GammelJAN 6 years ago
commit 2193fc5d48

@ -16,12 +16,12 @@ public class Archer extends Entity{
this.maxhp = 75*lvl;
this.hp = this.maxhp;
this.direction = 1;
this.dmg = 7*lvl;
this.dmg = 6*lvl;
this.id = 0;
this.type = 1;
minRange = 64;
maxRange = 184;
attackSpeed = 30;
minRange = 70;
maxRange = 210;
attackSpeed = 65;
counter = 0;
// TODO: Sinnvolle Werte finden

@ -22,15 +22,15 @@ public class Earthwizard extends Entity{
public Earthwizard(float xPos, float yPos, int lvl) {
super(xPos, yPos, lvl);
this.maxhp = 80*lvl;
this.maxhp = 75*lvl;
this.hp = this.maxhp;
this.direction = 1;
this.dmg = 12*lvl;
this.dmg = 8*lvl;
this.id = 8;
this.type = 1;
minRange = 84;
maxRange = 144;
attackSpeed = 50;
minRange = 60;
maxRange = 150;
attackSpeed = 80;
counter = 0;
// TODO: Sinnvolle Werte finden

@ -13,15 +13,15 @@ public class Firearcher extends Entity{
public Firearcher(float xPos, float yPos, int lvl) {
super(xPos, yPos, lvl);
this.maxhp = 85*lvl;
this.maxhp = 80*lvl;
this.hp = this.maxhp;
this.direction = 1;
this.dmg = 9*lvl;
this.id = 13;
this.type = 1;
minRange = 84;
maxRange = 184;
attackSpeed = 40;
minRange = 65;
maxRange = 200;
attackSpeed = 55;
counter = 0;
// TODO: Sinnvolle Werte finden

@ -8,10 +8,10 @@ public class Fireswordsman extends Entity {
public Fireswordsman(float xPos, float yPos, int lvl) {
super(xPos, yPos, lvl);
this.maxhp = 130*lvl;
this.maxhp = 120*lvl;
this.hp = this.maxhp;
this.direction = 1;
this.dmg = 20*lvl;
this.dmg = 17*lvl;
this.id = 10;
this.type = 0;
@ -24,8 +24,8 @@ public class Fireswordsman extends Entity {
if(!isToDelete()){
double alpha = StaticMath.calculateAngle((int) this.xPos, (int) this.yPos, xPosPlayer, yPosPlayer);
movementX = (int) (3 * Math.cos(alpha));
movementY = (int) (3 * Math.sin(alpha));
movementX = (int) (4 * Math.cos(alpha));
movementY = (int) (4 * Math.sin(alpha));
xPos += movementX;
yPos += movementY;

@ -22,14 +22,14 @@ public class Firewizard extends Entity{
public Firewizard(float xPos, float yPos, int lvl) {
super(xPos, yPos, lvl);
this.maxhp = 80*lvl;
this.maxhp = 75*lvl;
this.hp = this.maxhp;
this.direction = 1;
this.dmg = 12*lvl;
this.dmg = 9*lvl;
this.id = 6;
this.type = 1;
minRange = 64;
maxRange = 124;
minRange = 50;
maxRange = 130;
attackSpeed = 60;
counter = 0;
// TODO: Sinnvolle Werte finden

@ -16,12 +16,12 @@ public class Icearcher extends Entity{
this.maxhp = 100*lvl;
this.hp = this.maxhp;
this.direction = 1;
this.dmg = 12*lvl;
this.dmg = 8*lvl;
this.id = 11;
this.type = 1;
minRange = 64;
maxRange = 184;
attackSpeed = 50;
minRange = 70;
maxRange = 230;
attackSpeed = 75;
counter = 0;
// TODO: Sinnvolle Werte finden

@ -8,10 +8,10 @@ public class Iceswordsman extends Entity {
public Iceswordsman(float xPos, float yPos, int lvl) {
super(xPos, yPos, lvl);
this.maxhp = 130*lvl;
this.maxhp = 120*lvl;
this.hp = this.maxhp;
this.direction = 1;
this.dmg = 20*lvl;
this.dmg = 18*lvl;
this.id = 15;
this.type = 0;
@ -24,8 +24,8 @@ public class Iceswordsman extends Entity {
if(!isToDelete()){
double alpha = StaticMath.calculateAngle((int) this.xPos, (int) this.yPos, xPosPlayer, yPosPlayer);
movementX = (int) (3 * Math.cos(alpha));
movementY = (int) (3 * Math.sin(alpha));
movementX = (int) (4 * Math.cos(alpha));
movementY = (int) (4 * Math.sin(alpha));
xPos += movementX;
yPos += movementY;

@ -25,12 +25,12 @@ public class Icewizard extends Entity{
this.maxhp = 80*lvl;
this.hp = this.maxhp;
this.direction = 1;
this.dmg = 12*lvl;
this.dmg = 10*lvl;
this.id = 16;
this.type = 1;
minRange = 64;
maxRange = 124;
attackSpeed = 60;
minRange = 70;
maxRange = 170;
attackSpeed = 80;
counter = 0;
// TODO: Sinnvolle Werte finden

@ -8,10 +8,10 @@ public class Swordsman extends Entity {
public Swordsman(float xPos, float yPos, int lvl) {
super(xPos, yPos, lvl);
this.maxhp = 100*lvl;
this.maxhp = 110*lvl;
this.hp = this.maxhp;
this.direction = 1;
this.dmg = 17*lvl;
this.dmg = 15*lvl;
this.id = 1;
this.type = 0;
@ -24,8 +24,8 @@ public class Swordsman extends Entity {
if(!isToDelete()){
double alpha = StaticMath.calculateAngle((int) this.xPos, (int) this.yPos, xPosPlayer, yPosPlayer);
movementX = (int) (3 * Math.cos(alpha));
movementY = (int) (3 * Math.sin(alpha));
movementX = (int) (4 * Math.cos(alpha));
movementY = (int) (4 * Math.sin(alpha));
xPos += movementX;
yPos += movementY;

@ -30,7 +30,7 @@ public class Wizard extends Entity{
this.type = 1;
minRange = 144;
maxRange = 164;
attackSpeed = 60; // higher = slower
attackSpeed = 75; // higher = slower
counter = 0;
// TODO: Sinnvolle Werte finden

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