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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class enemy : MonoBehaviour {
- public static float poziom;
- public static string numer;
- public static string nazwa;
- public static float HP;
- public static float MaxHpValue;
- public static float atak;
- public static float obrona;
- public static float spid;
- public static float specatak;
- public static float specobrona;
- public static string typ1;
- public static string typ2;
- public static float HP_mnoznik;
- public static float atak_mnoznik;
- public static float obrona_mnoznik;
- public static float spid_mnoznik;
- public static float specatak_mnoznik;
- public static float specobrona_mnoznik;
- public static string atak1_nazwa;
- public static string atak1_numer;
- public static string atak1_type;
- public static string atak1_pp_current;
- public static string atak1_pp_max;
- public static string atak1_power;
- public static string atak1_accuracy;
- public static string atak1_is_special;
- public static string atak2_nazwa;
- public static string atak2_numer;
- public static string atak2_type;
- public static string atak2_pp_current;
- public static string atak2_pp_max;
- public static string atak2_power;
- public static string atak2_accuracy;
- public static string atak2_is_special;
- public static string atak3_numer;
- public static string atak3_nazwa;
- public static string atak3_type;
- public static string atak3_pp_current;
- public static string atak3_pp_max;
- public static string atak3_power;
- public static string atak3_accuracy;
- public static string atak3_is_special;
- public static string atak4_numer;
- public static string atak4_nazwa;
- public static string atak4_type;
- public static string atak4_pp_current;
- public static string atak4_pp_max;
- public static string atak4_power;
- public static string atak4_accuracy;
- public static string atak4_is_special;
- public static string atak_chosen;
- public static string atak_type_chosen;
- public static string atak_pp_chosen;
- public static string atak_power_chosen;
- public static string atak_accuracy_chosen;
- public static string status_poison;
- public static string status_burn;
- public static string status_sleep;
- public static string status_paralyze;
- public static string status_freeze;
- // Use this for initialization
- void Start () {
- }
- public static void przypisanie()
- {
- numer = dziki.numer;
- poziom = dziki.poziom;
- nazwa = dziki.nazwa;
- HP = dziki.HP;
- MaxHpValue = dziki.MaxHpValue;
- atak = dziki.atak;
- obrona = dziki.obrona;
- spid = dziki.spid;
- specatak = dziki.specatak;
- specobrona = dziki.specobrona;
- typ1 = dziki.typ1;
- typ2 = dziki.typ2;
- atak1_nazwa = dziki.atak1_nazwa;
- atak1_numer = dziki.atak1_numer;
- atak1_type = dziki.atak1_type;
- atak1_pp_current = dziki.atak1_pp_current;
- atak1_pp_max = dziki.atak1_pp_max;
- atak1_power = dziki.atak1_power;
- atak1_accuracy = dziki.atak1_accuracy;
- atak1_is_special = dziki.atak1_is_special;
- atak2_nazwa = dziki.atak2_nazwa;
- atak2_numer = dziki.atak2_numer;
- atak2_type = dziki.atak2_type;
- atak2_pp_current = dziki.atak2_pp_current;
- atak2_pp_max = dziki.atak2_pp_max;
- atak2_power = dziki.atak2_power;
- atak2_accuracy = dziki.atak2_accuracy;
- atak2_is_special = dziki.atak2_is_special;
- atak3_numer = dziki.atak3_numer;
- atak3_nazwa = dziki.atak3_nazwa;
- atak3_type = dziki.atak3_type;
- atak3_pp_current = dziki.atak3_pp_current;
- atak3_pp_max = dziki.atak3_pp_max;
- atak3_power = dziki.atak3_power;
- atak3_accuracy = dziki.atak3_accuracy;
- atak3_is_special = dziki.atak3_is_special;
- atak4_numer = dziki.atak4_numer;
- atak4_nazwa = dziki.atak4_nazwa;
- atak4_type = dziki.atak4_type;
- atak4_pp_current = dziki.atak4_pp_current;
- atak4_pp_max = dziki.atak4_pp_max;
- atak4_power = dziki.atak4_power;
- atak4_accuracy = dziki.atak4_accuracy;
- atak4_is_special = dziki.atak4_is_special;
- status_poison = dziki.status_poison;
- status_burn = dziki.status_burn;
- status_sleep = dziki.status_sleep;
- status_paralyze = dziki.status_paralyze;
- status_freeze = dziki.status_freeze;
- }
- // Update is called once per frame
- void Update () {
- }
- }
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