public override void executeAction() { StatusEffect se = new Ef_AtkUP(); se.InitializeSE(level, duration); source.InflictStatus(se); }
public override void executeAction() { StatusEffect se; foreach (Chara chara in targetList) { if (chara.isEnemy && chara.HPcurr > 0) { se = new Ef_AtkUP(); se.InitializeSE(level, duration); chara.InflictStatus(se); } } }
public override void executeAction() { if (source.MPcurr < mpCost) { message = source.name + " has not enough MP!\n"; } else { source.MPcurr -= mpCost; message = target.name + "'s gains greater Atk UP!\n"; StatusEffect se = new Ef_AtkUP(); se.InitializeSE(level + 2, duration); target.InflictStatus(se); } }
public override void executeAction() { StatusEffect se = new Ef_AtkDOWN(); se.InitializeSE(2, 1); source.InflictStatus(se); se = new Ef_AtkUP(); se.InitializeSE(5, 2); foreach (Chara chara in targetList) { if (chara.isEnemy && chara.HPcurr > 0 && chara != source) { chara.InflictStatus(se); } } }
public override void executeAction() { List <Chara> viableTargets = new List <Chara>(); if (source.efTauntTarget != null) { if (source.efTauntTarget.HPcurr > 0) { target = source.efTauntTarget; } else { foreach (Chara chara in targetList) { if (!chara.isEnemy && chara.HPcurr > 0) { viableTargets.Add(chara); } } target = viableTargets[Random.Range(0, viableTargets.Count)]; } } else { 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_AtkUP(); se.InitializeSE(level, duration); target.InflictStatus(se); StatusEffect se2 = new Ef_SpdUP(); se2.InitializeSE(level, duration); target.InflictStatus(se2); StatusEffect se3 = new Ef_DefUP(); se3.InitializeSE(level, duration); target.InflictStatus(se3); }
public override void executeAction() { if (source.MPcurr < mpCost) { message = source.name + " has not enough MP!\n"; } else { source.MPcurr -= mpCost; message = "Party is inflicted with Atk UP!\n"; foreach (Chara chara in allChara) { if (!chara.isEnemy && chara.HPcurr > 0) { StatusEffect se = new Ef_AtkUP(); se.InitializeSE(level, duration); chara.InflictStatus(se); } } } }