[1])!=-1)&&(status->objects[0].skill_level[TELEPORT]==0))
    {
    if (status->objects[0].ability>=cost(TELEPORT))
    {
    UpgradeSkill(-1,TELEPORT);
    return true;
    };
    }*/
    if (status->objects[0].skill_level[SHIELD]<5)
    {
        //printf("%d %d\n",cost(SHIELD),status->objects[0].ability);
        if (status->objects[0].ability >= cost(SHIELD))
        {
            UpgradeSkill(-1, SHIELD);
            return true;
        }
        else return false;
    }
    /*if (status->objects[0].skill_level[TELEPORT]<5)
    {
    if (status->objects[0].ability>=cost(TELEPORT))
    {
    UpgradeSkill(-1,TELEPORT);
    return true;
    }
    else return false;
    }*/
    if (status->objects[0].skill_level[HEALTH_UP]<5)
    {
        if (status->objects[0].ability >= cost(HEALTH_UP))
        {
            UpgradeSkill(-1, HEALTH_UP);
            return true;
        }
        else return false;
    }
    if (status->objects[0].skill_level[VISION_UP]<5)
    {
        if (status->objects[0].ability >= cost(VISION_UP))
        {
            UpgradeSkill(-1, VISION_UP);
            return true;
        }
        else return false;
    }
    return false;
};
Esempio n. 3
0
void upgrade(PlayerObject obj, SkillType skill){
	if (obj.skill_level[skill] == 5) return;
	if (obj.ability < cost(skill)) return;
	UpgradeSkill(obj.id, skill);
}
Esempio n. 4
0
int update() {
	if (me.skill_cd[SHIELD] == 0 /*&& me.short_attack_casting == -1*/ && me.long_attack_casting == -1) {
		WAIT;
		Shield(me.id);
		GO;
		return 1;
	}
	else {
		if (me.skill_level[HEALTH_UP] < kMaxSkillLevel) {
			if (me.ability >= cost(HEALTH_UP)) {
				WAIT;
				UpgradeSkill(me.id, HEALTH_UP);
				GO;
				return 1;
			}
			else return 0;
		}
		else if (me.skill_level[SHIELD] < kMaxSkillLevel) {
			if (me.ability >= cost(SHIELD)) {
				WAIT;
				UpgradeSkill(me.id, SHIELD);
				GO;
				return 1;
			}
			else return 0;
		}
		else {
			AE_Parameter = MID_ADVANCED_VALUE;//1st step of update finish
			if (me.skill_level[SHORT_ATTACK] < kMaxSkillLevel) {
				if (me.skill_level[DASH] < kMaxSkillLevel) {
					if (me.ability >= cost(SHORT_ATTACK)) {
						WAIT;
						UpgradeSkill(me.id, SHORT_ATTACK);
						GO;
						return 1;
					}
					else if (me.ability >= cost(DASH)) {
						WAIT;
						UpgradeSkill(me.id, DASH);
						GO;
						return 1;
					}
					else return 0;
				}
				else {
					if (me.ability >= cost(SHORT_ATTACK)) {
						WAIT;
						UpgradeSkill(me.id, SHORT_ATTACK);
						GO;
						return 1;
					}
					else return 0;
				}
			}
			else if (me.skill_level[DASH] < kMaxSkillLevel) {
				if (me.ability >= cost(DASH)) {
					WAIT;
					UpgradeSkill(me.id, DASH);
					GO;
					return 1;
				}
				else return 0;
			}
			else {
				AE_Parameter = LOW_ADVANCED_VALUE;//2st step of update finish
				if (me.skill_level[LONG_ATTACK] < kMaxSkillLevel) {
					if (me.ability >= cost(LONG_ATTACK)) {
						WAIT;
						UpgradeSkill(me.id, LONG_ATTACK);
						GO;
						return 1;
					}
					else return 0;
				}
				else {
					AE_Parameter = TRASH;//all finish
					if (me.ability >= cost(VISION_UP)){
						WAIT;
						UpgradeSkill(me.id, VISION_UP);
						GO;
					}
					return 0;
				}
			}
			return 0;
		}
	}
}
Esempio n. 5
0
void HealthUp(int user_id) {
	UpgradeSkill(user_id, HEALTH_UP);
}