protected override void OnUpdate() { //Heal then end immediately EntityHealed.HealFP(FPHeal); End(); }
/// <summary> /// Heals a set of BattleEntities with this MoveAction. /// <para>Healing moves cannot miss.</para> /// </summary> /// <param name="healingData">The HealingData containing HP, FP, and more.</param> /// <param name="entities">The BattleEntities to heal.</param> public void PerformHeal(HealingData healingData, BattleEntity[] entities) { for (int i = 0; i < entities.Length; i++) { BattleEntity entityHealed = entities[i]; //Heal HP and FP entityHealed.HealHP(healingData.HPHealed); entityHealed.HealFP(healingData.FPHealed); //Heal Status Effects StatusTypes[] statusesHealed = healingData.StatusEffectsHealed; if (statusesHealed != null) { for (int j = 0; j < statusesHealed.Length; j++) { StatusTypes statusHealed = statusesHealed[j]; entityHealed.EntityProperties.RemoveStatus(statusHealed, true); } } } }