public void skillAction(Entities user, Entities[] tar, bool hit){ if (MpCost > 0 && HpCost > 0) { if (user.getHp() >= HpCost) { user.setHp(-HpCost); } else { Debug.Log ("Not enough HP!"); return; } if (user.getMp() >= MpCost) { user.setMp(-MpCost); } else { Debug.Log ("Not enough MP!"); return; } } else if (HpCost > 0) { if (user.getHp() >= HpCost) { user.setHp(-HpCost); } else { Debug.Log ("Not enough HP!"); return; } } else if (MpCost > 0) { if (user.getMp() >= MpCost) { user.setMp(-MpCost); } else { Debug.Log ("Not enough MP!"); return; } } // If it hit, do damage. if (hit) { if (DamageType == damage_type.single) { if (DamageEffect == damage_effect.hp) { tar [0].setHp(-(Damage - (tar [0].End / 3))); } else if (DamageEffect == damage_effect.mp) { tar [0].setMp( -(Damage - (tar [0].End / 3))); } else { Debug.Log ("TURN DAMAGER NOT IMPLEMENTED YET"); } } else if (DamageType == damage_type.aoe) { foreach (Entities e in tar) { if (DamageEffect == damage_effect.hp) { e.setHp(-(Damage - (e.End / 3))); } else if (DamageEffect == damage_effect.mp) { e.setMp( -(Damage - (e.End / 3))); } else { Debug.Log ("TURN DAMAGER NOT IMPLEMENTED YET"); } } } else if (DamageType == damage_type.dot) { Debug.Log ("Turn based effects not implemented yet"); } user.Damage = Damage; } }
public void checkSkillAction(Entities user, Entities[] tar){ if (MpCost > 0 && HpCost > 0) { if (user.getHp() < HpCost) { //user.Hp -= HpCost; Debug.Log ("Not enough HP!"); return; } if (user.getMp() < MpCost) { Debug.Log ("Not enough MP!"); return; } } else if (HpCost > 0) { if (user.getHp() < HpCost) { Debug.Log ("Not enough HP!"); return; } } else if (MpCost > 0) { if (user.getMp() < MpCost) { Debug.Log ("Not enough MP!"); return; } } //After all the checks to see if the user can use the skill... user.setSkill (tar); user.handleSelectedSkill = SkillDatabase.GetSkillByUniqueName(UniqueName); //skillAction (user, tar); }