Example #1
0
        public void ApplyBodyPartDamage()
        {
            OffensiveBodyPartDamage bodyPartDamage = (this as SC_OffensiveMove)?.GetEffect.bodyPartDamage ?? (this as SC_Submission).GetEffect.bodyPartDamage;

            if (bodyPartDamage.bodyPart != BodyPart.None && (bodyPartDamage.both || bodyPartDamage.otherBodyPart == BodyPart.None || bodyPartDamage.bodyPart == (BodyPart)Caller.GetIntChoice("BodyPart")))
            {
                Receiver.ApplySingleBodyEffect(bodyPartDamage.bodyPart, bodyPartDamage.damage, true);
            }

            if (bodyPartDamage.otherBodyPart != BodyPart.None && (bodyPartDamage.both || bodyPartDamage.otherBodyPart == (BodyPart)Caller.GetIntChoice("BodyPart")))
            {
                Receiver.ApplySingleBodyEffect(bodyPartDamage.otherBodyPart, bodyPartDamage.damage, true);
            }
        }
Example #2
0
        protected override IEnumerator ApplyEffects()
        {
            yield return(StartCoroutine(base.ApplyEffects()));

            switch (Caller.GetIntChoice("ThreeChoices"))
            {
            case 0:
                Receiver.ApplySingleEffect("Stamina", -2);
                break;

            case 1:
                Receiver.ApplySingleEffect("Health", -3);
                break;

            case 2:
                Receiver.ApplySingleBodyEffect((BodyPart)Caller.GetIntChoice("BodyPart"), 2);
                break;
            }
        }
Example #3
0
        protected override IEnumerator ApplyEffects()
        {
            yield return(StartCoroutine(base.ApplyEffects()));

            Receiver.ApplySingleBodyEffect((lockingCard as SC_Submission).effect.bodyPartDamage.bodyPart, 5);
        }