Ejemplo n.º 1
0
    public override void executeAction()
    {
        StatusEffect se    = new Ef_Stun();
        int          minHP = -9999;

        se.InitializeSE(level, duration);
        target.InflictStatus(se);
        foreach (Chara chara in targetList)
        {
            if (!chara.isEnemy && chara.HPcurr > 0)
            {
                if (chara.HPcurr > minHP)
                {
                    target = chara;
                    minHP  = chara.HPcurr;
                }
            }
        }
        if (minHP > -9999)
        {
            target.InflictStatus(se);
            damage = CalculateDamage(source.atk, target);
            target.TakeDamage(damage);
        }
    }
Ejemplo n.º 2
0
 public override void executeAction()
 {
     if (source.MPcurr < mpCost)
     {
         message = source.name + " does not have enough MP!\n";
     }
     else
     {
         source.MPcurr -= mpCost;
         damage         = CalculateDamage(source.atk, target);
         target.TakeDamage(damage);
         StatusEffect se = new Ef_Stun();
         se.InitializeSE(level, duration);
         target.InflictStatus(se);
     }
 }
Ejemplo n.º 3
0
 public override void executeAction()
 {
     foreach (Chara chara in targetList)
     {
         if (!chara.isEnemy && chara.HPcurr > 0)
         {
             StatusEffect se  = new Ef_Stun();
             StatusEffect se2 = new Ef_SpdDOWN();
             se.InitializeSE(8, 3);
             se2.InitializeSE(5, 4);
             chara.InflictStatus(se);
             chara.InflictStatus(se2);
             chara.TakeDamage(CalculateDamage(source.atk, chara));
         }
     }
 }
Ejemplo n.º 4
0
    public override void executeAction()
    {
        List <Chara> viableTargets = new List <Chara>();

        foreach (Chara chara in targetList)
        {
            if (!chara.isEnemy && chara.HPcurr > 0)
            {
                viableTargets.Add(chara);
            }
        }
        target = viableTargets[Random.Range(0, viableTargets.Count)];
        StatusEffect se = new Ef_Stun();

        se.InitializeSE(level, duration);
        target.InflictStatus(se);
    }