// This is the end of the section that should be copied and pasted public override void ExecuteEffect() { Debug.Assert(chrTarget == heal.chrTarget); //Apply the stored heal to the target chrTarget.TakeHealing(heal); sLabel = chrSource.sName + " is healing " + chrTarget.sName + " for " + heal.Get(); fDelay = ContTime.fDelayMinorSkill; }
public void TakeHealing(Healing healToTake) { //Fetch the amount of healing we're going to take int nHealingToTake = healToTake.Get(); //If there's healing to be done, then apply it to our health if (nHealingToTake > 0) { ChangeHealth(nHealingToTake); } //maybe notify people that we've been healed }
public override string GetDescription() { return(string.Format("Heal an Ally for {0}", healing.Get())); }
public override string GetDescription() { //TODO - eventually figure out how I'm gonna dynamically generate the text targets return(string.Format("Heal {0} life to an Ally", heal.Get())); }